Merge pull request #32 from ALEXTANGXIAO/TEngine_v_3.0.0

TEngine v 3.0.0     [+]HybridCLR
This commit is contained in:
ALEXTANG
2023-04-25 00:03:50 +08:00
committed by GitHub
31 changed files with 930 additions and 611 deletions

3
.gitignore vendored
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@@ -102,4 +102,5 @@ Sandbox/
#Luban
Luban/.cache.meta
GenerateDatas/
GenerateDatas/
Assets/HybridCLRData.meta

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@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BattleCore.Runtime
{
public class Empty : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1fc394f8c6ad5304a82ff84b4263756f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 86ce21ac2bf6d5543b8b0cc7f1972046
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,68 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using ProtoBuf;
using TEngine;
using System.Collections.Generic;
namespace GameProto
{
// 这个文件只放协议,和协议头
// 消息协议
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkg")]
public partial class CSPkg
{
[global::ProtoBuf.ProtoMember(1)]
public CSPkgHead Head { get; set; }
[global::ProtoBuf.ProtoMember(2)]
public CSPkgBody Body { get; set; }
}
// 消息协议头
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkgHead")]
public partial class CSPkgHead
{
[global::ProtoBuf.ProtoMember(1)]
public uint MsgId { get; set; }
[global::ProtoBuf.ProtoMember(2)]
public uint MsgLength { get; set; }
[global::ProtoBuf.ProtoMember(3)]
public uint MsgVersion { get; set; }
[global::ProtoBuf.ProtoMember(4)]
public uint Echo { get; set; }
[global::ProtoBuf.ProtoMember(5)]
public uint SvrTime { get; set; }
}
// 消息协议体
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkgBody")]
public partial class CSPkgBody
{
}
// 协议ID
[global::ProtoBuf.ProtoContract()]
public enum CSMsgID
{
CS_START = 0,
CS_HeartBeat = 10001,
CS_END = 10000,
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6d59eaaad20d9234ba941173b39361fc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,9 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
#if HybridCLR_Enable
using HybridCLR;
#endif
using UnityEngine;
using TEngine;
using System.Reflection;
@@ -21,287 +19,264 @@ namespace GameMain
/// </summary>
public bool NeedLoadDll => GameModule.Resource.playMode == EPlayMode.HostPlayMode || GameModule.Resource.playMode == EPlayMode.OfflinePlayMode;
public override bool UseNativeDialog => true;
// private int m_LoadAssetCount;
// private int m_LoadMetadataAssetCount;
// private int m_FailureAssetCount;
// private int m_FailureMetadataAssetCount;
// private bool m_LoadAssemblyComplete;
// private bool m_LoadMetadataAssemblyComplete;
// private bool m_LoadAssemblyWait;
// private bool m_LoadMetadataAssemblyWait;
// private System.Reflection.Assembly m_MainLogicAssembly;
// private List<System.Reflection.Assembly> m_HotfixAssemblys;
// private IFsm<IProcedureManager> m_procedureOwner;
//
// protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
// {
// base.OnEnter(procedureOwner);
// Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
// m_procedureOwner = procedureOwner;
// m_LoadAssemblyComplete = false;
// m_HotfixAssemblys = new List<Assembly>();
//
// if (!NeedLoadDll || GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
// {
// m_MainLogicAssembly = GetMainLogicAssembly();
// }
// else
// {
// if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
// {
// m_LoadAssetCallbacks ??= new LoadAssetCallbacks(LoadAssetSuccess, LoadAssetFailure);
// foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
// {
// var assetPath = Utility.Path.GetRegularPath(
// Path.Combine(
// "Assets",
// SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
// $"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
// Log.Debug($"LoadAsset: [ {assetPath} ]");
// m_LoadAssetCount++;
// GameModule.Resource.LoadAssetAsync(assetPath,typeof(UnityEngine.TextAsset), m_LoadAssetCallbacks, hotUpdateDllName);
// }
//
// m_LoadAssemblyWait = true;
// }
// else
// {
// m_MainLogicAssembly = GetMainLogicAssembly();
// }
// }
//
// if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
// {
// #if !UNITY_EDITOR
// m_LoadMetadataAssemblyComplete = false;
// LoadMetadataForAOTAssembly();
// #else
// m_LoadMetadataAssemblyComplete = true;
// #endif
// }
// else
// {
// m_LoadMetadataAssemblyComplete = true;
// }
//
// if (m_LoadAssetCount == 0)
// {
// m_LoadAssemblyComplete = true;
// }
// }
//
// protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
// {
// base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// if (!m_LoadAssemblyComplete)
// {
// return;
// }
// if (!m_LoadMetadataAssemblyComplete)
// {
// return;
// }
// AllAssemblyLoadComplete();
// }
//
// private void AllAssemblyLoadComplete()
// {
// if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
// {
// ChangeState<ProcedureStartGame>(m_procedureOwner);
// return;
// }
// if (m_MainLogicAssembly == null)
// {
// Log.Fatal($"Main logic assembly missing.");
// return;
// }
// var appType = m_MainLogicAssembly.GetType("GameMain");
// if (appType == null)
// {
// Log.Fatal($"Main logic type 'GameMain' missing.");
// return;
// }
// var entryMethod = appType.GetMethod("Entrance");
// if (entryMethod == null)
// {
// Log.Fatal($"Main logic entry method 'Entrance' missing.");
// return;
// }
// object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
// entryMethod.Invoke(appType, objects);
// ChangeState<ProcedureStartGame>(m_procedureOwner);
// }
//
// private Assembly GetMainLogicAssembly()
