更新demo

更新demo
This commit is contained in:
ALEXTANG
2024-03-18 15:35:15 +08:00
parent 17a5d7425c
commit a2255b80cd
1028 changed files with 55353 additions and 35278 deletions

View File

@@ -56,8 +56,8 @@ namespace GameMain
/// </summary>
public static void HideAll()
{
GameModule.UI.CloseWindow<UILoadTip>();
GameModule.UI.CloseWindow<UILoadUpdate>();
GameModule.UI.CloseUI<UILoadTip>();
GameModule.UI.CloseUI<UILoadUpdate>();
}
}
}

View File

@@ -25,7 +25,7 @@ namespace GameMain
private Text m_textInfo;
private Button m_btnIgnore;
private Button m_btnUpdate;
public override void ScriptGenerator()
protected override void ScriptGenerator()
{
m_btnPackage = FindChildComponent<Button>("BgImage/m_btnPackage");
m_textTittle = FindChildComponent<Text>("BgImage/m_textTittle");
@@ -81,8 +81,18 @@ namespace GameMain
#endregion
public override void OnRefresh()
protected override void OnRefresh()
{
OnOk = (Action)userDatas[1];
OnCancel = (Action)userDatas[2];
ShowType = (MessageShowType)userDatas[3];
var loadStyleUI = gameObject.GetComponent<LoadStyle>();
if (loadStyleUI)
{
loadStyleUI.SetStyle((LoadStyle.StyleEnum)userDatas[4]);
}
base.OnRefresh();
m_btnIgnore.gameObject.SetActive(false);
m_btnPackage.gameObject.SetActive(false);
@@ -121,23 +131,7 @@ namespace GameMain
Action onCancel = null,
Action onPackage = null)
{
var operation = GameModule.UI.ShowUI<UILoadTip>(desc);
if (operation == null || operation.Window == null)
{
return;
}
var ui = operation.Window as UILoadTip;
ui.OnOk = onOk;
ui.OnCancel = onCancel;
ui.ShowType = showtype;
ui.OnRefresh();
var loadStyleUI = ui.gameObject.GetComponent<LoadStyle>();
if (loadStyleUI)
{
loadStyleUI.SetStyle(style);
}
GameModule.UI.ShowUI<UILoadTip>(desc,onOk,onCancel,showtype,style);
}
}
}

View File

@@ -16,7 +16,7 @@ namespace GameMain
private Button m_btnClear;
private Text m_textAppid;
private Text m_textResid;
public override void ScriptGenerator()
protected override void ScriptGenerator()
{
m_imgBackGround = FindChildComponent<Image>("m_imgBackGround");
m_textDesc = FindChildComponent<Text>("m_textDesc");
@@ -28,7 +28,7 @@ namespace GameMain
}
#endregion
public override void OnCreate()
protected override void OnCreate()
{
base.OnCreate();
LoadUpdateLogic.Instance.DownloadCompleteAction += DownLoad_Complete_Action;
@@ -38,13 +38,13 @@ namespace GameMain
m_btnClear.gameObject.SetActive(true);
}
public override void RegisterEvent()
protected override void RegisterEvent()
{
base.RegisterEvent();
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
}
public override void OnRefresh()
protected override void OnRefresh()
{
base.OnRefresh();
}
@@ -123,7 +123,7 @@ namespace GameMain
m_scrollbarProgress.size = progress;
}
public override void OnDestroy()
protected override void OnDestroy()
{
base.OnDestroy();
OnStop(null);

