2025-01-23 19:06:48 +08:00
|
|
|
|
using System;
|
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
using System.IO;
|
|
|
|
|
|
using System.Reflection;
|
2025-04-28 19:45:45 +08:00
|
|
|
|
using AlicizaX;
|
2025-01-23 19:06:48 +08:00
|
|
|
|
using HybridCLR;
|
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
using YooAsset;
|
|
|
|
|
|
|
|
|
|
|
|
namespace Unity.Startup.Procedure
|
|
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
public sealed class ProcedureLoadAssembly : StateBase<UpdateProcedureState>
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-03-07 18:00:59 +08:00
|
|
|
|
// private bool m_enableAddressable = true;
|
2025-01-23 19:06:48 +08:00
|
|
|
|
private int m_LoadAssetCount;
|
|
|
|
|
|
private int m_LoadMetadataAssetCount;
|
|
|
|
|
|
private int m_FailureAssetCount;
|
|
|
|
|
|
private int m_FailureMetadataAssetCount;
|
|
|
|
|
|
private bool m_LoadAssemblyComplete;
|
|
|
|
|
|
private bool m_LoadMetadataAssemblyComplete;
|
|
|
|
|
|
private bool m_LoadAssemblyWait;
|
|
|
|
|
|
#pragma warning disable CS0414
|
|
|
|
|
|
private bool m_LoadMetadataAssemblyWait;
|
|
|
|
|
|
#pragma warning restore CS0414
|
|
|
|
|
|
private Assembly m_MainLogicAssembly;
|
|
|
|
|
|
private List<Assembly> m_HotfixAssemblys;
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
protected override void OnEnter()
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-01-26 20:55:39 +08:00
|
|
|
|
Log.Info(" ProcedureLoadAssembly OnEnter");
|
2025-01-23 19:06:48 +08:00
|
|
|
|
m_LoadAssemblyComplete = false;
|
|
|
|
|
|
m_HotfixAssemblys = new List<Assembly>();
|
|
|
|
|
|
|
|
|
|
|
|
//AOT Assembly加载原始metadata
|
2025-10-14 15:42:34 +08:00
|
|
|
|
if (GameApp.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_LoadMetadataAssemblyComplete = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
m_LoadMetadataAssemblyComplete = false;
|
|
|
|
|
|
LoadMetadataForAOTAssembly();
|
2025-01-23 19:06:48 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-10-14 15:42:34 +08:00
|
|
|
|
if (GameApp.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_MainLogicAssembly = GetMainLogicAssembly();
|
|
|
|
|
|
}
|
2025-10-14 15:42:34 +08:00
|
|
|
|
else
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
foreach (string hotUpdateDllName in StartupSetting.HotUpdateAssemblies)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
m_LoadAssetCount++;
|
|
|
|
|
|
GameApp.Resource.LoadAsset<TextAsset>(hotUpdateDllName, LoadAssetSuccess);
|
2025-01-23 19:06:48 +08:00
|
|
|
|
}
|
2025-04-28 19:45:45 +08:00
|
|
|
|
|
|
|
|
|
|
m_LoadAssemblyWait = true;
|
2025-01-23 19:06:48 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-03-04 18:40:14 +08:00
|
|
|
|
|
2025-01-23 19:06:48 +08:00
|
|
|
|
if (m_LoadAssetCount == 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
m_LoadAssemblyComplete = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
protected override void OnUpdate(float deltaTime)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
if (!m_LoadAssemblyComplete)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (!m_LoadMetadataAssemblyComplete)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
AllAssemblyLoadComplete();
|
2025-01-23 19:06:48 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
private void AllAssemblyLoadComplete()
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-10-14 15:42:34 +08:00
|
|
|
|
SwitchState(UpdateProcedureState.ProcedureUpdateFinishState);
|
2025-04-28 19:45:45 +08:00
|
|
|
|
|
2025-01-23 19:06:48 +08:00
|
|
|
|
if (m_MainLogicAssembly == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Log.Warning($"Main logic assembly missing.");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
var appType = m_MainLogicAssembly.GetType(StartupSetting.EntranceClass);
|
2025-01-23 19:06:48 +08:00
|
|
|
|
if (appType == null)
|
|
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
Log.Warning($"Main logic type '{StartupSetting.EntranceClass}' missing.");
|
2025-01-23 19:06:48 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
var entryMethod = appType.GetMethod(StartupSetting.EntranceMethod);
|
2025-01-23 19:06:48 +08:00
|
|
|
|
if (entryMethod == null)
|
|
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
Log.Warning($"Main logic entry method '{StartupSetting.EntranceMethod}' missing.");
|
2025-01-23 19:06:48 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
object[] objects = new object[] { new object[] { m_HotfixAssemblys } };
|
|
|
|
|
|
entryMethod.Invoke(appType, objects);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private Assembly GetMainLogicAssembly()
|
|
|
|
|
|
{
|
|
|
|
|
|
m_HotfixAssemblys.Clear();
|
|
|
|
|
|
Assembly mainLogicAssembly = null;
|
|
|
|
|
|
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
|
|
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
if (string.Compare(StartupSetting.EntranceDll, $"{assembly.GetName().Name}.dll",
|
