mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
Update ProcedureLoadAssembly.cs
This commit is contained in:
@@ -1,9 +1,7 @@
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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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#if HybridCLR_Enable
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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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@@ -21,287 +19,264 @@ namespace GameMain
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/// </summary>
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public bool NeedLoadDll => GameModule.Resource.playMode == EPlayMode.HostPlayMode || GameModule.Resource.playMode == EPlayMode.OfflinePlayMode;
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private bool m_enableAddressable;
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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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// private bool m_LoadMetadataAssemblyWait;
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// private System.Reflection.Assembly m_MainLogicAssembly;
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// private List<System.Reflection.Assembly> m_HotfixAssemblys;
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// private IFsm<IProcedureManager> m_procedureOwner;
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//
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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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//
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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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// m_LoadAssetCallbacks ??= new LoadAssetCallbacks(LoadAssetSuccess, LoadAssetFailure);
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// foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
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// {
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// var assetPath = 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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// $"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
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// Log.Debug($"LoadAsset: [ {assetPath} ]");
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// m_LoadAssetCount++;
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// GameModule.Resource.LoadAssetAsync(assetPath,typeof(UnityEngine.TextAsset), m_LoadAssetCallbacks, hotUpdateDllName);
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// }
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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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//
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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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//
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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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//
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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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//
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// private void AllAssemblyLoadComplete()
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// {
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// if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
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// {
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// ChangeState<ProcedureStartGame>(m_procedureOwner);
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// return;
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// }
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// if (m_MainLogicAssembly == null)
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// {
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// Log.Fatal($"Main logic assembly missing.");
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// return;
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// }
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// var appType = m_MainLogicAssembly.GetType("GameMain");
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// if (appType == null)
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// {
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// Log.Fatal($"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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// ChangeState<ProcedureStartGame>(m_procedureOwner);
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// }
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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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//
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// foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
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// {
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// if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
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// {
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// m_HotfixAssemblys.Add(assembly);
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// }
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// }
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//
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// if (mainLogicAssembly != null && m_HotfixAssemblys.Count == SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies.Count)
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// {
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// break;
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// }
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// }
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//
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// return mainLogicAssembly;
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// }
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//
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// /// <summary>
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// /// 加载代码资源成功回调。
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// /// </summary>
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// /// <param name="assetName">资源名称。</param>
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// /// <param name="asset">资源实例。</param>
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// /// <param name="duration">加载耗时。</param>
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// /// <param name="userData">用户数据。</param>
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// private void LoadAssetSuccess(string assetName, object asset, float duration, object userData)
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// {
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// m_LoadAssetCount--;
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// Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ], duration: [ {duration} ], userData: [ {userData} ]");
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// var textAsset = asset as TextAsset;
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// if (textAsset == null)
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// {
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// Log.Warning($"Load text asset [ {assetName} ] failed.");
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// return;
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// }
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//
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// try
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// {
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// var assembly = Assembly.Load(textAsset.bytes);
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// if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, userData as string, StringComparison.Ordinal) == 0)
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// {
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// m_MainLogicAssembly = assembly;
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// }
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// m_HotfixAssemblys.Add(assembly);
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// Log.Debug($"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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// }
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//
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// /// <summary>
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// /// 加载代码资源失败回调。
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// /// </summary>
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// /// <param name="assetName">资源名称。</param>
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// /// <param name="status">加载状态。</param>
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// /// <param name="errorMessage">错误信息。</param>
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// /// <param name="userData">自定义数据。</param>
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// private void LoadAssetFailure(string assetName, LoadResourceStatus status, string errorMessage, object userData)
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// {
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// Log.Fatal($"LoadAssetFailure, assetName: [ {assetName} ], status: [ {status} ], errorMessage: [ {errorMessage} ], userData: [ {userData} ]");
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// m_LoadAssetCount--;
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// m_FailureAssetCount++;
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// }
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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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//
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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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// m_LoadMetadataAssetCallbacks ??= new LoadAssetCallbacks(LoadMetadataAssetSuccess, LoadMetadataAssetFailure);
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// foreach (var aotDllName in SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies)
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// {
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// var assetPath = 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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// $"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
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// Log.Debug($"LoadMetadataAsset: [ {assetPath} ]");
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// m_LoadMetadataAssetCount++;
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// GameModule.Resource.LoadAssetAsync(assetPath,typeof(UnityEngine.TextAsset), m_LoadMetadataAssetCallbacks, aotDllName);
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// }
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// m_LoadMetadataAssemblyWait = true;
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// }
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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="assetName">资源名称。</param>
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// /// <param name="asset">资源实例。</param>
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// /// <param name="duration">加载耗时。</param>
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// /// <param name="userData">用户数据。</param>
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// private unsafe void LoadMetadataAssetSuccess(string assetName, object asset, float duration, object userData)
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// {
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// m_LoadMetadataAssetCount--;
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// Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ], duration: [ {duration} ], userData: [ {userData} ]");
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// var textAsset = asset as TextAsset;
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// if (null == textAsset)
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// {
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// Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
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// return;
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// }
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//
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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 HybridCLR_Enable
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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:{userData as string}. 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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// {
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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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// /// <summary>
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// /// 加载元数据资源失败回调。
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// /// </summary>
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// /// <param name="assetName">资源名称。</param>
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// /// <param name="status">加载状态。</param>
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// /// <param name="errorMessage">错误信息。</param>
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// /// <param name="userData">自定义数据。</param>
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// private void LoadMetadataAssetFailure(string assetName, LoadResourceStatus status, string errorMessage, object userData)
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// {
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// Log.Warning($"LoadAssetFailure, assetName: [ {assetName} ], status: [ {status} ], errorMessage: [ {errorMessage} ], userData: [ {userData} ]");
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// m_LoadMetadataAssetCount--;
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// m_FailureMetadataAssetCount++;
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// }
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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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private bool m_LoadMetadataAssemblyWait;
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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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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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|
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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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|
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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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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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return;
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||||
}
|
||||
if (!m_LoadMetadataAssemblyComplete)
|
||||
{
|
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return;
|
||||
}
|
||||
AllAssemblyLoadComplete();
|
||||
}
|
||||
|
||||
private void AllAssemblyLoadComplete()
|
||||
{
|
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if (GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
ChangeState<ProcedureStartGame>(m_procedureOwner);
|
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return;
|
||||
}
|
||||
if (m_MainLogicAssembly == null)
|
||||
{
|
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Log.Fatal($"Main logic assembly missing.");
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return;
|
||||
}
|
||||
var appType = m_MainLogicAssembly.GetType("GameMain");
|
||||
if (appType == null)
|
||||
{
|
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Log.Fatal($"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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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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ChangeState<ProcedureStartGame>(m_procedureOwner);
|
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}
|
||||
|
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private Assembly GetMainLogicAssembly()
|
||||
{
|
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Assembly mainLogicAssembly = null;
|
||||
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, $"{assembly.GetName().Name}.dll",
|
||||
StringComparison.Ordinal) == 0)
|
||||
{
|
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user