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https://github.com/Alex-Rachel/TEngine.git
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统一命名规范private变量_filedInfo
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@@ -10,11 +10,6 @@ namespace Procedure
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/// </summary>
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public abstract bool UseNativeDialog { get; }
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protected IResourceModule _resourceModule;
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protected ProcedureBase()
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{
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_resourceModule = ModuleSystem.GetModule<IResourceModule>();
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}
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protected readonly IResourceModule _resourceModule = ModuleSystem.GetModule<IResourceModule>();
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}
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}
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@@ -10,7 +10,7 @@ namespace Procedure
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{
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public class ProcedureInitResources : ProcedureBase
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{
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private bool m_InitResourcesComplete = false;
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private bool _initResourcesComplete = false;
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public override bool UseNativeDialog => true;
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@@ -18,7 +18,7 @@ namespace Procedure
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{
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base.OnEnter(procedureOwner);
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m_InitResourcesComplete = false;
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_initResourcesComplete = false;
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LauncherMgr.Show(UIDefine.UILoadUpdate, "初始化资源中...");
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@@ -30,7 +30,7 @@ namespace Procedure
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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if (!m_InitResourcesComplete)
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if (!_initResourcesComplete)
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{
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// 初始化资源未完成则继续等待
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return;
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@@ -74,7 +74,7 @@ namespace Procedure
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yield break;
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}
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m_InitResourcesComplete = true;
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_initResourcesComplete = true;
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}
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private void OnInitResourcesError(ProcedureOwner procedureOwner)
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@@ -18,106 +18,103 @@ namespace Procedure
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/// </summary>
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public class ProcedureLoadAssembly : ProcedureBase
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{
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private bool m_enableAddressable = true;
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private bool _enableAddressable = true;
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public override bool UseNativeDialog => true;
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private int m_LoadAssetCount;
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private int m_LoadMetadataAssetCount;
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private int m_FailureAssetCount;
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private int m_FailureMetadataAssetCount;
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private bool m_LoadAssemblyComplete;
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private bool m_LoadMetadataAssemblyComplete;
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private bool m_LoadAssemblyWait;
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#pragma warning disable CS0414
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private bool m_LoadMetadataAssemblyWait;
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#pragma warning restore CS0414
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private Assembly m_MainLogicAssembly;
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private List<Assembly> m_HotfixAssemblys;
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private IFsm<IProcedureModule> m_procedureOwner;
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private UpdateSetting m_Setting;
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private int _loadAssetCount;
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private int _loadMetadataAssetCount;
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private int _failureAssetCount;
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private int _failureMetadataAssetCount;
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private bool _loadAssemblyComplete;
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private bool _loadMetadataAssemblyComplete;
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private bool _loadAssemblyWait;
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private bool _loadMetadataAssemblyWait;
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private Assembly _mainLogicAssembly;
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private List<Assembly> _hotfixAssemblyList;
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private IFsm<IProcedureModule> _procedureOwner;
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private UpdateSetting _setting;
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protected override void OnInit(IFsm<IProcedureModule> procedureOwner)
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{
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base.OnInit(procedureOwner);
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m_Setting = Settings.UpdateSetting;
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_setting = Settings.UpdateSetting;
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}
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protected override void OnEnter(IFsm<IProcedureModule> procedureOwner)
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{
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base.OnEnter(procedureOwner);
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Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
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m_procedureOwner = procedureOwner;
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Log.Debug("HybridCLR ProcedureLoadAssembly OnEnter");
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_procedureOwner = procedureOwner;
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LoadAssembly().Forget();
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}
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private async UniTaskVoid LoadAssembly()
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{
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m_LoadAssemblyComplete = false;
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m_HotfixAssemblys = new List<Assembly>();
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_loadAssemblyComplete = false;
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_hotfixAssemblyList = new List<Assembly>();
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//AOT Assembly加载原始metadata
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if (m_Setting.Enable)
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if (_setting.Enable)
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{
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#if !UNITY_EDITOR
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m_LoadMetadataAssemblyComplete = false;
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_loadMetadataAssemblyComplete = false;
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LoadMetadataForAOTAssembly();
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#else
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m_LoadMetadataAssemblyComplete = true;