View File

@@ -29,94 +29,113 @@ namespace GameMain
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
try
{
if (SettingsUtils.EnableUpdateData())
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
{
UpdateData updateData = await RequestUpdateData();
if (updateData != null)
if (SettingsUtils.EnableUpdateData())
{
if (!string.IsNullOrEmpty(updateData.HostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
}
UpdateData updateData = await RequestUpdateData();
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
if (updateData != null)
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
if (!string.IsNullOrEmpty(updateData.HostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.HostServerURL = updateData.HostServerURL;
}
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
}
}
}
}
}
var initializationOperation = GameModule.Resource.InitPackage();
var initializationOperation = await GameModule.Resource.InitPackage();
await UniTask.Delay(TimeSpan.FromSeconds(1f));
await initializationOperation.ToUniTask();
if (initializationOperation.Status == EOperationStatus.Succeed)
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
EPlayMode playMode = GameModule.Resource.PlayMode;
// 编辑器模式。
if (playMode == EPlayMode.EditorSimulateMode)
if (initializationOperation.Status == EOperationStatus.Succeed)
{
Log.Info("Editor resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
EPlayMode playMode = GameModule.Resource.PlayMode;
// 编辑器模式。
if (playMode == EPlayMode.EditorSimulateMode)
{
Log.Info("Editor resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
// 单机模式。
else if (playMode == EPlayMode.OfflinePlayMode)
{
Log.Info("Package resource mode detected.");
ChangeState<ProcedureInitResources>(procedureOwner);
}
// 可更新模式。
else if (playMode == EPlayMode.HostPlayMode)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Info("Updatable resource mode detected.");
ChangeState<ProcedureUpdateVersion>(procedureOwner);
}
// 可更新模式。
else if (playMode == EPlayMode.WebPlayMode)
{
Log.Info("WebPlayMode resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
else
{
Log.Error("UnKnow resource mode detected Please check???");
}
}
// 单机模式。
else if (playMode == EPlayMode.OfflinePlayMode)
{
Log.Info("Package resource mode detected.");
ChangeState<ProcedureInitResources>(procedureOwner);
}
// 可更新模式。
else if (playMode == EPlayMode.HostPlayMode)
else
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Info("Updatable resource mode detected.");
ChangeState<ProcedureUpdateVersion>(procedureOwner);
}
// 可更新模式。
else if (playMode == EPlayMode.WebPlayMode)
{
Log.Info("WebPlayMode resource mode detected.");
ChangeState<ProcedurePreload>(procedureOwner);
}
else
{
Log.Error("UnKnow resource mode detected Please check???");
Log.Error($"{initializationOperation.Error}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}
}
else
catch (Exception e)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Error($"{initializationOperation.Error}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
OnInitPackageFailed(procedureOwner, e.Message);
}
}
private void OnInitPackageFailed(ProcedureOwner procedureOwner, string message)
{
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate);
Log.Error($"{message}");
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); },
Application.Quit);
}
private void Retry(ProcedureOwner procedureOwner)
{
// 打开启动UI。

View File

@@ -2,7 +2,9 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if ENABLE_HYBRIDCLR
using HybridCLR;
#endif
using UnityEngine;
using TEngine;
using System.Reflection;
@@ -15,11 +17,6 @@ namespace GameMain
/// </summary>
public class ProcedureLoadAssembly : ProcedureBase
{
/// <summary>
/// 是否需要加载热更新DLL
/// </summary>
public bool NeedLoadDll => (int)GameModule.Resource.PlayMode > (int)EPlayMode.EditorSimulateMode;
private bool m_enableAddressable = true;
public override bool UseNativeDialog => true;
private int m_LoadAssetCount;
@@ -59,7 +56,7 @@ namespace GameMain
m_LoadMetadataAssemblyComplete = true;
}
if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
@@ -81,7 +78,7 @@ namespace GameMain
Log.Debug($"LoadAsset: [ {assetLocation} ]");
m_LoadAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
}
m_LoadAssemblyWait = true;
@@ -141,6 +138,7 @@ namespace GameMain
private Assembly GetMainLogicAssembly()
{
m_HotfixAssemblys.Clear();
Assembly mainLogicAssembly = null;
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
@@ -170,20 +168,19 @@ namespace GameMain
/// <summary>
/// 加载代码资源成功回调。
/// </summary>
/// <param name="assetOperationHandle">资源操作句柄。</param>
private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
/// <param name="textAsset">代码资产。</param>
private void LoadAssetSuccess(TextAsset textAsset)
{
m_LoadAssetCount--;
var assetName = assetOperationHandle.AssetObject.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
var textAsset = assetOperationHandle.AssetObject as TextAsset;
if (textAsset == null)
{
Log.Warning($"Load text asset [ {assetName} ] failed.");
Log.Warning($"Load Assembly failed.");
return;
}
var assetName = textAsset.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
try
{
var assembly = Assembly.Load(textAsset.bytes);
@@ -204,7 +201,7 @@ namespace GameMain
{
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
}
assetOperationHandle.Dispose();
GameModule.Resource.UnloadAsset(textAsset);
}
/// <summary>
@@ -238,7 +235,7 @@ namespace GameMain
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
m_LoadMetadataAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
}
m_LoadMetadataAssemblyWait = true;
}
@@ -246,27 +243,29 @@ namespace GameMain
/// <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)
/// <param name="textAsset">代码资产。</param>
private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
{
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.");
Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
return;
}
string assetName = textAsset.name;
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
try
{
byte[] dllBytes = textAsset.bytes;
fixed (byte* ptr = dllBytes)
{
#if ENABLE_HYBRIDCLR
// 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}");
#endif
}
}
catch (Exception e)
@@ -278,8 +277,8 @@ namespace GameMain
finally
{
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
}
GameModule.Resource.UnloadAsset(textAsset);
}
}
}