// {
// Assembly mainLogicAssembly = null;
// foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
// {
// if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, $"{assembly.GetName().Name}.dll",
// StringComparison.Ordinal) == 0)
// {
// mainLogicAssembly = assembly;
// }
//
// foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
// {
// if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
// {
// m_HotfixAssemblys.Add(assembly);
// }
// }
//
// if (mainLogicAssembly != null && m_HotfixAssemblys.Count == SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies.Count)
// {
// break;
// }
// }
//
// return mainLogicAssembly;
// }
//
// /// <summary>
// /// 加载代码资源成功回调。
// /// </summary>
// /// <param name="assetName">资源名称。</param>
// /// <param name="asset">资源实例。</param>
// /// <param name="duration">加载耗时。</param>
// /// <param name="userData">用户数据。</param>
// private void LoadAssetSuccess(string assetName, object asset, float duration, object userData)
// {
// m_LoadAssetCount--;
// Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ], duration: [ {duration} ], userData: [ {userData} ]");
// var textAsset = asset as TextAsset;
// if (textAsset == null)
// {
// Log.Warning($"Load text asset [ {assetName} ] failed.");
// return;
// }
//
// try
// {
// var assembly = Assembly.Load(textAsset.bytes);
// if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, userData as string, StringComparison.Ordinal) == 0)
// {
// m_MainLogicAssembly = assembly;
// }
// m_HotfixAssemblys.Add(assembly);
// Log.Debug($"Assembly [ {assembly.GetName().Name} ] loaded");
// }
// catch (Exception e)
// {
// m_FailureAssetCount++;
// Log.Fatal(e);
// throw;
// }
// finally
// {
// m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
// }
// }
//
// /// <summary>
// /// 加载代码资源失败回调。
// /// </summary>
// /// <param name="assetName">资源名称。</param>
// /// <param name="status">加载状态。</param>
// /// <param name="errorMessage">错误信息。</param>
// /// <param name="userData">自定义数据。</param>
// private void LoadAssetFailure(string assetName, LoadResourceStatus status, string errorMessage, object userData)
// {
// Log.Fatal($"LoadAssetFailure, assetName: [ {assetName} ], status: [ {status} ], errorMessage: [ {errorMessage} ], userData: [ {userData} ]");
// m_LoadAssetCount--;
// m_FailureAssetCount++;
// }
//
// /// <summary>
// /// 为Aot Assembly加载原始metadata 这个代码放Aot或者热更新都行。
// /// 一旦加载后如果AOT泛型函数对应native实现不存在则自动替换为解释模式执行。
// /// </summary>
// public void LoadMetadataForAOTAssembly()
// {
// // 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致而不能直接使用原始dll。
// // 我们在BuildProcessor_xxx里添加了处理代码这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。
//
// // 注意补充元数据是给AOT dll补充元数据而不是给热更新dll补充元数据。
// // 热更新dll不缺元数据不需要补充如果调用LoadMetadataForAOTAssembly会返回错误
// if (SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies.Count == 0)
// {
// m_LoadMetadataAssemblyComplete = true;
// return;
// }
// m_LoadMetadataAssetCallbacks ??= new LoadAssetCallbacks(LoadMetadataAssetSuccess, LoadMetadataAssetFailure);
// foreach (var aotDllName in SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies)
// {
// var assetPath = Utility.Path.GetRegularPath(
// Path.Combine(
// "Assets",
// SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
// $"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
// Log.Debug($"LoadMetadataAsset: [ {assetPath} ]");
// m_LoadMetadataAssetCount++;
// GameModule.Resource.LoadAssetAsync(assetPath,typeof(UnityEngine.TextAsset), m_LoadMetadataAssetCallbacks, aotDllName);
// }
// m_LoadMetadataAssemblyWait = true;
// }
//
// /// <summary>
// /// 加载元数据资源成功回调。
// /// </summary>
// /// <param name="assetName">资源名称。</param>
// /// <param name="asset">资源实例。</param>
// /// <param name="duration">加载耗时。</param>
// /// <param name="userData">用户数据。</param>
// private unsafe void LoadMetadataAssetSuccess(string assetName, object asset, float duration, object userData)
// {
// m_LoadMetadataAssetCount--;
// Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ], duration: [ {duration} ], userData: [ {userData} ]");
// var textAsset = asset as TextAsset;
// if (null == textAsset)
// {
// Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
// return;
// }
//
// try
// {
// byte[] dllBytes = textAsset.bytes;
// fixed (byte* ptr = dllBytes)
// {
// #if HybridCLR_Enable
// // 加载assembly对应的dll会自动为它hook。一旦Aot泛型函数的native函数不存在用解释器版本代码
// HomologousImageMode mode = HomologousImageMode.SuperSet;
// LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
// Log.Warning($"LoadMetadataForAOTAssembly:{userData as string}. mode:{mode} ret:{err}");
// #endif
// }
// }
// catch (Exception e)
// {
// m_FailureMetadataAssetCount++;
// Log.Fatal(e.Message);
// throw;
// }
// finally
// {
// m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
// }
// }
//
// /// <summary>
// /// 加载元数据资源失败回调。
// /// </summary>
// /// <param name="assetName">资源名称。</param>
// /// <param name="status">加载状态。</param>
// /// <param name="errorMessage">错误信息。</param>
// /// <param name="userData">自定义数据。</param>
// private void LoadMetadataAssetFailure(string assetName, LoadResourceStatus status, string errorMessage, object userData)
// {
// Log.Warning($"LoadAssetFailure, assetName: [ {assetName} ], status: [ {status} ], errorMessage: [ {errorMessage} ], userData: [ {userData} ]");
// m_LoadMetadataAssetCount--;
// m_FailureMetadataAssetCount++;
// }
private bool m_enableAddressable = true;
public override bool UseNativeDialog => true;
private int m_LoadAssetCount;
