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nebulaliu 2026-03-02 17:23:50 +08:00
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175 changed files with 624 additions and 167 deletions

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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Linq;
namespace WeChatWASM
{
/// <summary>
/// PC高性能小游戏调试工具
/// </summary>
public class PCHPDebugHelper
{
[MenuItem("微信小游戏 / PC高性能调试 / 检查SDK注入状态", false, 100)]
public static void CheckSDKInjectionStatus()
{
var report = new System.Text.StringBuilder();
report.AppendLine("========== PC高性能小游戏 SDK 注入检查 ==========\n");
// 1. 检查构建场景
var enabledScenes = EditorBuildSettings.scenes.Where(s => s.enabled).ToArray();
report.AppendLine($"[构建场景] 启用的场景数: {enabledScenes.Length}");
if (enabledScenes.Length == 0)
{
report.AppendLine(" ⚠️ 警告: 没有启用的场景SDK 无法注入");
}
else
{
report.AppendLine($" ✅ 首场景: {enabledScenes[0].path}");
// 打开首场景检查
var scene = EditorSceneManager.OpenScene(enabledScenes[0].path, OpenSceneMode.Single);
var sdkObject = GameObject.Find("EmbeddedAppletSDK");
if (sdkObject == null)
{
report.AppendLine(" ❌ 场景中未找到 EmbeddedAppletSDK GameObject");
report.AppendLine(" 提示: 需要先执行一次构建才会注入");
}
else
{
report.AppendLine($" ✅ 找到 SDK GameObject: {sdkObject.name}");
var component = sdkObject.GetComponent<MonoBehaviour>();
if (component == null)
{
report.AppendLine(" ⚠️ GameObject 上没有挂载脚本组件");
}
else
{
report.AppendLine($" ✅ 挂载的脚本: {component.GetType().Name}");
}
}
}
// 2. 检查脚本文件
report.AppendLine("\n[脚本文件检查]");
string scriptPath = System.IO.Path.Combine(Application.dataPath, "Scripts/EmbeddedAppletSDK.cs");
if (System.IO.File.Exists(scriptPath))
{
report.AppendLine($" ✅ 用户项目中存在 EmbeddedAppletSDK.cs");
report.AppendLine($" 路径: {scriptPath}");
}
else
{
report.AppendLine(" ❌ 用户项目中不存在 EmbeddedAppletSDK.cs");
report.AppendLine(" 提示: 首次构建时会自动复制模板文件");
}
// 3. 检查模板文件
report.AppendLine("\n[SDK 模板文件检查]");
string templatePath = System.IO.Path.Combine(
Application.dataPath,
"WX-WASM-SDK-V2/Editor/PCHighPerformance/Templates/EmbeddedAppletSDK.cs"
);
if (System.IO.File.Exists(templatePath))
{
report.AppendLine($" ✅ SDK 模板文件存在");
}
else
{
report.AppendLine($" ❌ SDK 模板文件丢失");
report.AppendLine($" 路径: {templatePath}");
}
// 4. 检查类型是否加载
report.AppendLine("\n[类型加载检查]");
var sdkType = System.Type.GetType("EmbeddedAppletSDK");
if (sdkType != null)
{
report.AppendLine($" ✅ EmbeddedAppletSDK 类型已加载");
report.AppendLine($" 程序集: {sdkType.Assembly.GetName().Name}");
}
else
{
report.AppendLine(" ❌ EmbeddedAppletSDK 类型未加载");
report.AppendLine(" 可能原因: 脚本文件不存在或编译错误");
}
report.AppendLine("\n=".PadRight(50, '='));
// 显示报告
Debug.Log(report.ToString());
EditorUtility.DisplayDialog("SDK 注入状态检查", report.ToString(), "确定");
}
[MenuItem("微信小游戏 / PC高性能调试 / 查看导出路径", false, 101)]
public static void ShowExportPath()
{
string configPath = System.IO.Path.Combine(
Application.dataPath,
"WX-WASM-SDK-V2/Editor/PCHighPerformance/PCHPConfig.json"
);
if (!System.IO.File.Exists(configPath))
{
EditorUtility.DisplayDialog("提示", "配置文件不存在,请先在面板中设置导出路径", "确定");
return;
