[+] Procedure

[+] Procedure
This commit is contained in:
ALEXTANG
2023-04-13 14:37:49 +08:00
parent a6958f39e7
commit 51254bba57
29 changed files with 1077 additions and 0 deletions

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folderAsset: yes
DefaultImporter:
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namespace GameMain
{
public abstract class ProcedureBase : TEngine.ProcedureBase
{
/// <summary>
/// 获取流程是否使用原生对话框
/// 在一些特殊的流程(如游戏逻辑对话框资源更新完成前的流程)中,可以考虑调用原生对话框进行消息提示行为
/// </summary>
public abstract bool UseNativeDialog
{
get;
}
}
}

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fileFormatVersion: 2
guid: 531a832bf8dfd734395de52f4141082f
timeCreated: 1528026158
licenseType: Pro
MonoImporter:
serializedVersion: 2
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executionOrder: 0
icon: {instanceID: 0}
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using TEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
public class ProcedureClearCache:ProcedureBase
{
public override bool UseNativeDialog { get; }
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
Log.Info("清理未使用的缓存文件!");
UILoadMgr.Show(UIDefine.UILoadUpdate,$"清理未使用的缓存文件...");
var operation = GameModule.Resource.ClearUnusedCacheFilesAsync();
operation.Completed += Operation_Completed;
}
private void Operation_Completed(YooAsset.AsyncOperationBase obj)
{
UILoadMgr.Show(UIDefine.UILoadUpdate,$"清理完成 即将进入游戏...");
ChangeState<ProcedureStartGame>(_procedureOwner);
}
}
}

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fileFormatVersion: 2
guid: b9e990ba01f24ac584014438abc7f3b7
timeCreated: 1679635352

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using System;
using Cysharp.Threading.Tasks;
using TEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
public class ProcedureCreateDownloader : ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(ProcedureOwner procedureOwner)
{
Log.Info("创建补丁下载器");
UILoadMgr.Show(UIDefine.UILoadUpdate,$"创建补丁下载器...");
CreateDownloader(procedureOwner).Forget();
}
private async UniTaskVoid CreateDownloader(ProcedureOwner procedureOwner)
{
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
var downloader = GameModule.Resource.CreateResourceDownloader();
if (downloader.TotalDownloadCount == 0)
{
Log.Info("Not found any download files !");
ChangeState<ProcedureDownloadOver>(procedureOwner);
}
else
{
//A total of 10 files were found that need to be downloaded
Log.Info($"Found total {downloader.TotalDownloadCount} files that need download ");
// 发现新更新文件后,挂起流程系统
// 注意:开发者需要在下载前检测磁盘空间不足
int totalDownloadCount = downloader.TotalDownloadCount;
long totalDownloadBytes = downloader.TotalDownloadBytes;
float sizeMb = totalDownloadBytes / 1048576f;
sizeMb = UnityEngine.Mathf.Clamp(sizeMb, 0.1f, float.MaxValue);
string totalSizeMb = sizeMb.ToString("f1");
UILoadTip.ShowMessageBox($"Found update patch files, Total count {totalDownloadCount} Total size {totalSizeMb}MB", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_StartUpdate_Notice
, () => { StartDownFile(procedureOwner: procedureOwner); }, UnityEngine.Application.Quit);
}
}
void StartDownFile(ProcedureOwner procedureOwner)
{
ChangeState<ProcedureDownloadFile>(procedureOwner);
}
}
}

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fileFormatVersion: 2
guid: 2323d6b64e5a4a1195b9ed1795a64bdd
timeCreated: 1679634708

