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TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
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@@ -2,7 +2,9 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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#if ENABLE_HYBRIDCLR
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using HybridCLR;
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#endif
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using UnityEngine;
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using TEngine;
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using System.Reflection;
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@@ -15,11 +17,6 @@ namespace GameMain
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/// </summary>
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public class ProcedureLoadAssembly : ProcedureBase
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{
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/// <summary>
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/// 是否需要加载热更新DLL
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/// </summary>
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public bool NeedLoadDll => (int)GameModule.Resource.PlayMode > (int)EPlayMode.EditorSimulateMode;
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private bool m_enableAddressable = true;
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public override bool UseNativeDialog => true;
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private int m_LoadAssetCount;
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@@ -59,7 +56,7 @@ namespace GameMain
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m_LoadMetadataAssemblyComplete = true;
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}
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if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
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if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
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{
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m_MainLogicAssembly = GetMainLogicAssembly();
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}
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@@ -81,7 +78,7 @@ namespace GameMain
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Log.Debug($"LoadAsset: [ {assetLocation} ]");
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m_LoadAssetCount++;
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GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
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GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
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}
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m_LoadAssemblyWait = true;
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@@ -171,20 +168,19 @@ namespace GameMain
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/// <summary>
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/// 加载代码资源成功回调。
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/// </summary>
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/// <param name="assetOperationHandle">资源操作句柄。</param>
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private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
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/// <param name="textAsset">代码资产。</param>
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private void LoadAssetSuccess(TextAsset textAsset)
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{
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m_LoadAssetCount--;
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var assetName = assetOperationHandle.AssetObject.name;
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Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
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var textAsset = assetOperationHandle.AssetObject as TextAsset;
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if (textAsset == null)
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{
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Log.Warning($"Load text asset [ {assetName} ] failed.");
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Log.Warning($"Load Assembly failed.");
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return;
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}
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var assetName = textAsset.name;
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Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
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try
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{
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var assembly = Assembly.Load(textAsset.bytes);
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@@ -205,7 +201,7 @@ namespace GameMain
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{
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m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
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}
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assetOperationHandle.Dispose();
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GameModule.Resource.UnloadAsset(textAsset);
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}
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/// <summary>
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@@ -239,7 +235,7 @@ namespace GameMain
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Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
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m_LoadMetadataAssetCount++;
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GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
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GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
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}
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m_LoadMetadataAssemblyWait = true;
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}
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@@ -247,27 +243,29 @@ namespace GameMain
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/// <summary>
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/// 加载元数据资源成功回调。
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/// </summary>
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/// <param name="assetOperationHandle">资源操作句柄。</param>
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private unsafe void LoadMetadataAssetSuccess(AssetOperationHandle assetOperationHandle)
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/// <param name="textAsset">代码资产。</param>
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private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
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{
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m_LoadMetadataAssetCount--;
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string assetName = assetOperationHandle.AssetObject.name;
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Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
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var textAsset = assetOperationHandle.AssetObject as TextAsset;
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if (null == textAsset)
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{
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Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
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Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
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return;
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}
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string assetName = textAsset.name;
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Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
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try
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{
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byte[] dllBytes = textAsset.bytes;
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fixed (byte* ptr = dllBytes)
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{
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#if ENABLE_HYBRIDCLR
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// 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
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HomologousImageMode mode = HomologousImageMode.SuperSet;
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LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
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Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
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#endif
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}
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}
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catch (Exception e)
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@@ -279,8 +277,8 @@ namespace GameMain
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finally
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{
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m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
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}
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GameModule.Resource.UnloadAsset(textAsset);
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}
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}
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}
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