}
try
{
var json = System.IO.File.ReadAllText(configPath);
var config = JsonUtility.FromJson<PCHPConfigData>(json);
string exportPath;
if (string.IsNullOrEmpty(config.exportPath))
{
exportPath = "未设置";
}
else if (System.IO.Path.IsPathRooted(config.exportPath))
{
exportPath = config.exportPath;
}
else
{
string projectRoot = System.IO.Path.GetFullPath(Application.dataPath + "/../");
exportPath = System.IO.Path.Combine(projectRoot, config.exportPath);
}
string message = $"AppID: {config.appId}\n";
message += $"项目名: {(string.IsNullOrEmpty(config.projectName) ? "使Unity项目名" : config.projectName)}\n";
message += $"导出路径: {exportPath}\n\n";
if (System.IO.Directory.Exists(exportPath))
{
message += "✅ 目录存在";
// 检查是否有 .exe 文件
var exeFiles = System.IO.Directory.GetFiles(exportPath, "*.exe");
if (exeFiles.Length > 0)
{
message += $"\n找到 {exeFiles.Length} 个可执行文件";
}
}
else
{
message += "⚠️ 目录不存在(尚未构建)";
}
EditorUtility.DisplayDialog("导出路径信息", message, "确定");
}
catch (System.Exception e)
{
EditorUtility.DisplayDialog("错误", $"读取配置失败: {e.Message}", "确定");
}
}
[MenuItem("微信小游戏 / PC高性能调试 / 打开导出目录", false, 102)]
public static void OpenExportDirectory()
{
string configPath = System.IO.Path.Combine(
Application.dataPath,
"WX-WASM-SDK-V2/Editor/PCHighPerformance/PCHPConfig.json"
);
if (!System.IO.File.Exists(configPath))
{
EditorUtility.DisplayDialog("提示", "配置文件不存在,请先在面板中设置导出路径", "确定");
return;
}
try
{
var json = System.IO.File.ReadAllText(configPath);
var config = JsonUtility.FromJson<PCHPConfigData>(json);
string exportPath;
if (System.IO.Path.IsPathRooted(config.exportPath))
{
exportPath = config.exportPath;
}
else
{
string projectRoot = System.IO.Path.GetFullPath(Application.dataPath + "/../");
exportPath = System.IO.Path.Combine(projectRoot, config.exportPath);
}
if (System.IO.Directory.Exists(exportPath))
{
EditorUtility.RevealInFinder(exportPath);
}
else
{
EditorUtility.DisplayDialog("提示", $"目录不存在:\n{exportPath}", "确定");
}
}
catch (System.Exception e)
{
EditorUtility.DisplayDialog("错误", $"打开目录失败: {e.Message}", "确定");
}
}
}
}

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# PC高性能小游戏 - 问题排查指南
## 🐛 问题1设置面板数据被清空
### 原因
`OnLostFocus()` 时机不对,输入框的值可能还未同步到 `formInputData`
### 解决方案 ✅
已修复:在 `OnSettingsGUI()` 中添加 `GUI.changed` 检测,每次输入时自动保存
```csharp
// OnSettingsGUI() 结尾
if (GUI.changed)
{
SaveData(); // 实时保存
}
```
---
## 🐛 问题2ShowInfo 逻辑未执行
### 可能原因
#### 1. DLL 未找到 (最常见 90%)
**症状**:运行 .exe 后没有任何弹窗
**原因**`direct_applet_sdk.dll` 不在 .exe 同级目录
**验证**
```bash
# 检查导出目录结构
导出路径/
├── YourGame.exe
├── direct_applet_sdk.dll ← 必须存在
└── YourGame_Data/
```
**解决**
- 确保 DLL 在运行时根目录
- 查看 Unity Player.log
- Windows: `%APPDATA%\..\LocalLow\<CompanyName>\<ProductName>\Player.log`
- 搜索关键字: `[EmbeddedAppletSDK]``DllNotFoundException`
---
#### 2. GameObject 未注入 (10%)
**症状**:构建后场景中没有 `EmbeddedAppletSDK` 对象
**验证**:使用调试工具
```
Unity 菜单 → 微信小游戏 → PC高性能调试 → 检查SDK注入状态
```
**可能的问题**
- ❌ Build Settings 中没有启用场景
- ❌ 构建前 `PCHPBuildPreProcessor` 未执行
- ❌ 脚本编译错误导致组件未挂载
**解决**
1. 确保 Build Settings 有至少一个启用场景
2. 查看 Console 日志:
```
[PC高性能小游戏] 开始预处理构建...