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_loadMetadataAssemblyComplete = true;
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#endif
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}
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else
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{
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m_LoadMetadataAssemblyComplete = true;
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_loadMetadataAssemblyComplete = true;
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}
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if (!m_Setting.Enable || _resourceModule.PlayMode == EPlayMode.EditorSimulateMode)
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if (!_setting.Enable || _resourceModule.PlayMode == EPlayMode.EditorSimulateMode)
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{
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m_MainLogicAssembly = GetMainLogicAssembly();
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_mainLogicAssembly = GetMainLogicAssembly();
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}
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else
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{
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if (m_Setting.Enable)
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if (_setting.Enable)
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{
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foreach (string hotUpdateDllName in m_Setting.HotUpdateAssemblies)
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foreach (string hotUpdateDllName in _setting.HotUpdateAssemblies)
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{
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var assetLocation = hotUpdateDllName;
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if (!m_enableAddressable)
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if (!_enableAddressable)
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{
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assetLocation = Utility.Path.GetRegularPath(
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Path.Combine(
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"Assets",
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m_Setting.AssemblyTextAssetPath,
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$"{hotUpdateDllName}{m_Setting.AssemblyTextAssetExtension}"));
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_setting.AssemblyTextAssetPath,
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$"{hotUpdateDllName}{_setting.AssemblyTextAssetExtension}"));
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}
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Log.Debug($"LoadAsset: [ {assetLocation} ]");
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m_LoadAssetCount++;
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_loadAssetCount++;
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var result = await _resourceModule.LoadAssetAsync<TextAsset>(assetLocation);
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LoadAssetSuccess(result);
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}
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m_LoadAssemblyWait = true;
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_loadAssemblyWait = true;
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}
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else
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{
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m_MainLogicAssembly = GetMainLogicAssembly();
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_mainLogicAssembly = GetMainLogicAssembly();
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}
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}
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if (m_LoadAssetCount == 0)
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if (_loadAssetCount == 0)
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{
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m_LoadAssemblyComplete = true;
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_loadAssemblyComplete = true;
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}
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}
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protected override void OnUpdate(IFsm<IProcedureModule> procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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if (!m_LoadAssemblyComplete)
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if (!_loadAssemblyComplete)
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{
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return;
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}
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if (!m_LoadMetadataAssemblyComplete)
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if (!_loadMetadataAssemblyComplete)
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{
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return;
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}
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@@ -126,17 +123,17 @@ namespace Procedure
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private void AllAssemblyLoadComplete()
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{
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ChangeState<ProcedureStartGame>(m_procedureOwner);
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ChangeState<ProcedureStartGame>(_procedureOwner);
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#if UNITY_EDITOR
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m_MainLogicAssembly = GetMainLogicAssembly();
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_mainLogicAssembly = GetMainLogicAssembly();
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#endif
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if (m_MainLogicAssembly == null)
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if (_mainLogicAssembly == null)
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{
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Log.Fatal($"Main logic assembly missing.");
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return;
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}
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var appType = m_MainLogicAssembly.GetType("GameApp");
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var appType = _mainLogicAssembly.GetType("GameApp");
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if (appType == null)
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{
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Log.Fatal($"Main logic type 'GameMain' missing.");
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@@ -148,31 +145,31 @@ namespace Procedure
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Log.Fatal($"Main logic entry method 'Entrance' missing.");
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return;
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}
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object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
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object[] objects = new object[] { new object[] { _hotfixAssemblyList } };
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entryMethod.Invoke(appType, objects);
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}
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private Assembly GetMainLogicAssembly()
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{
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m_HotfixAssemblys.Clear();
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_hotfixAssemblyList.Clear();
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Assembly mainLogicAssembly = null;
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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if (string.Compare(m_Setting.LogicMainDllName, $"{assembly.GetName().Name}.dll",
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if (string.Compare(_setting.LogicMainDllName, $"{assembly.GetName().Name}.dll",
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StringComparison.Ordinal) == 0)
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{
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mainLogicAssembly = assembly;
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}
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foreach (var hotUpdateDllName in m_Setting.HotUpdateAssemblies)
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foreach (var hotUpdateDllName in _setting.HotUpdateAssemblies)