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using System;
using Cysharp.Threading.Tasks;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
public class ProcedureDownloadFile:ProcedureBase
{
public override bool UseNativeDialog { get; }
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
Log.Info("开始下载更新文件!");
UILoadMgr.Show(UIDefine.UILoadUpdate,$"开始下载更新文件...");
BeginDownload().Forget();
}
private async UniTaskVoid BeginDownload()
{
var downloader = GameModule.Resource.Downloader;
// 注册下载回调
downloader.OnDownloadErrorCallback = OnDownloadErrorCallback;
downloader.OnDownloadProgressCallback = OnDownloadProgressCallback;
downloader.BeginDownload();
await downloader;
// 检测下载结果
if (downloader.Status != EOperationStatus.Succeed)
return;
ChangeState<ProcedureDownloadOver>(_procedureOwner);
}
private void OnDownloadErrorCallback(string fileName, string error)
{
UILoadTip.ShowMessageBox($"Failed to download file : {fileName}", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Default
, () => { ChangeState<ProcedureCreateDownloader>(_procedureOwner); }, UnityEngine.Application.Quit);
}
private void OnDownloadProgressCallback(int totalDownloadCount, int currentDownloadCount, long totalDownloadBytes, long currentDownloadBytes)
{
string currentSizeMb = (currentDownloadBytes / 1048576f).ToString("f1");
string totalSizeMb = (totalDownloadBytes / 1048576f).ToString("f1");
// UILoadMgr.Show(UIDefine.UILoadUpdate,$"{currentDownloadCount}/{totalDownloadCount} {currentSizeMb}MB/{totalSizeMb}MB");
string descriptionText = Utility.Text.Format("正在更新,已更新{0},总更新{1},已更新大小{2},总更新大小{3},更新进度{4},当前网速{5}/s",
currentDownloadCount.ToString(),
totalDownloadCount.ToString(),
Utility.File.GetByteLengthString(currentDownloadBytes),
Utility.File.GetByteLengthString(totalDownloadBytes),
GameModule.Resource.Downloader.Progress,
Utility.File.GetByteLengthString((int)GameModule.Resource.Downloader.CurrentSpeed));
LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
UILoadMgr.Show(UIDefine.UILoadUpdate,descriptionText);
int needTime = 0;
if (GameModule.Resource.Downloader.CurrentSpeed > 0)
{
needTime = (int)((totalDownloadBytes - currentDownloadBytes) / GameModule.Resource.Downloader.CurrentSpeed);
}
TimeSpan ts = new TimeSpan(0, 0, needTime);
string timeStr = ts.ToString(@"mm\:ss");
string updateProgress = Utility.Text.Format("剩余时间 {0}({1}/s)", timeStr, Utility.File.GetLengthString((int)GameModule.Resource.Downloader.CurrentSpeed));
Log.Info(updateProgress);
}
}
}

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fileFormatVersion: 2
guid: 19b2799aad474898b96d8551856e6b40
timeCreated: 1679642638

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using TEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
public class ProcedureDownloadOver:ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(ProcedureOwner procedureOwner)
{
Log.Info("下载完成!!!");
UILoadMgr.Show(UIDefine.UILoadUpdate,$"下载完成...");
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
ChangeState<ProcedureClearCache>(procedureOwner);
}
}
}

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fileFormatVersion: 2
guid: b3998cede0874b49afc170062e554c34
timeCreated: 1679635148

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using System;
using Cysharp.Threading.Tasks;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 流程 => 初始化Package。
/// </summary>
public class ProcedureInitPackage : ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
//Fire Forget立刻触发UniTask初始化Package
InitPackage(procedureOwner).Forget();
}
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
var initializationOperation = GameModule.Resource.InitPackage();
await UniTask.Delay(TimeSpan.FromSeconds(1f));
await initializationOperation.ToUniTask();
if (initializationOperation.Status == EOperationStatus.Succeed)
{
// 编辑器模式。
if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
{
Log.Info("Editor resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
// 单机模式。
else if (GameModule.Resource.playMode == EPlayMode.OfflinePlayMode)
{
Log.Info("Package resource mode detected.");
ChangeState<ProcedureInitResources>(procedureOwner);
}
// 可更新模式。
else if (GameModule.Resource.playMode == EPlayMode.HostPlayMode)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Info("Updatable resource mode detected.");
ChangeState<ProcedureUpdateVersion>(procedureOwner);
}
else
{
Log.Error("UnKnow resource mode detected Please check???");
}
}
else
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Error($"{initializationOperation.Error}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}
}
private void Retry(ProcedureOwner procedureOwner)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"重新初始化资源中...");
InitPackage(procedureOwner).Forget();
}
}
}

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fileFormatVersion: 2
guid: 0fc41b358bdc498681a63f72ad8942c8
timeCreated: 1679639147

