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https://github.com/Alex-Rachel/TEngine.git
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Init TEngine4.0.0
Init TEngine4.0.0
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@@ -0,0 +1,286 @@
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using System;
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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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using HybridCLR;
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using UnityEngine;
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using TEngine;
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using System.Reflection;
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using YooAsset;
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namespace GameMain
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{
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/// <summary>
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/// 流程加载器 - 代码初始化
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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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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<IProcedureManager> m_procedureOwner;
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protected override void OnEnter(IFsm<IProcedureManager> 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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m_LoadAssemblyComplete = false;
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m_HotfixAssemblys = new List<Assembly>();
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//AOT Assembly加载原始metadata
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if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
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{
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#if !UNITY_EDITOR
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m_LoadMetadataAssemblyComplete = false;
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LoadMetadataForAOTAssembly();
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#else
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m_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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}
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if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
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{
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m_MainLogicAssembly = GetMainLogicAssembly();
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}
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else
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{
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if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
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{
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foreach (string hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
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{
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var assetLocation = hotUpdateDllName;
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if (!m_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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SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
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$"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
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}
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Log.Debug($"LoadAsset: [ {assetLocation} ]");
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m_LoadAssetCount++;
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GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
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}
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m_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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}
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}
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if (m_LoadAssetCount == 0)
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{
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m_LoadAssemblyComplete = true;
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}
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}
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protected override void OnUpdate(IFsm<IProcedureManager> 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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{
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return;
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}
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if (!m_LoadMetadataAssemblyComplete)
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{
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return;
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}
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AllAssemblyLoadComplete();
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}
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private void AllAssemblyLoadComplete()
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{
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ChangeState<ProcedureStartGame>(m_procedureOwner);
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#if UNITY_EDITOR
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m_MainLogicAssembly = AppDomain.CurrentDomain.GetAssemblies().
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First(assembly => $"{assembly.GetName().Name}.dll" == SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName);
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#endif
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if (m_MainLogicAssembly == null)
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{
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Log.Fatal($"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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if (appType == null)
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{
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Log.Fatal($"Main logic type 'GameMain' missing.");
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return;
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}
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var entryMethod = appType.GetMethod("Entrance");
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if (entryMethod == null)
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{
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Log.Fatal($"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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entryMethod.Invoke(appType, objects);
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}
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private Assembly GetMainLogicAssembly()
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{
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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(SettingsUtils.HybridCLRCustomGlobalSettings.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 SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
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{
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if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
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{
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m_HotfixAssemblys.Add(assembly);
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}
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}
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if (mainLogicAssembly != null && m_HotfixAssemblys.Count == SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies.Count)
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{
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break;
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}
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}
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return mainLogicAssembly;
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}
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/// <summary>
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/// 加载代码资源成功回调。
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/// </summary>
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/// <param name="assetOperationHandle">资源操作句柄。</param>
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private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
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{
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m_LoadAssetCount--;
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var assetName = assetOperationHandle.AssetObject.name;
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Log.Debug($"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($"Load text asset [ {assetName} ] failed.");
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return;
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}
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try
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{
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var assembly = Assembly.Load(textAsset.bytes);
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if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, assetName, StringComparison.Ordinal) == 0)
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{
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m_MainLogicAssembly = assembly;
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}
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m_HotfixAssemblys.Add(assembly);
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Log.Debug($"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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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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}
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assetOperationHandle.Dispose();
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}
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/// <summary>
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/// 为Aot Assembly加载原始metadata, 这个代码放Aot或者热更新都行。
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/// 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。
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/// </summary>
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public void LoadMetadataForAOTAssembly()
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{
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// 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。
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// 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。
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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 (SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies.Count == 0)
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{
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m_LoadMetadataAssemblyComplete = true;
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return;
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}
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foreach (string aotDllName in SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies)
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{
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var assetLocation = aotDllName;
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if (!m_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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SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
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$"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
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}
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Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
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m_LoadMetadataAssetCount++;
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GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
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}
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m_LoadMetadataAssemblyWait = true;
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}
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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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{
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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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return;
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}
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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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// 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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}
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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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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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}
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}
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}
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}
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