private int m_LoadMetadataAssetCount;
private int m_FailureAssetCount;
private int m_FailureMetadataAssetCount;
private bool m_LoadAssemblyComplete;
private bool m_LoadMetadataAssemblyComplete;
private bool m_LoadAssemblyWait;
private bool m_LoadMetadataAssemblyWait;
private Assembly m_MainLogicAssembly;
private List<Assembly> m_HotfixAssemblys;
private IFsm<IProcedureManager> m_procedureOwner;
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
m_procedureOwner = procedureOwner;
m_LoadAssemblyComplete = false;
m_HotfixAssemblys = new List<Assembly>();
if (!NeedLoadDll || GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
else
{
if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
{
foreach (string hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
{
var assetLocation = hotUpdateDllName;
if (!m_enableAddressable)
{
assetLocation = Utility.Path.GetRegularPath(
Path.Combine(
"Assets",
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadAsset: [ {assetLocation} ]");
m_LoadAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
}
m_LoadAssemblyWait = true;
}
else
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
}
if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
{
#if UNITY_EDITOR
m_LoadMetadataAssemblyComplete = false;
LoadMetadataForAOTAssembly();
#else
m_LoadMetadataAssemblyComplete = true;
#endif
}
else
{
m_LoadMetadataAssemblyComplete = true;
}
if (m_LoadAssetCount == 0)
{
m_LoadAssemblyComplete = true;
}
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_LoadAssemblyComplete)
{
return;
}
if (!m_LoadMetadataAssemblyComplete)
{
return;
}
AllAssemblyLoadComplete();
}
private void AllAssemblyLoadComplete()
{
if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
{
ChangeState<ProcedureStartGame>(m_procedureOwner);
return;
}
if (m_MainLogicAssembly == null)
{
Log.Fatal($"Main logic assembly missing.");
return;
}
var appType = m_MainLogicAssembly.GetType("GameApp");
if (appType == null)
{
Log.Fatal($"Main logic type 'GameMain' missing.");
return;
}
var entryMethod = appType.GetMethod("Entrance");
if (entryMethod == null)
{
Log.Fatal($"Main logic entry method 'Entrance' missing.");
return;
}
object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
entryMethod.Invoke(appType, objects);
ChangeState<ProcedureStartGame>(m_procedureOwner);
}
private Assembly GetMainLogicAssembly()
{
Assembly mainLogicAssembly = null;
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, $"{assembly.GetName().Name}.dll",
StringComparison.Ordinal) == 0)
{
mainLogicAssembly = assembly;
}
foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
{
if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
{
m_HotfixAssemblys.Add(assembly);
}
}
if (mainLogicAssembly != null && m_HotfixAssemblys.Count == SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies.Count)
{
break;
}
}
return mainLogicAssembly;
}
/// <summary>
/// 加载代码资源成功回调。
/// </summary>
/// <param name="assetOperationHandle">资源操作句柄。</param>
private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
{
m_LoadAssetCount--;
var assetName = assetOperationHandle.AssetObject.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
var textAsset = assetOperationHandle.AssetObject as TextAsset;
if (textAsset == null)
{
Log.Warning($"Load text asset [ {assetName} ] failed.");
return;
}
try
{
var assembly = Assembly.Load(textAsset.bytes);
if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, assetName, StringComparison.Ordinal) == 0)
{
m_MainLogicAssembly = assembly;
}
m_HotfixAssemblys.Add(assembly);
Log.Debug($"Assembly [ {assembly.GetName().Name} ] loaded");
}
catch (Exception e)
{
m_FailureAssetCount++;
Log.Fatal(e);
throw;
}
finally
{
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
}
}
/// <summary>
/// 为Aot Assembly加载原始metadata 这个代码放Aot或者热更新都行。
/// 一旦加载后如果AOT泛型函数对应native实现不存在则自动替换为解释模式执行。
/// </summary>
public void LoadMetadataForAOTAssembly()
{
// 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致而不能直接使用原始dll。
// 我们在BuildProcessor_xxx里添加了处理代码这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。
// 注意补充元数据是给AOT dll补充元数据而不是给热更新dll补充元数据。
// 热更新dll不缺元数据不需要补充如果调用LoadMetadataForAOTAssembly会返回错误
if (SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies.Count == 0)
{
m_LoadMetadataAssemblyComplete = true;
return;
}
foreach (string aotDllName in SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies)
{
var assetLocation = aotDllName;
if (!m_enableAddressable)
{
assetLocation = Utility.Path.GetRegularPath(
Path.Combine(
"Assets",
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
m_LoadMetadataAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
}
m_LoadMetadataAssemblyWait = true;
}
/// <summary>
/// 加载元数据资源成功回调。
/// </summary>
/// <param name="assetOperationHandle">资源操作句柄。</param>
private unsafe void LoadMetadataAssetSuccess(AssetOperationHandle assetOperationHandle)
{
m_LoadMetadataAssetCount--;
string assetName = assetOperationHandle.AssetObject.name;
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
var textAsset = assetOperationHandle.AssetObject as TextAsset;
if (null == textAsset)
{
Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
return;
}
try
{
byte[] dllBytes = textAsset.bytes;
fixed (byte* ptr = dllBytes)
{
// 加载assembly对应的dll会自动为它hook。一旦Aot泛型函数的native函数不存在用解释器版本代码
HomologousImageMode mode = HomologousImageMode.SuperSet;
LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
}
}
catch (Exception e)
{
m_FailureMetadataAssetCount++;
Log.Fatal(e.Message);
throw;
}
finally
{
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
}
}
}
}

