You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
179 lines
5.5 KiB
179 lines
5.5 KiB
using System; |
|
using System.Collections.Generic; |
|
using System.IO; |
|
using System.Reflection; |
|
using UnityEngine; |
|
using System.Linq; |
|
using YooAsset; |
|
|
|
namespace ET |
|
{ |
|
public class CodeLoader: IDisposable |
|
{ |
|
public static CodeLoader Instance = new CodeLoader(); |
|
|
|
public Action Update; |
|
public Action LateUpdate; |
|
public Action OnApplicationQuit; |
|
|
|
private Assembly assembly; |
|
|
|
public CodeMode CodeMode { get; set; } |
|
|
|
// 所有mono的类型 |
|
private readonly Dictionary<string, Type> monoTypes = new Dictionary<string, Type>(); |
|
|
|
// 热更层的类型 |
|
private readonly Dictionary<string, Type> hotfixTypes = new Dictionary<string, Type>(); |
|
private ILRuntime.Runtime.Enviorment.AppDomain appDomain; |
|
|
|
private CodeLoader() |
|
{ |
|
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); |
|
foreach (Assembly ass in assemblies) |
|
{ |
|
foreach (Type type in ass.GetTypes()) |
|
{ |
|
this.monoTypes[type.FullName] = type; |
|
this.monoTypes[type.AssemblyQualifiedName] = type; |
|
} |
|
} |
|
} |
|
|
|
public Type GetMonoType(string fullName) |
|
{ |
|
this.monoTypes.TryGetValue(fullName, out Type type); |
|
return type; |
|
} |
|
|
|
public Type GetHotfixType(string fullName) |
|
{ |
|
this.hotfixTypes.TryGetValue(fullName, out Type type); |
|
return type; |
|
} |
|
|
|
public void Dispose() |
|
{ |
|
this.appDomain?.Dispose(); |
|
} |
|
|
|
public void Start() |
|
{ |
|
switch (this.CodeMode) |
|
{ |
|
case CodeMode.Mono: |
|
{ |
|
// (AssetBundle assetsBundle, Dictionary<string, UnityEngine.Object> dictionary) = AssetsBundleHelper.LoadBundle("code.unity3d"); |
|
Dictionary<string, UnityEngine.Object> dictionary = YooAssetWrapper.GetAssetsByTagSync("Code"); |
|
byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes; |
|
byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes; |
|
|
|
// if (assetsBundle != null) |
|
// { |
|
// assetsBundle.Unload(true); |
|
// } |
|
YooAssetWrapper.ReleaseByTag("Code"); |
|
|
|
assembly = Assembly.Load(assBytes, pdbBytes); |
|
foreach (Type type in this.assembly.GetTypes()) |
|
{ |
|
this.monoTypes[type.FullName] = type; |
|
this.hotfixTypes[type.FullName] = type; |
|
} |
|
IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start"); |
|
start.Run(); |
|
break; |
|
} |
|
case CodeMode.ILRuntime: |
|
{ |
|
// (AssetBundle assetsBundle, Dictionary<string, UnityEngine.Object> dictionary) = AssetsBundleHelper.LoadBundle("code.unity3d"); |
|
Dictionary<string, UnityEngine.Object> dictionary = YooAssetWrapper.GetAssetsByTagSync("Code"); |
|
byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes; |
|
byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes; |
|
|
|
// if (assetsBundle != null) |
|
// { |
|
// assetsBundle.Unload(true); |
|
// } |
|
YooAssetWrapper.ReleaseByTag("Code"); |
|
|
|
//byte[] assBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.dll")); |
|
//byte[] pdbBytes = File.ReadAllBytes(Path.Combine("../Unity/", Define.BuildOutputDir, "Code.pdb")); |
|
|
|
appDomain = new ILRuntime.Runtime.Enviorment.AppDomain(ILRuntime.Runtime.ILRuntimeJITFlags.None); |
|
#if DEBUG && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IPHONE) |
|
this.appDomain.UnityMainThreadID = System.Threading.Thread.CurrentThread.ManagedThreadId; |
|
#endif |
|
MemoryStream assStream = new MemoryStream(assBytes); |
|
MemoryStream pdbStream = new MemoryStream(pdbBytes); |
|
appDomain.LoadAssembly(assStream, pdbStream, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider()); |
|
|
|
Type[] types = appDomain.LoadedTypes.Values.Select(x => x.ReflectionType).ToArray(); |
|
foreach (Type type in types) |
|
{ |
|
this.hotfixTypes[type.FullName] = type; |
|
} |
|
|
|
ILHelper.InitILRuntime(appDomain); |
|
|
|
IStaticMethod start = new ILStaticMethod(appDomain, "ET.Entry", "Start", 0); |
|
start.Run(); |
|
break; |
|
} |
|
case CodeMode.Reload: |
|
{ |
|
byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.dll")); |
|
byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, "Data.pdb")); |
|
|
|
assembly = Assembly.Load(assBytes, pdbBytes); |
|
this.LoadLogic(); |
|
IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start"); |
|
start.Run(); |
|
break; |
|
} |
|
} |
|
} |
|
|
|
// 热重载调用下面三个方法 |
|
// CodeLoader.Instance.LoadLogic(); |
|
// Game.EventSystem.Add(CodeLoader.Instance.GetTypes()); |
|
// Game.EventSystem.Load(); |
|
public void LoadLogic() |
|
{ |
|
if (this.CodeMode != CodeMode.Reload) |
|
{ |
|
throw new Exception("CodeMode != Reload!"); |
|
} |
|
|
|
// 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 |
|
string[] logicFiles = Directory.GetFiles(Define.BuildOutputDir, "Logic_*.dll"); |
|
if (logicFiles.Length != 1) |
|
{ |
|
throw new Exception("Logic dll count != 1"); |
|
} |
|
|
|
string logicName = Path.GetFileNameWithoutExtension(logicFiles[0]); |
|
byte[] assBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.dll")); |
|
byte[] pdbBytes = File.ReadAllBytes(Path.Combine(Define.BuildOutputDir, $"{logicName}.pdb")); |
|
|
|
Assembly hotfixAssembly = Assembly.Load(assBytes, pdbBytes); |
|
|
|
foreach (Type type in this.assembly.GetTypes()) |
|
{ |
|
this.monoTypes[type.FullName] = type; |
|
this.hotfixTypes[type.FullName] = type; |
|
} |
|
|
|
foreach (Type type in hotfixAssembly.GetTypes()) |
|
{ |
|
this.monoTypes[type.FullName] = type; |
|
this.hotfixTypes[type.FullName] = type; |
|
} |
|
} |
|
|
|
public Dictionary<string, Type> GetHotfixTypes() |
|
{ |
|
return this.hotfixTypes; |
|
} |
|
} |
|
} |