mirror of
https://github.com/Alex-Rachel/TEngine.git
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[+] HotUpdateProcedure
[+] HotUpdateProcedure
This commit is contained in:
18
Assets/GameScripts/Main/Procedure/Procedure.asmdef
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18
Assets/GameScripts/Main/Procedure/Procedure.asmdef
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@@ -0,0 +1,18 @@
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{
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"name": "Procedure",
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"rootNamespace": "",
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"references": [
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"GUID:aa06d4cc755c979489c256c1bcca1dfb",
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"GUID:13ba8ce62aa80c74598530029cb2d649",
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"GUID:6055be8ebefd69e48b49212b09b47b2f"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": true,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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7
Assets/GameScripts/Main/Procedure/Procedure.asmdef.meta
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7
Assets/GameScripts/Main/Procedure/Procedure.asmdef.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 4bee17c3950019843ae3a9ae754783bc
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -41,6 +41,21 @@ namespace GameMain
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m_LoadAssemblyComplete = false;
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m_LoadAssemblyComplete = false;
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m_HotfixAssemblys = new List<Assembly>();
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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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if (!NeedLoadDll || GameModule.Resource.playMode == EPlayMode.EditorSimulateMode)
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{
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{
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m_MainLogicAssembly = GetMainLogicAssembly();
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m_MainLogicAssembly = GetMainLogicAssembly();
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@@ -74,20 +89,6 @@ namespace GameMain
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}
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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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if (m_LoadAssetCount == 0)
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if (m_LoadAssetCount == 0)
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{
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{
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m_LoadAssemblyComplete = true;
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m_LoadAssemblyComplete = true;
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