View File

@@ -1,4 +1,3 @@
/*
using System.Collections;
using System.Collections.Generic;
using HybridCLR.Editor;
@@ -58,7 +57,4 @@ public static class BuildAssetsCommand
Debug.Log($"[CopyHotUpdateAssembliesToStreamingAssets] copy hotfix dll {dllPath} -> {dllBytesPath}");
}
}
}
*/
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ad601c9f244a8ad4ea31b17228958eeb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,291 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TEngine.Editor
{
public static class ProtoGenTools
{
#if UNITY_EDITOR
[MenuItem("TEngine/生成Proto|Gen Proto", false, 10)]
#endif
public static void Export()
{
InnerProto2CS.Proto2CS();
Debug.Log("proto2cs succeed!");
}
}
public static class InnerProto2CS
{
private static string ProtoPath = UnityEngine.Application.dataPath + "/..\\Luban\\Proto\\pb_schemas\\";
private static string OutPutPath =
UnityEngine.Application.dataPath + "/..\\Luban\\Proto\\Gen\\";
private static readonly char[] splitChars = { ' ', '\t' };
public static void Proto2CS()
{
Proto2CS("GameProto", "ProtoBase.proto", OutPutPath,10001,false);
}
public static void Proto2CS(string nameSpace, string protoName, string outputPath, int startOpcode,bool useMemoryPool = false)
{
if (!Directory.Exists(outputPath))
{
Directory.CreateDirectory(outputPath);
}
string proto = Path.Combine(ProtoPath, protoName);
string csPath = Path.Combine(outputPath, Path.GetFileNameWithoutExtension(proto) + ".cs");
string s = File.ReadAllText(proto);
StringBuilder sb = new StringBuilder();
sb.Append("//------------------------------------------------------------------------------\n");
sb.Append("// <auto-generated>\n");
sb.Append("// This code was generated by a tool.\n");
sb.Append("// Changes to this file may cause incorrect behavior and will be lost if\n");
sb.Append("// the code is regenerated.\n");
sb.Append("// </auto-generated>\n");
sb.Append("//------------------------------------------------------------------------------\n");
sb.Append("\n");
sb.Append("using System;\n");
sb.Append("using ProtoBuf;\n");
sb.Append("using TEngine;\n");
sb.Append("using System.Collections.Generic;\n");
sb.Append("\n");
sb.Append($"namespace {nameSpace}\n");
sb.Append("{\n");
bool isMsgStart = false;
bool isEnumStart = false;
foreach (string line in s.Split('\n'))
{
string newline = line.Trim();
if (newline == "")
{
continue;
}
if (newline.StartsWith("//ResponseType"))
{
string responseType = line.Split(' ')[1].TrimEnd('\r', '\n');
sb.AppendLine($"\t[ResponseType(nameof({responseType}))]");
continue;
}
if (newline.StartsWith("//"))
{
sb.Append($"\t{newline}\n");
continue;
}
if (newline.StartsWith("message"))
{
string parentClass = "";
isMsgStart = true;
string msgName = newline.Split(splitChars, StringSplitOptions.RemoveEmptyEntries)[1];
string[] ss = newline.Split(new[] { "//" }, StringSplitOptions.RemoveEmptyEntries);
if (ss.Length == 2)
{
parentClass = ss[1].Trim();
}
sb.Append($"\t[Serializable,global::ProtoBuf.ProtoContract(Name = @\"{msgName}\")]\n");
if (useMemoryPool)
{
sb.Append($"\tpublic partial class {msgName}: IMemory");
}
else
{
sb.Append($"\tpublic partial class {msgName}");
}
if (parentClass != "")
{
sb.Append($", {parentClass}\n");
}
else
{
sb.Append("\n");
}
continue;
}
if (isMsgStart)
{
if (newline == "{")
{
sb.Append("\t{\n");
continue;
}
if (newline == "}")
{
isMsgStart = false;
sb.Append("\t}\n\n");
continue;
}
if (newline.Trim().StartsWith("//"))
{
sb.AppendLine(newline);
continue;
}
if (newline.Trim() != "" && newline != "}")
{
if (newline.StartsWith("repeated"))
{
Repeated(sb, nameSpace, newline);
}
else
{
Members(sb, newline, true);
}
}
}
if (newline.StartsWith("enum"))
{
isEnumStart = true;
string enumName = newline.Split(splitChars, StringSplitOptions.RemoveEmptyEntries)[1];
sb.Append($"\t[global::ProtoBuf.ProtoContract()]\n");
sb.Append($"\tpublic enum {enumName}");
sb.Append("\n");
continue;
}
if (isEnumStart)
{
if (newline == "{")
{
sb.Append("\t{\n");
continue;
}
if (newline == "}")
{
isEnumStart = false;
sb.Append("\t}\n\n");
continue;
}
if (newline.Trim().StartsWith("//"))
{
sb.AppendLine(newline);
continue;
}
int index = newline.IndexOf(";");
newline = newline.Remove(index);
sb.Append($"\t\t{newline},\n\n");
}
}
sb.Append("}\n");
using (FileStream txt = new FileStream(csPath, FileMode.Create, FileAccess.ReadWrite))
{
using (StreamWriter sw = new StreamWriter(txt))
{
Debug.Log(sb.ToString());
sw.Write(sb.ToString());
}
}
}
private static void Repeated(StringBuilder sb, string ns, string newline)
{
try
{
int index = newline.IndexOf(";");
newline = newline.Remove(index);
string[] ss = newline.Split(splitChars, StringSplitOptions.RemoveEmptyEntries);
string type = ss[1];
type = ConvertType(type);
string name = ss[2];
int n = int.Parse(ss[4]);
sb.Append($"\t\t[global::ProtoBuf.ProtoMember({n})]\n");
sb.Append($"\t\tpublic List<{type}> {name} = new List<{type}>();\n\n");
}
catch (Exception e)
{
Console.WriteLine($"{newline}\n {e}");
}
}
private static string ConvertType(string type)
{
string typeCs = "";
switch (type)
{
case "int16":
typeCs = "short";
break;
case "int32":
typeCs = "int";
break;
case "bytes":
typeCs = "byte[]";
break;
case "uint32":
typeCs = "uint";
break;
case "long":
typeCs = "long";
break;
case "int64":
typeCs = "long";
break;
case "uint64":
typeCs = "ulong";
break;
case "uint16":
typeCs = "ushort";
break;
default:
typeCs = type;
break;
}
return typeCs;
}
private static void Members(StringBuilder sb, string newline, bool isRequired)
{
try
{
int index = newline.IndexOf(";");
newline = newline.Remove(index);
string[] ss = newline.Split(splitChars, StringSplitOptions.RemoveEmptyEntries);
string type = ss[0];
string name = ss[1];
int n = int.Parse(ss[3]);
string typeCs = ConvertType(type);
sb.Append($"\t\t[global::ProtoBuf.ProtoMember({n})]\n");
if (string.Equals(type,"string"))
{
sb.Append($"\t\t[global::System.ComponentModel.DefaultValue(\"\")]\n");
}
sb.Append($"\t\tpublic {typeCs} {name} {{ get; set; }}\n\n");
}
catch (Exception e)
{
Console.WriteLine($"{newline}\n {e}");
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e505998676d79fb47bc6b4ed97148fa1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -3,7 +3,8 @@
"rootNamespace": "",
"references": [
"TEngine.Runtime",
"YooAsset.Editor"
"YooAsset.Editor",
"HybridCLR.Editor"
],
"includePlatforms": [
"Editor"

