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179 lines
5.5 KiB
179 lines
5.5 KiB
3 years ago
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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.Reflection;
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using UnityEngine;
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using System.Linq;
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using YooAsset;
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namespace ET
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{
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public class CodeLoader: IDisposable
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{
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public static CodeLoader Instance = new CodeLoader();
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public Action Update;
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public Action LateUpdate;
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public Action OnApplicationQuit;
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private Assembly assembly;
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public CodeMode CodeMode { get; set; }
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// 所有mono的类型
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private readonly Dictionary<string, Type> monoTypes = new Dictionary<string, Type>();
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// 热更层的类型
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private readonly Dictionary<string, Type> hotfixTypes = new Dictionary<string, Type>();
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private ILRuntime.Runtime.Enviorment.AppDomain appDomain;
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private CodeLoader()
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{
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Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
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foreach (Assembly ass in assemblies)
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{
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foreach (Type type in ass.GetTypes())
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{
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this.monoTypes[type.FullName] = type;
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this.monoTypes[type.AssemblyQualifiedName] = type;
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}
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}
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}
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public Type GetMonoType(string fullName)
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{
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this.monoTypes.TryGetValue(fullName, out Type type);
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return type;
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}
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public Type GetHotfixType(string fullName)
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{
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this.hotfixTypes.TryGetValue(fullName, out Type type);
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return type;
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}
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public void Dispose()
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{
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this.appDomain?.Dispose();
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}
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public void Start()
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{
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switch (this.CodeMode)
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{
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case CodeMode.Mono:
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{
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// (AssetBundle assetsBundle, Dictionary<string, UnityEngine.Object> dictionary) = AssetsBundleHelper.LoadBundle("code.unity3d");
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Dictionary<string, UnityEngine.Object> dictionary = YooAssetWrapper.GetAssetsByTagSync("Code");
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byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
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byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
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// if (assetsBundle != null)
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// {
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// assetsBundle.Unload(true);
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// }
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YooAssetWrapper.ReleaseByTag("Code");
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assembly = Assembly.Load(assBytes, pdbBytes);
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foreach (Type type in this.assembly.GetTypes())
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{
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this.monoTypes[type.FullName] = type;
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this.hotfixTypes[type.FullName] = type;
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}
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IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start");
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start.Run();
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break;
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}
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case CodeMode.ILRuntime:
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{
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// (AssetBundle assetsBundle, Dictionary<string, UnityEngine.Object> dictionary) = AssetsBundleHelper.LoadBundle("code.unity3d");
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Dictionary<string, UnityEngine.Object> dictionary = YooAssetWrapper.GetAssetsByTagSync("Code");
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byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;
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byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;
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// if (assetsBundle != null)
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// {
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// assetsBundle.Unload(true);
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// }
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YooAssetWrapper.ReleaseByTag("Code");
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//byte[] assBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.dll"));
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//byte[] pdbBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.pdb"));
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appDomain = new ILRuntime.Runtime.Enviorment.AppDomain(ILRuntime.Runtime.ILRuntimeJITFlags.None);
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#if DEBUG && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IPHONE)
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this.appDomain.UnityMainThreadID = System.Threading.Thread.CurrentThread.ManagedThreadId;
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#endif
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MemoryStream assStream = new MemoryStream(assBytes);
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MemoryStream pdbStream = new MemoryStream(pdbBytes);
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appDomain.LoadAssembly(assStream, pdbStream, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider());
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Type[] types = appDomain.LoadedTypes.Values.Select(x => x.ReflectionType).ToArray();
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foreach (Type type in types)
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{
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this.hotfixTypes[type.FullName] = type;
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}
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ILHelper.InitILRuntime(appDomain);
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IStaticMethod start = new ILStaticMethod(appDomain, "ET.Entry", "Start", 0);
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start.Run();
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break;
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}
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case CodeMode.Reload:
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{
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byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.dll"));
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byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.pdb"));
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assembly = Assembly.Load(assBytes, pdbBytes);
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this.LoadLogic();
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IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start");
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start.Run();
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break;
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}
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}
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}
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// 热重载调用下面三个方法
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// CodeLoader.Instance.LoadLogic();
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// Game.EventSystem.Add(CodeLoader.Instance.GetTypes());
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// Game.EventSystem.Load();
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public void LoadLogic()
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{
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if (this.CodeMode != CodeMode.Reload)
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{
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throw new Exception("CodeMode != Reload!");
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}
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// 傻屌Unity在这里搞了个傻逼优化,认为同一个路径的dll,返回的程序集就一样。所以这里每次编译都要随机名字
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string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*.dll");
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if (logicFiles.Length != 1)
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{
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throw new Exception("Logic dll count != 1");
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}
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string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]);
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byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll"));
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byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb"));
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Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes);
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foreach (Type type in this.assembly.GetTypes())
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{
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this.monoTypes[type.FullName] = type;
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this.hotfixTypes[type.FullName] = type;
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}
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foreach (Type type in hotfixAssembly.GetTypes())
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{
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this.monoTypes[type.FullName] = type;
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this.hotfixTypes[type.FullName] = type;
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}
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}
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public Dictionary<string, Type> GetHotfixTypes()
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{
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return this.hotfixTypes;
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}
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}
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}
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