2025-01-23 19:06:48 +08:00
|
|
|
|
StringComparison.Ordinal) == 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
mainLogicAssembly = assembly;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
foreach (var hotUpdateDllName in StartupSetting.HotUpdateAssemblies)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
2025-04-28 19:45:45 +08:00
|
|
|
|
if (hotUpdateDllName == $"{assembly.GetName().Name}.dll" && !m_HotfixAssemblys.Contains(assembly))
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_HotfixAssemblys.Add(assembly);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-03-07 18:00:59 +08:00
|
|
|
|
if (mainLogicAssembly != null && m_HotfixAssemblys.Count ==
|
2025-04-28 19:45:45 +08:00
|
|
|
|
StartupSetting.HotUpdateAssemblies.Count)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return mainLogicAssembly;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 加载代码资源成功回调。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
/// <param name="textAsset">代码资产。</param>
|
|
|
|
|
|
private void LoadAssetSuccess(TextAsset textAsset)
|
|
|
|
|
|
{
|
|
|
|
|
|
m_LoadAssetCount--;
|
|
|
|
|
|
if (textAsset == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Log.Warning($"Load Assembly failed.");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
var assetName = textAsset.name;
|
|
|
|
|
|
Log.Info($"LoadAssetSuccess, assetName: [ {assetName} ]");
|
|
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
|
{
|
|
|
|
|
|
var assembly = Assembly.Load(textAsset.bytes);
|
2025-04-28 19:45:45 +08:00
|
|
|
|
if (string.Compare(StartupSetting.EntranceDll, assetName, StringComparison.Ordinal) == 0)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_MainLogicAssembly = assembly;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
m_HotfixAssemblys.Add(assembly);
|
|
|
|
|
|
Log.Info($"Assembly [ {assembly.GetName().Name} ] loaded");
|
|
|
|
|
|
}
|
|
|
|
|
|
catch (Exception e)
|
|
|
|
|
|
{
|
|
|
|
|
|
m_FailureAssetCount++;
|
|
|
|
|
|
Log.Error(e.Message);
|
|
|
|
|
|
throw;
|
|
|
|
|
|
}
|
|
|
|
|
|
finally
|
|
|
|
|
|
{
|
|
|
|
|
|
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
GameApp.Resource.UnloadAsset(textAsset);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 为Aot Assembly加载原始metadata, 这个代码放Aot或者热更新都行。
|
|
|
|
|
|
/// 一旦加载后,如果AOT泛型函数对应native实现不存在,则自动替换为解释模式执行。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public void LoadMetadataForAOTAssembly()
|
|
|
|
|
|
{
|
|
|
|
|
|
// 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致,而不能直接使用原始dll。
|
|
|
|
|
|
// 我们在BuildProcessor_xxx里添加了处理代码,这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。
|
|
|
|
|
|
|
|
|
|
|
|
// 注意,补充元数据是给AOT dll补充元数据,而不是给热更新dll补充元数据。
|
|
|
|
|
|
// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
|
2025-04-28 19:45:45 +08:00
|
|
|
|
if (AOTGenericReferences.PatchedAOTAssemblyList.Count == 0)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_LoadMetadataAssemblyComplete = true;
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-04-28 19:45:45 +08:00
|
|
|
|
foreach (string aotDllName in AOTGenericReferences.PatchedAOTAssemblyList)
|
2025-01-23 19:06:48 +08:00
|
|
|
|
{
|
|
|
|
|
|
m_LoadMetadataAssetCount++;
|
2025-04-28 19:45:45 +08:00
|
|
|
|
GameApp.Resource.LoadAsset<TextAsset>(aotDllName, LoadMetadataAssetSuccess);
|
2025-01-23 19:06:48 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
m_LoadMetadataAssemblyWait = true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 加载元数据资源成功回调。
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
/// <param name="textAsset">代码资产。</param>
|
|
|
|
|
|
private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
|
|
|
|
|
|
{
|
|
|
|
|
|
m_LoadMetadataAssetCount--;
|
|
|
|
|
|
if (null == textAsset)
|
|
|
|
|
|
{
|
|
|
|
|
|
Log.Info($"LoadMetadataAssetSuccess:Load Metadata failed.");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
string assetName = textAsset.name;
|
|
|
|
|
|
try
|
|
|
|
|
|
{
|
|
|
|
|
|
byte[] dllBytes = textAsset.bytes;
|
|
|
|
|
|
fixed (byte* ptr = dllBytes)
|
|
|
|
|
|
{
|
|
|
|
|
|
#if ENABLE_HYBRIDCLR
|
|
|
|
|
|
// 加载assembly对应的dll,会自动为它hook。一旦Aot泛型函数的native函数不存在,用解释器版本代码
|
|
|
|
|
|
HomologousImageMode mode = HomologousImageMode.SuperSet;
|
2025-03-07 18:00:59 +08:00
|
|
|
|
LoadImageErrorCode err =
|
|
|
|
|
|
(LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
|
2025-04-28 19:45:45 +08:00
|
|
|
|
Log.Info($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
|
2025-01-23 19:06:48 +08:00
|
|
|
|
#endif
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
catch (Exception e)
|
|
|
|
|
|
{
|
|
|
|
|
|
m_FailureMetadataAssetCount++;
|
|
|
|
|
|
Log.Error(e.Message);
|
|
|
|
|
|
throw;
|
|
|
|
|
|
}
|
|
|
|
|
|
finally
|
|
|
|
|
|
{
|
|
|
|
|
|
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
GameApp.Resource.UnloadAsset(textAsset);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-01-26 20:55:39 +08:00
|
|
|
|
}
|