View File

@@ -27,6 +27,7 @@ MonoBehaviour:
m_FormalResourceSourceUrl: http://127.0.0.1:8088
m_AtlasFolder: Assets/AssetRaw/UIRaw
m_ResourceVersionFileName: ResourceVersion.txt
HostServerURL: http://127.0.0.1:8081
CheckVersionUrl: http://127.0.0.1/Resources/{0}Version.txt
WindowsAppUrl: http://127.0.0.1
MacOSAppUrl: http://127.0.0.1
@@ -39,9 +40,16 @@ MonoBehaviour:
m_BybridCLRCustomGlobalSettings:
m_Enable: 1
m_Gitee: 1
HotUpdateAssemblies: []
AOTMetaAssemblies: []
LogicMainDllName: xxx.dll
HotUpdateAssemblies:
- GameLogic.dll
- GameBase.dll
- GameProto.dll
- BattleCore.Runtime.dll
AOTMetaAssemblies:
- mscorlib.dll
- System.dll
- System.Core.dll
LogicMainDllName: GameLogic.dll
AssemblyTextAssetExtension: .bytes
AssemblyTextAssetPath: Assets/AssetRaw/DLL
AssemblyTextAssetPath: AssetRaw/DLL
HybridCLRGlobalSettings: Settings/HybridCLRGlobalSettings

View File

@@ -28,15 +28,16 @@ public class HybridCLRCustomGlobalSettings
set { m_Gitee = value; }
}
[Header("Auto sync with [HybridCLRGlobalSettings]")] [Tooltip("You should modify the file form file path [Assets/CustomHybridCLR/Settings/HybridCLRGlobalSettings.asset]")]
public List<string> HotUpdateAssemblies;
[Header("Auto sync with [HybridCLRGlobalSettings]")]
[Tooltip("You should modify the file form file path [Assets/CustomHybridCLR/Settings/HybridCLRGlobalSettings.asset]")]
public List<string> HotUpdateAssemblies = new List<string>() { "GameLogic.dll","GameBase.dll","GameProto.dll","BattleCore.Runtime.dll"};
[Header("Need manual setting!")] public List<string> AOTMetaAssemblies;
[Header("Need manual setting!")] public List<string> AOTMetaAssemblies= new List<string>() {"mscorlib.dll","System.dll","System.Core.dll" };
/// <summary>
/// Dll of main business logic assembly
/// </summary>
public string LogicMainDllName = "xxx.dll";
public string LogicMainDllName = "GameLogic.dll";
/// <summary>
/// 程序集文本资产打包Asset后缀名
@@ -46,7 +47,7 @@ public class HybridCLRCustomGlobalSettings
/// <summary>
/// 程序集文本资产资源目录
/// </summary>
public string AssemblyTextAssetPath = "Assets/AssetRaw/DLL";
public string AssemblyTextAssetPath = "AssetRaw/DLL";
/// <summary>
/// Resources HybridCLRGlobalSettings Dir