[PC高性能小游戏] 已在 XXX 中创建 SDK 对象并添加组件
```
---
#### 3. MessageBox 被禁用 (少见 <5%)
**症状**:有日志输出但没有弹窗
**验证**
- 查看 Unity Editor Console 是否有 `[EmbeddedAppletSDK]` 日志
- 运行 .exe 时查看 Player.log
**临时禁用弹窗**(调试用):
```csharp
// 修改 Templates/EmbeddedAppletSDK.cs
private void ShowInfo(string message)
{
Debug.Log($"[EmbeddedAppletSDK] {message}");
// MessageBox(IntPtr.Zero, message, "Info", 0x40); // 注释掉
}
```
---
## 🔍 调试步骤(按顺序)
### Step 1: 检查 SDK 注入状态
```
Unity 菜单 → 微信小游戏 → PC高性能调试 → 检查SDK注入状态
```
✅ 正常输出示例:
```
[构建场景] 启用的场景数: 1
✅ 首场景: Assets/Scenes/Main.unity
✅ 找到 SDK GameObject: EmbeddedAppletSDK
✅ 挂载的脚本: EmbeddedAppletSDK
[脚本文件检查]
✅ 用户项目中存在 EmbeddedAppletSDK.cs
[类型加载检查]
✅ EmbeddedAppletSDK 类型已加载
```
---
### Step 2: 检查导出路径
```
Unity 菜单 → 微信小游戏 → PC高性能调试 → 查看导出路径
```
确认:
- ✅ 目录存在
- ✅ 有 .exe 文件
---
### Step 3: 运行 .exe 并查看日志
**日志位置**
```
Windows: %APPDATA%\..\LocalLow\YourCompany\YourProduct\Player.log
Mac: ~/Library/Logs/Company Name/Product Name/Player.log
```
**搜索关键字**
```
[EmbeddedAppletSDK]
DllNotFoundException
InitEmbeddedGameSDK
```
**正常日志**
```
[EmbeddedAppletSDK] ========== Awake 被调用 ==========
[EmbeddedAppletSDK] GameObject 名称: EmbeddedAppletSDK
[EmbeddedAppletSDK] ========== 开始初始化 ==========
[EmbeddedAppletSDK] 当前工作目录: C:\...\YourBuild
[EmbeddedAppletSDK] Step 1: 调用 InitEmbeddedGameSDK
[EmbeddedAppletSDK] InitEmbeddedGameSDK 成功
...
```
**异常日志**
```
DllNotFoundException: Unable to load DLL 'direct_applet_sdk.dll'
→ 解决: 复制 DLL 到 .exe 同级目录
```
---
## 📝 快速检查清单
- [ ] Build Settings 中有启用的场景
- [ ] 构建时 Console 有 `[PC高性能小游戏] 预处理完成!` 日志
- [ ] 导出目录包含 `.exe``direct_applet_sdk.dll`
- [ ] 运行 .exe 后有弹窗或 Player.log 有日志
---
## 🛠️ 调试工具菜单
| 菜单项 | 功能 |
|--------|------|
| 检查SDK注入状态 | 验证场景中是否有 SDK 对象和脚本 |
| 查看导出路径 | 显示配置的导出路径和状态 |
| 打开导出目录 | 在文件管理器中打开导出目录 |
---
## 💡 常见错误代码
| 错误信息 | 原因 | 解决方法 |
|----------|------|----------|
| `DllNotFoundException` | DLL 未找到 | 复制 DLL 到 .exe 同级目录 |
| `EntryPointNotFoundException` | 函数不存在 | 检查 DLL 版本是否匹配 |
| `找不到 EmbeddedAppletSDK 类型` | 脚本未编译 | 检查编译错误或重新导入 |
| `GetActiveWindow 返回空句柄` | 窗口未创建 | 延迟初始化或检查 Unity Player 设置 |
---
## 🚀 最小验证示例
创建一个最简单的测试场景:
1. **创建新场景** `TestSDK.unity`
2. **添加到 Build Settings** 并设为首场景
3. **构建一次** → 应该自动注入 SDK
4. **检查场景** → 应该有 `EmbeddedAppletSDK` GameObject
5. **运行 .exe**(确保 DLL 存在)→ 应该有弹窗
如果这个流程失败,提供 Console 和 Player.log 完整日志。

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@ -88,14 +88,20 @@ public class EmbeddedAppletSDK : MonoBehaviour
private void Awake()
{
Debug.Log("[EmbeddedAppletSDK] ========== Awake 被调用 ==========");
Debug.Log($"[EmbeddedAppletSDK] GameObject 名称: {gameObject.name}");
Debug.Log($"[EmbeddedAppletSDK] 场景名称: {UnityEngine.SceneManagement.SceneManager.GetActiveScene().name}");
if (instance != null && instance != this)
{
Debug.LogWarning("[EmbeddedAppletSDK] 检测到重复实例,销毁当前对象");
Destroy(gameObject);
return;
}
instance = this;
DontDestroyOnLoad(gameObject);
