Merge pull request #85 from Vorik-S/main

加载热更新程序集的崩溃bug修正
This commit is contained in:
ALEXTANG
2024-07-11 12:23:12 +08:00
committed by GitHub
3 changed files with 27 additions and 16 deletions

View File

@@ -36,7 +36,10 @@ namespace GameBase
protected virtual void OnDestroy()
{
Release();
if (this == _instance)
{
Release();
}
}
/// <summary>
@@ -60,7 +63,7 @@ namespace GameBase
if (_instance != null)
{
SingletonSystem.Release(_instance.gameObject);
_instance = null;
_instance = null;
}
}
@@ -96,7 +99,7 @@ namespace GameBase
}
}
if(_instance == null)
if (_instance == null)
{
Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
}

View File

@@ -3,10 +3,10 @@ using GameLogic;
using TEngine;
using UnityEngine;
public partial class GameApp
public partial class GameApp : Singleton<GameApp>
{
private List<ILogicSys> _listLogicMgr;
public override void Active()
{
CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
@@ -15,13 +15,13 @@ public partial class GameApp
RegisterAllSystem();
InitSystemSetting();
}
/// <summary>
/// 设置一些通用的系统属性。
/// </summary>
private void InitSystemSetting()
{
}
/// <summary>
@@ -32,7 +32,7 @@ public partial class GameApp
//带生命周期的单例系统。
AddLogicSys(BehaviourSingleSystem.Instance);
}
/// <summary>
/// 注册逻辑系统。
/// </summary>

View File

@@ -9,6 +9,7 @@ using UnityEngine;
using TEngine;
using System.Reflection;
using YooAsset;
using Cysharp.Threading.Tasks;
namespace GameMain
{
@@ -38,6 +39,12 @@ namespace GameMain
base.OnEnter(procedureOwner);
Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
m_procedureOwner = procedureOwner;
LoadAssembly().Forget();
}
private async UniTaskVoid LoadAssembly()
{
m_LoadAssemblyComplete = false;
m_HotfixAssemblys = new List<Assembly>();
@@ -55,7 +62,7 @@ namespace GameMain
{
m_LoadMetadataAssemblyComplete = true;
}
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_MainLogicAssembly = GetMainLogicAssembly();
@@ -75,10 +82,11 @@ namespace GameMain
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadAsset: [ {assetLocation} ]");
m_LoadAssetCount++;
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
var result = await GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation);
LoadAssetSuccess(result);
}
m_LoadAssemblyWait = true;
@@ -94,7 +102,7 @@ namespace GameMain
m_LoadAssemblyComplete = true;
}
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
@@ -108,7 +116,7 @@ namespace GameMain
}
AllAssemblyLoadComplete();
}
private void AllAssemblyLoadComplete()
{
ChangeState<ProcedureStartGame>(m_procedureOwner);
@@ -231,11 +239,11 @@ namespace GameMain
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
m_LoadMetadataAssetCount++;
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
GameModule.Resource.LoadAsset<TextAsset>(assetLocation, LoadMetadataAssetSuccess);
}
m_LoadMetadataAssemblyWait = true;
}