View File

@@ -682,7 +682,9 @@ public sealed class BuglyAgent
#if UNITY_ANDROID
// The crash reporter package name, default is 'com.tencent.bugly'
#pragma warning disable CS0414
private static string _crashReporterPackage = "com.tencent.bugly";
#pragma warning restore CS0414
#endif
#if UNITY_IPHONE || UNITY_IOS
private static int _crashReproterCustomizedLogLevel = 2; // Off=0,Error=1,Warn=2,Info=3,Debug=4

View File

@@ -0,0 +1,68 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using ProtoBuf;
using TEngine;
using System.Collections.Generic;
namespace GameProto
{
// 这个文件只放协议,和协议头
// 消息协议
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkg")]
public partial class CSPkg
{
[global::ProtoBuf.ProtoMember(1)]
public CSPkgHead Head { get; set; }
[global::ProtoBuf.ProtoMember(2)]
public CSPkgBody Body { get; set; }
}
// 消息协议头
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkgHead")]
public partial class CSPkgHead
{
[global::ProtoBuf.ProtoMember(1)]
public uint MsgId { get; set; }
[global::ProtoBuf.ProtoMember(2)]
public uint MsgLength { get; set; }
[global::ProtoBuf.ProtoMember(3)]
public uint MsgVersion { get; set; }
[global::ProtoBuf.ProtoMember(4)]
public uint Echo { get; set; }
[global::ProtoBuf.ProtoMember(5)]
public uint SvrTime { get; set; }
}
// 消息协议体
[Serializable,global::ProtoBuf.ProtoContract(Name = @"CSPkgBody")]
public partial class CSPkgBody
{
}
// 协议ID
[global::ProtoBuf.ProtoContract()]
public enum CSMsgID
{
CS_START = 0,
CS_HeartBeat = 10001,
CS_END = 10000,
}
}

View File

@@ -1,5 +0,0 @@
Info_2023/1/13 11:33:15: By AlanDu Time:2023/1/13 11:33:15
Info_2023/1/13 11:33:15: Version 0.1
Info_2023/1/13 11:33:15: Function Protobuf Resolver
Info_2023/1/13 11:33:15: protoDirPathG:\WorkSpace\DinGameFrame\Luban\Proto\pb_message
Info_2023/1/13 11:33:15: ProtoOutputPath../../Assets\GameMain\HotFix\Scripts\Proto\Definition\Constant

Binary file not shown.

View File

@@ -1,18 +1,21 @@
@echo off & setlocal enabledelayedexpansion
cd %~dp0
echo =================start gen proto code=================
set pb_path=pb_message
set out_path=..\..\Assets\GameMain\HotFix\Scripts\Proto
del /f /s /q %out_path%\*.*
for /f "delims=" %%i in ('dir /b %pb_path%') do (
echo ------------%%i start gen
protoc -I=pb_message --csharp_out=../../Assets/GameMain/HotFix/Scripts/Proto pb_message\%%i
echo ------------%%i gen success
)
echo =================end gen proto code=================
set cur_path=%~dp0
set outEventPath=../../Assets\GameMain\HotFix\Scripts\Proto\Definition\Constant
call ProtobufResolver.exe %cur_path%pb_message %outEventPath%
echo =================end gen proto event=================
pause
@REM @echo off & setlocal enabledelayedexpansion
@REM cd %~dp0
@REM echo =================start gen proto code=================
@REM set pb_path=pb_message
@REM set out_path=..\..\Assets\GameMain\HotFix\Scripts\Proto
@REM del /f /s /q %out_path%\*.*
@REM for /f "delims=" %%i in ('dir /b %pb_path%') do (
@REM echo ------------%%i start gen
@REM protoc -I=pb_message --csharp_out=../../Assets/GameMain/HotFix/Scripts/Proto pb_message\%%i
@REM echo ------------%%i gen success
@REM )
@REM echo =================end gen proto code=================
@REM set cur_path=%~dp0
@REM set outEventPath=../../Assets\GameMain\HotFix\Scripts\Proto\Definition\Constant
@REM call ProtobufResolver.exe %cur_path%pb_message %outEventPath%
@REM echo =================end gen proto event=================
@REM pause
protoc -I=pb_schemas --csharp_out=Gen pb_schemas\ProtoBase.proto
pause