View File

@@ -22,19 +22,24 @@ namespace GameMain
private readonly bool _needProLoadConfig = true;
private bool _hadInitConfigXml = false;
/// <summary>
/// 预加载回调。
/// </summary>
private LoadAssetCallbacks m_PreLoadAssetCallbacks;
protected override void OnInit(ProcedureOwner procedureOwner)
{
base.OnInit(procedureOwner);
m_PreLoadAssetCallbacks = new LoadAssetCallbacks(OnPreLoadAssetSuccess, OnPreLoadAssetFailure);
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
_loadedFlag.Clear();
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
_hadInitConfigXml = true;
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
GameEvent.Send("UILoadUpdate.RefreshVersion");
@@ -87,11 +92,6 @@ namespace GameMain
return;
}
if (_hadInitConfigXml == false)
{
return;
}
ChangeState<ProcedureLoadAssembly>(procedureOwner);
}
@@ -120,51 +120,44 @@ namespace GameMain
{
LoadAllConfig();
}
else
{
_hadInitConfigXml = true;
}
}
private void LoadAllConfig()
{
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
_hadInitConfigXml = true;
return;
}
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
foreach (var assetInfo in assetInfos)
{
LoadConfig(assetInfo.Address);
PreLoad(assetInfo.Address);
}
#if UNITY_WEBGL
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
foreach (var assetInfo in webAssetInfos)
{
LoadConfig(assetInfo.Address);
PreLoad(assetInfo.Address);
}
#endif
_hadInitConfigXml = true;
}
private void LoadConfig(string configName)
private void PreLoad(string location)
{
_loadedFlag.Add(configName, false);
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
_loadedFlag.Add(location, false);
GameModule.Resource.LoadAssetAsync(location, typeof(UnityEngine.Object), m_PreLoadAssetCallbacks, null);
}
private void OnLoadSuccess(AssetOperationHandle assetOperationHandle)
private void OnPreLoadAssetFailure(string assetName, LoadResourceStatus status, string errormessage, object userdata)
{
if (assetOperationHandle == null)
{
return;
}
var location = assetOperationHandle.GetAssetInfo().Address;
_loadedFlag[location] = true;
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
Log.Info("Load config '{0}' OK.", location);
assetOperationHandle.Dispose();
Log.Warning("Can not preload asset from '{0}' with error message '{1}'.", assetName, errormessage);
_loadedFlag[assetName] = true;
}
private void OnPreLoadAssetSuccess(string assetName, object asset, float duration, object userdata)
{
Log.Debug("Success preload asset from '{0}' duration '{1}'.", assetName, duration);
_loadedFlag[assetName] = true;
}
}
}

View File

@@ -10,11 +10,6 @@ namespace GameMain
{
public override bool UseNativeDialog => true;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);