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using TEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
public class ProcedureInitResources : ProcedureBase
{
private bool m_InitResourcesComplete = false;
public override bool UseNativeDialog
{
get
{
return true;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_InitResourcesComplete = false;
UILoadMgr.Show(UIDefine.UILoadUpdate,"初始化资源中...");
// 注意:使用单机模式并初始化资源前,需要先构建 AssetBundle 并复制到 StreamingAssets 中,否则会产生 HTTP 404 错误
OnInitResourcesComplete();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_InitResourcesComplete)
{
// 初始化资源未完成则继续等待
return;
}
ChangeState<ProcedurePreload>(procedureOwner);
}
private void OnInitResourcesComplete()
{
m_InitResourcesComplete = true;
Log.Info("Init resources complete.");
}
}
}

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fileFormatVersion: 2
guid: 49285f361d08436aab23bdf729c10ea0
timeCreated: 1679635748

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using System;
using TEngine;
using TEngine.Localization;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 流程 => 启动器。
/// </summary>
public class ProcedureLaunch : ProcedureBase
{
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
// 构建信息:发布版本时,把一些数据以 Json 的格式写入 Assets/GameMain/Configs/BuildInfo.txt供游戏逻辑读取
// GameModule.BuiltinData.InitBuildInfo();
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
InitLanguageSettings();
// 声音配置:根据用户配置数据,设置即将使用的声音选项
InitSoundSettings();
// 默认字典:加载默认字典文件 Assets/GameMain/Configs/DefaultDictionary.xml
// 此字典文件记录了资源更新前使用的各种语言的字符串,会随 App 一起发布,故不可更新
// GameModule.BuiltinData.InitDefaultDictionary();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// 运行一帧即切换到 Splash 展示流程
ChangeState<ProcedureSplash>(procedureOwner);
}
private void InitLanguageSettings()
{
if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode && GameModule.Base.EditorLanguage != Language.Unspecified)
{
// 编辑器资源模式直接使用 Inspector 上设置的语言
return;
}
// Language language = GameModule.Localization.Language;
// if (GameModule.Setting.HasSetting(Constant.Setting.Language))
// {
// try
// {
// string languageString = GameModule.Setting.GetString(Constant.Setting.Language);
// language = (Language)Enum.Parse(typeof(Language), languageString);
// }
// catch(Exception exception)
// {
// Log.Error("Init language error, reason {0}",exception.ToString());
// }
// }
// if (language != Language.English
// && language != Language.ChineseSimplified
// && language != Language.ChineseTraditional
// && language != Language.Korean)
// {
// // 若是暂不支持的语言,则使用英语
// language = Language.English;
//
// GameModule.Setting.SetString(Constant.Setting.Language, language.ToString());
// GameModule.Setting.Save();
// }
//
// GameModule.Localization.Language = language;
// Log.Info("Init language settings complete, current language is '{0}'.", language.ToString());
}
private void InitSoundSettings()
{
// GameModule.Sound.Mute("Music", GameModule.Setting.GetBool(Constant.Setting.MusicMuted, false));
// GameModule.Sound.SetVolume("Music", GameModule.Setting.GetFloat(Constant.Setting.MusicVolume, 0.3f));
// GameModule.Sound.Mute("Sound", GameModule.Setting.GetBool(Constant.Setting.SoundMuted, false));
// GameModule.Sound.SetVolume("Sound", GameModule.Setting.GetFloat(Constant.Setting.SoundVolume, 1f));
// GameModule.Sound.Mute("UISound", GameModule.Setting.GetBool(Constant.Setting.UISoundMuted, false));
// GameModule.Sound.SetVolume("UISound", GameModule.Setting.GetFloat(Constant.Setting.UISoundVolume, 1f));
Log.Info("Init sound settings complete.");
}
}
}

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fileFormatVersion: 2
guid: d6c3d65d0c3a2104383e82700116b3d1
timeCreated: 1528026159
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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using System;
using System.Collections.Generic;
using System.IO;
#if HybridCLR_Enable
using HybridCLR;
#endif
using UnityEngine;
using TEngine;
using System.Reflection;
using YooAsset;
namespace GameMain
{
/// <summary>
/// 流程加载器 - 代码初始化
/// </summary>
public class ProcedureLoadAssembly : ProcedureBase
{
/// <summary>
/// 是否需要加载热更新DLL
/// </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++;
// }
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 38e1de092fdb401c955859d7d60d1b5a
timeCreated: 1675668724