View File

@@ -1,191 +0,0 @@
syntax = "proto3";
import "GameBase.proto";
option java_package ="com.game.juhe.server.protobuf.proto";
package DPLogin;
// 客户端向服务端发送登录协议,发送账号和密码
// PTC_C2G_LOGININFO
message DPUserLoginInfoReq
{
string szAccount = 1; // 账号
string szPassword = 2; // 密码
string szMacAdress = 3; // mac地址
int32 nClientVersion = 4; // 客户端版本号
string szUserName = 5; // 用户名字
string extensionJson = 6; // 透传字段
}
// 登陆角色服返回验证结果
enum AccountLoginVerifyResult
{
ACC_VERIFY_RET_SUCCESS = 0; // 允许进入角色服务器
ACC_VERIFY_RET_FAILED = 1; // 未知错误
ACC_VERIFY_RET_ACCOUNT_OR_PASSWORD_ERROR = 2; // 账号或者密码错误
ACC_VERIFY_RET_MAINTENANCE = 3; // 服务器维护中
ACC_VERIFY_RET_IS_FULL = 4; // 服务器人数已满
ACC_VERIFY_RET_TIMEOUT = 5; // 验证超时
ACC_VERIFY_RET_PAYSYSHTTPERROR = 6; // http验证系统异常请联系客服
ACC_VERIFY_RET_FULLACCOUNT_INLIST = 7; // 因为人数过多在排队队列
ACC_VERIFY_RET_FULLACCOUNT_OUTLIST = 8; // 因为人数过多连排队队列都排不上
ACC_VERIFY_RET_FULLVERIFYACOUNT = 9; // 验证账号人数过多请耐心等待
ACC_VERIFY_RET_CLIENTVERSIONERROR = 10; // 客户端版本不对
}
// 玩家登陆,身份验证的结果
// PTC_G2C_ACC_VERIFY_RESULT
message DPAccountVerifyResultResp
{
string szAccount = 1; // 账号
AccountLoginVerifyResult nResult = 2; // 结果
string szLoginGuid = 3; // 登陆guid
string szServerIP = 4; // 服务器ip
int32 nPort = 5; // 端口
int32 nServerID = 6; // 服务器ID
int32 nWaitNum = 7; // 排队人数
int32 nMaxWaitNum = 8; // 最大排队人数
string szGatewayName = 9; // 服务器名
}
// 客户端发起登陆协议
// PTC_C2S_LOGICLOGIN
message DPGSLogicLoginReq
{
string szLoginGuid = 1; // 登陆guid
string szAccount = 2; // 账号
int32 nServerId = 3; // serverID
string szMacAdress = 4; // mac地址
}
// 登陆逻辑服失败
enum BEGSLogicLoginRet
{
GS_LOGIN_RET_FAILED = 0; // 未知错误
GS_LOGIN_RET_SUCCESS = 1; // 成功
GS_LOGIN_RET_FAILED_NEED_AUTH = 2; // 需要重新账号密码验证
GS_LOGIN_RET_FAILED_DIRECTLOGIN = 3; // 断线重连失败
GS_LOGIN_RET_FAILED_ACCOUNTLOGINPROXY = 4; // 登录代理服务器失败
GS_LOGIN_RET_FAILED_GSDIRECTLOGIN = 5; // 登录gs失败
GS_LOGIN_RET_FAILED_ACCOUNTLOGINBEGIN = 6; // account登录失败
GS_LOGIN_RET_FAILED_ASKGCROLEINFO = 7; // 登陆失败
GS_LOGIN_RET_FAILED_ROLELIST = 8; // 获取角色列表
GS_LOGIN_RET_FAILED_ASKGSPERMISSION = 9; // 询问gs登录失败
GS_LOGIN_RET_FAILED_ASKGSPERMISSIONRET = 10; // 询问gs登录失败
GS_LOGIN_RET_FAILED_SELECTROLEFAILED = 11; // 选择角色登录失败
}
// 客户端登陆逻辑服失败返回错误码
// PTC_S2C_LOGICLOIN_RET
message DPGSLogicLoginRetResp
{
string szAccount = 1; // 账号
BEGSLogicLoginRet eRet = 2; // 返回登陆结果
}
// 角色列表中的角色信息
message DPGSRoleItemInfo
{
GameBase.DPRoleBaseInfo stBaseInfo = 1;
int64 nCreateTime = 2; // 创建角色时间
int32 nPlatformId = 3; // 平台类型
int32 nCreateServerId = 4; // 创建角色的服务器ID
}
// 网关服务端把角色列表发回到客户端,里面有账号,角色数和角色列表
// PTC_G2C_ROLELIST_RESPONE
message DPRoleListResponeResp
{
string szAccount = 1; // 账号
int32 nRoleCount = 2; // 角色数
repeated DPGSRoleItemInfo arrayRoleList = 3; // 角色列表
}
// 玩家确定选取角色登录游戏
// PTC_C2G_GAMELOGIN_REQUEST
message DPGameLoginRequestReq
{
string szAccount = 1; // 账号
uint64 nRoleGuid = 2; // 玩家唯一标识id guid
string szRoleName = 3; // 玩家名
}
// 创建角色发送创建的角色名到网关服务器
// PTC_C2G_CREATE_ROLE
message DPCreateRoleReq
{
string szAccount = 1; // 账号
string szRoleName = 2; // 角色名
int32 nProfessionId = 3; // 角色ID
int32 nPortrait = 4; // 头像
int32 nClothId = 5; // 选择的时装
int32 nPlatformId = 6; // 平台ID
}
// 创建角色失败原因
enum RoleCreateFailedResult
{
ROLECREATE_FAIL_REASON_NONE = 0; // 角色创建成功
ROLECREATE_FAIL_REASON_UNKNOWN = 1; // 未知错误
ROLECREATE_FAIL_REASON_NAME_FILTER = 2; // 角色名非法
ROLECREATE_FAIL_REASON_NAME_EXIST = 3; // 角色名已存在
ROLECREATE_FAIL_REASON_OVER_MAX_ROLE_PER_GATEWAY = 4; // 创建角色超过本服上限
ROLECREATE_FAIL_REASON_OVER_MAX_ROLE_PER_ZONE = 5; // 创建角色超过整个大区上限
ROLECREATE_FAIL_MAX_NAME_LEN = 6; // 角色名长度超过上限
ROLECREATE_FAIL_MIN_NAME_LEN = 7; // 角色名长度低于下限
}
// 创建角色返回结果给客户端
// PTC_G2C_CREATEROLE_RESULT
message DPCreateRoleResultResp
{
string szAccount = 1; // 账号
string szRoleName = 2; // 角色名
uint64 nRoleGuid = 3; // 玩家唯一标识id guid
bool bSuccessed = 4; // 是否成功
RoleCreateFailedResult nFailedReason = 5; // 如果失败,返回原因
}
// 踢掉玩家的原因
enum KickOutClientResult
{
KICKOUT_REASON_NULL = 0; //默认踢掉角色
KICKOUT_REASON_SAMEACCOUNTLOGIN = 1; //账号重复登录
KICKOUT_REASON_KICKHANGUP = 2; //踢掉挂机的玩家
KICKOUT_REASON_LOGINFAILED = 3; //客户端登录失败
KICKOUT_REASON_CLIENTDISCONNECT = 4; //客户端断开连接
KICKOUT_REASON_CLIENTREQUESTEXIT = 5; //客户端请求退出
KICKOUT_REASON_SERVERKICK = 6; //服务器因错误挫人
KICKOUT_REASON_UNLEGALCLIENT = 7; //非法的客户端
KICKOUT_REASON_BACKENDKICK = 8; //后台踢人
KICKOUT_REASON_ONLINEGMKICK = 9; //GM在线踢人
KICKOUT_REASON_GSCRASH = 10; //GS宕机踢人
KICKOUT_REASON_GCCRASH = 11; //GC宕机踢人
KICKOUT_REASON_SCENECHANGE = 12; //场景切换失败
KICKOUT_REASON_BANPLAYER = 13; //封号
KICKOUT_REASON_SWITCHSERVER = 14; //切换gs的踢人
KICKOUT_REASON_EXITROLE = 15; //切换角色
KICKOUT_REASON_DIRECTLOGIN = 16; //断线重连失败
KICKOUT_REASON_BISHOPKICKOUT = 17; //bishop踢人
}
// 踢掉客户端
// PTC_G2C_KICKOUTCLIENT
message DPKickOutClientResp
{
KickOutClientResult eKickOut = 1; // 踢掉原因
}
// 退出账号,到账号登录界面
// PTC_C2S_EXITACCOUNT
message DPGSExitAccountReq
{
}
// 退出角色,到选择角色界面
// PTC_C2S_EXITROLE
message DPGSExitRoleReq
{
}