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{
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if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
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{
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m_HotfixAssemblys.Add(assembly);
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_hotfixAssemblyList.Add(assembly);
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}
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}
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if (mainLogicAssembly != null && m_HotfixAssemblys.Count == m_Setting.HotUpdateAssemblies.Count)
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if (mainLogicAssembly != null && _hotfixAssemblyList.Count == _setting.HotUpdateAssemblies.Count)
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{
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break;
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}
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@@ -187,7 +184,7 @@ namespace Procedure
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/// <param name="textAsset">代码资产。</param>
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private void LoadAssetSuccess(TextAsset textAsset)
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{
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m_LoadAssetCount--;
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_loadAssetCount--;
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if (textAsset == null)
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{
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Log.Warning($"Load Assembly failed.");
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@@ -200,22 +197,22 @@ namespace Procedure
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try
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{
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var assembly = Assembly.Load(textAsset.bytes);
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if (string.Compare(m_Setting.LogicMainDllName, assetName, StringComparison.Ordinal) == 0)
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if (string.Compare(_setting.LogicMainDllName, assetName, StringComparison.Ordinal) == 0)
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{
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m_MainLogicAssembly = assembly;
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_mainLogicAssembly = assembly;
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}
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m_HotfixAssemblys.Add(assembly);
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_hotfixAssemblyList.Add(assembly);
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Log.Debug($"Assembly [ {assembly.GetName().Name} ] loaded");
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}
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catch (Exception e)
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{
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m_FailureAssetCount++;
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_failureAssetCount++;
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Log.Fatal(e);
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throw;
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}
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finally
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{
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m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
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_loadAssemblyComplete = _loadAssemblyWait && 0 == _loadAssetCount;
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}
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_resourceModule.UnloadAsset(textAsset);
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}
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@@ -231,29 +228,29 @@ namespace Procedure
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// 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。
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// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
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if (m_Setting.AOTMetaAssemblies.Count == 0)
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if (_setting.AOTMetaAssemblies.Count == 0)
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{
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m_LoadMetadataAssemblyComplete = true;
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_loadMetadataAssemblyComplete = true;
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return;
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}
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foreach (string aotDllName in m_Setting.AOTMetaAssemblies)
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foreach (string aotDllName in _setting.AOTMetaAssemblies)
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{
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var assetLocation = aotDllName;
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if (!m_enableAddressable)
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if (!_enableAddressable)
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{
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assetLocation = Utility.Path.GetRegularPath(
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Path.Combine(
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"Assets",
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m_Setting.AssemblyTextAssetPath,
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$"{aotDllName}{m_Setting.AssemblyTextAssetExtension}"));
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_setting.AssemblyTextAssetPath,
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$"{aotDllName}{_setting.AssemblyTextAssetExtension}"));
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}
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Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
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m_LoadMetadataAssetCount++;
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_loadMetadataAssetCount++;
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_resourceModule.LoadAsset<TextAsset>(assetLocation, LoadMetadataAssetSuccess);
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}
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m_LoadMetadataAssemblyWait = true;
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_loadMetadataAssemblyWait = true;
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}
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/// <summary>
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@@ -262,7 +259,7 @@ namespace Procedure
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/// <param name="textAsset">代码资产。</param>
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private void LoadMetadataAssetSuccess(TextAsset textAsset)
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{
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m_LoadMetadataAssetCount--;
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_loadMetadataAssetCount--;
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if (null == textAsset)
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{
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Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
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@@ -283,13 +280,13 @@ namespace Procedure
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}
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catch (Exception e)
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{
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m_FailureMetadataAssetCount++;
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_failureMetadataAssetCount++;
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Log.Fatal(e.Message);
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throw;
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}
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finally
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{
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m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
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_loadMetadataAssemblyComplete = _loadMetadataAssemblyWait && 0 == _loadMetadataAssetCount;
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}
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_resourceModule.UnloadAsset(textAsset);
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}
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