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@@ -0,0 +1,98 @@
using System.Collections.Generic;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 预加载流程
/// </summary>
public class ProcedurePreload : ProcedureBase
{
private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog
{
get { return true; }
}
private bool m_needProLoadConfig = false;
private bool m_InitConfigXml = false;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_LoadedFlag.Clear();
if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
PreloadResources();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
{
if (!loadedFlag.Value)
{
break;
}
else
{
loadCount++;
}
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
if (loadCount < totalCount)
{
return;
}
if (m_InitConfigXml == false)
{
return;
}
UILoadMgr.HideAll();
ChangeState<ProcedureLoadAssembly>(procedureOwner);
}
private void PreloadResources()
{
if (m_needProLoadConfig)
{
LoadAllConfig();
}
else
{
m_InitConfigXml = true;
}
}
private void LoadAllConfig()
{
if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
return;
}
}
}
}

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fileFormatVersion: 2
guid: 3510902f458c4bd48422c40d10138549
timeCreated: 1665578910

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@@ -0,0 +1,27 @@
using UnityEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 流程 => 闪屏。
/// </summary>
public class ProcedureSplash : ProcedureBase
{
public override bool UseNativeDialog => true;
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
// 播放 Splash 动画
//Splash.Active(splashTime:3f);
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
//热更新UI初始化
UILoadMgr.Initialize();
//初始化资源包
ChangeState<ProcedureInitPackage>(procedureOwner);
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 139ec26f4972a8147a39d4bb34d5fcaa
timeCreated: 1528026159
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,23 @@
using System;
using Cysharp.Threading.Tasks;
using TEngine;
namespace GameMain
{
public class ProcedureStartGame : ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
StartGame().Forget();
}
private async UniTaskVoid StartGame()
{
await UniTask.Delay(TimeSpan.FromSeconds(2f));
UILoadMgr.HideAll();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: db61ddc0f5f34d639fae224363a3ac49
timeCreated: 1665628052

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@@ -0,0 +1,47 @@
using System;
using Cysharp.Threading.Tasks;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 流程 => 用户尝试更新清单
/// </summary>
public class ProcedureUpdateManifest: ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(ProcedureOwner procedureOwner)
{
Log.Info("更新资源清单!!!");
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新清单文件...");
UpdateManifest(procedureOwner).Forget();
}
private async UniTaskVoid UpdateManifest(ProcedureOwner procedureOwner)
{
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
var operation = GameModule.Resource.UpdatePackageManifestAsync(GameModule.Resource.PackageVersion);
await operation.ToUniTask();
if(operation.Status == EOperationStatus.Succeed)
{
ChangeState<ProcedureCreateDownloader>(procedureOwner);
}
else
{
Log.Error(operation.Error);
UILoadTip.ShowMessageBox($"用户尝试更新清单失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateManifest>(procedureOwner); }, UnityEngine.Application.Quit);
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3f0ff55ed6ee4711a65cc396946bb43f
timeCreated: 1679634395

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@@ -0,0 +1,74 @@
using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
namespace GameMain
{
/// <summary>
/// 流程 => 用户尝试更新静态版本
/// </summary>
public class ProcedureUpdateVersion : ProcedureBase
{
public override bool UseNativeDialog
{
get { return true; }
}
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新静态版本文件...");
//检查设备是否能够访问互联网
if (Application.internetReachability == NetworkReachability.NotReachable)
{
Log.Warning("The device is not connected to the network");
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
UILoadTip.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
GetStaticVersion().Forget,
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
}
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
// 用户尝试更新静态版本。
GetStaticVersion().Forget();
}
/// <summary>
/// 向用户尝试更新静态版本。
/// </summary>
private async UniTaskVoid GetStaticVersion()
{
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
var operation = GameModule.Resource.UpdatePackageVersionAsync();
await operation.ToUniTask();
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
GameModule.Resource.PackageVersion = operation.PackageVersion;
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
}
else
{
Log.Error(operation.Error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6f0ff5df84e44adcb8064f46662a1b10
timeCreated: 1665651883