View File

@@ -1,45 +0,0 @@
syntax = "proto3";
option java_package ="com.game.juhe.server.protobuf.proto";
package GameBase;
// 游戏全局基础数据,和协议无关,就放结构
enum PacketType
{
Undefined = 0;
ClientToServer = 1;
ServerToClient = 2;
}
message PacketHeader
{
PacketType packetType = 1;
int64 id = 2;
int64 packetLength = 3;
bool isValid = 4;
}
// PTC_C2S_HeartBeat
message CSHeartBeat
{
int64 dwTime = 1;
}
// PTC_S2C_HeartBeat
message SCHeartBeat
{
int64 dwTime = 1;
}
// 玩家角色基础数据数据
message DPRoleBaseInfo
{
uint64 ullRoleGuid = 1; // guid
string szRoleName = 2; // 角色名
int32 nLevel = 3; // 角色等级
int32 nProfessionId = 4; // 角色ID
int32 nPortraitId = 5; // 头像
int32 nFightPower = 6; // 战斗力
int32 nClothId = 7; // 时装ID
}

View File

@@ -1,35 +0,0 @@
syntax = "proto3";
option java_package ="com.game.juhe.server.protobuf.proto";
package ProtoBase;
// 这个文件只放协议,和协议头
// 协议头
message BGProtocolHeader
{
int32 uProtocolId = 1; // 协议号
int32 uKeyLen = 2; // 验证码长度
bytes szSessionKey = 3; //[MAX_SESSIONKEY_LEN=64]
}
// 协议ID
enum ProtocolID
{
PTC_START = 0;
PTC_C2S_HeartBeat = 10001; // 客户端向网关服务器的协议id
PTC_S2C_HeartBeat = 10002; // 网关服务器向客户端的协议id
PTC_C2G_LOGININFO = 10003;
PTC_G2C_ACC_VERIFY_RESULT = 1004;
PTC_C2S_LOGICLOGIN = 10005;
PTC_S2C_LOGICLOIN_RET = 10006;
PTC_G2C_ROLELIST_RESPONE = 10007;
PTC_C2G_GAMELOGIN_REQUEST = 10008;
PTC_C2G_CREATE_ROLE = 1009;
PTC_G2C_CREATEROLE_RESULT = 10010;
PTC_G2C_KICKOUTCLIENT = 10011;
PTC_C2S_EXITACCOUNT = 10012;
PTC_C2S_EXITROLE = 10013;
PTC_END = 10000;
}

View File

@@ -1,5 +1,7 @@
syntax = "proto3";
package pb.message;
package GameProto;
//
message ExternalMessage {
// : 0 1

View File

@@ -0,0 +1,8 @@
syntax = "proto3";
package GameProto;
// 游戏全局基础数据,和协议无关,就放结构
// 导入定义
import "ProtoBase";

View File

@@ -0,0 +1,36 @@
syntax = "proto3";
package GameProto;
// 这个文件只放协议,和协议头
// 消息协议
message CSPkg
{
CSPkgHead Head = 1; //消息协议头
CSPkgBody Body = 2; //消息协议体
}
// 消息协议头
message CSPkgHead
{
uint32 MsgId = 1; //协议号
uint32 MsgLength = 2; //协议长度
uint32 MsgVersion = 3; //协议版本
uint32 Echo = 4; //回带字段
uint32 SvrTime = 5; //服务器时间
}
// 消息协议体
message CSPkgBody
{
}
// 协议ID
enum CSMsgID
{
CS_START = 0;
CS_HeartBeat = 10001;
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View File

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