Debug.Log("[EmbeddedAppletSDK] 单例创建成功,已设置 DontDestroyOnLoad");
// 初始化SDK
Initialize();
@ -130,10 +136,16 @@ public class EmbeddedAppletSDK : MonoBehaviour
return;
}
Debug.Log("[EmbeddedAppletSDK] ========== 开始初始化 ==========");
Debug.Log($"[EmbeddedAppletSDK] 当前工作目录: {System.IO.Directory.GetCurrentDirectory()}");
Debug.Log($"[EmbeddedAppletSDK] DLL 搜索路径: {DLL_NAME}");
try
{
// 1. 初始化SDK
Debug.Log("[EmbeddedAppletSDK] Step 1: 调用 InitEmbeddedGameSDK");
ShowInfo("开始调用 InitEmbeddedGameSDK...");
if (!InitEmbeddedGameSDK())
{
ShowError("InitEmbeddedGameSDK 返回 false");
@ -145,17 +157,22 @@ public class EmbeddedAppletSDK : MonoBehaviour
// asyncMsgHandler = HandleAsyncMessage;
// RegisterAsyncMsgHandler(asyncMsgHandler);
// ShowInfo("RegisterAsyncMsgHandler 成功");
Debug.Log("[EmbeddedAppletSDK] Step 2: RegisterAsyncMsgHandler 已跳过");
ShowInfo("RegisterAsyncMsgHandler 已跳过");
// 3. 建立连接 (暂时屏蔽)
// 3. 建立连接
Debug.Log("[EmbeddedAppletSDK] Step 3: 调用 EstablishConnection");
if (!EstablishConnection())
{
ShowError("EstablishConnection 返回 false");
IsConnected = true;
IsConnected = false;
return;
}
IsConnected = true;
ShowInfo("EstablishConnection 成功");
// 4. 获取窗口句柄并初始化游戏窗口
Debug.Log("[EmbeddedAppletSDK] Step 4: 获取窗口句柄");
WindowHandle = GetActiveWindow();
if (WindowHandle == IntPtr.Zero)
{
@ -164,6 +181,7 @@ public class EmbeddedAppletSDK : MonoBehaviour
}
ShowInfo($"获取窗口句柄成功: 0x{WindowHandle.ToInt64():X}");
Debug.Log("[EmbeddedAppletSDK] Step 5: 调用 InitGameWindow");
if (!InitGameWindow((ulong)WindowHandle.ToInt64()))
{
ShowError("InitGameWindow 返回 false");
@ -173,18 +191,25 @@ public class EmbeddedAppletSDK : MonoBehaviour
IsInitialized = true;
ShowInfo("SDK 完全初始化成功!");
Debug.Log("[EmbeddedAppletSDK] ========== 初始化完成 ==========");
}
catch (DllNotFoundException e)
{
ShowError($"找不到DLL: {e.Message}");
Debug.LogError($"[EmbeddedAppletSDK] DLL 加载失败,请确保 {DLL_NAME} 在以下位置之一:");
Debug.LogError($" - 与 .exe 同级目录");
Debug.LogError($" - System32 目录");
Debug.LogError($" - PATH 环境变量包含的路径");
}
catch (EntryPointNotFoundException e)
{
ShowError($"找不到函数入口: {e.Message}");
Debug.LogError($"[EmbeddedAppletSDK] 函数入口点错误,可能是 DLL 版本不匹配");
}
catch (Exception e)
{
ShowError($"初始化异常: {e.Message}\n{e.StackTrace}");
Debug.LogError($"[EmbeddedAppletSDK] 未知异常: {e}");
}
}

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@ -70,6 +70,12 @@ namespace WeChatWASM
}
EditorGUILayout.EndScrollView();
// 检测 GUI 变化并自动保存
if (GUI.changed)
{
SaveData();
}
}
public void OnBuildButtonGUI(EditorWindow window)

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@ -2,7 +2,7 @@ namespace WeChatWASM
{
public class WXPluginVersion
{
public static string pluginVersion = "202603020746"; // 这一行不要改他,导出的时候会自动替换
public static string pluginVersion = "202603020923"; // 这一行不要改他,导出的时候会自动替换
}
public class WXPluginConf

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