CodeLoader.cs 6.2 KB

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  1. using Cysharp.Threading.Tasks;
  2. using HybridCLR;
  3. using Sirenix.Utilities;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Diagnostics;
  7. using System.IO;
  8. using System.Reflection;
  9. using UnityEngine;
  10. using YooAsset;
  11. namespace ET
  12. {
  13. public class CodeLoader: Singleton<CodeLoader>
  14. {
  15. public void Start()
  16. {
  17. AsyncLoadResAndCode().Forget();
  18. }
  19. private async UniTaskVoid AsyncLoadResAndCode()
  20. {
  21. YooAssets.EPlayMode playMode;
  22. if (Define.EnableCodes)
  23. {
  24. playMode = YooAssets.EPlayMode.EditorSimulateMode;
  25. }
  26. else
  27. {
  28. GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
  29. playMode = globalConfig.PlayMode;
  30. }
  31. Log.Info($"start mode: {playMode}");
  32. // 启动YooAsset引擎
  33. await YooAssetProxy.StartYooAssetEngine(playMode);
  34. // Shader Warm Up
  35. ShaderVariantCollection shaderVariantCollection =
  36. (await YooAssetProxy.LoadAssetAsync<ShaderVariantCollection>(
  37. YooAssetProxy.GetYooAssetFormatResPath("ProjectSShaderVariant",
  38. YooAssetProxy.YooAssetResType.Shader)))
  39. .GetAssetObject<ShaderVariantCollection>();
  40. Stopwatch stopwatch = Stopwatch.StartNew();
  41. shaderVariantCollection.WarmUp();
  42. stopwatch.Stop();
  43. Log.Info($"Shader Warm Up完成, 耗时: {stopwatch.ElapsedMilliseconds}ms,shaderCount: {shaderVariantCollection.shaderCount} variantCount: {shaderVariantCollection.variantCount}");
  44. //加载代码入口
  45. if (Define.EnableCodes)
  46. {
  47. LoadLocalCode();
  48. }
  49. else
  50. {
  51. await LoadMetadataForAOT();
  52. await LoadHotfixCode();
  53. }
  54. }
  55. // 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
  56. private async UniTask LoadMetadataForAOT()
  57. {
  58. //AOT dll列表的配置也可以通过热更新下下来,这样增加了新的泛型就不怕了
  59. ConfigStringList hotUpdateAOTDlls =
  60. (await YooAssetProxy.LoadAssetAsync<ConfigStringList>("HotUpdateAOTDlls"))
  61. .GetAssetObject<ConfigStringList>();
  62. List<UniTask<RawFileOperation>> tasks = new List<UniTask<RawFileOperation>>();
  63. foreach (var aotDll in hotUpdateAOTDlls.List)
  64. {
  65. tasks.Add(YooAssetProxy.GetRawFileAsync(aotDll));
  66. }
  67. RawFileOperation[] rawFileOperations = await UniTask.WhenAll(tasks);
  68. foreach (var task in rawFileOperations)
  69. {
  70. var ret = RuntimeApi.LoadMetadataForAOTAssembly(task.GetRawBytes(), HomologousImageMode.SuperSet);
  71. if (ret != LoadImageErrorCode.OK)
  72. {
  73. Log.Error($"Error occurs when loadMetadataForAOT: {ret}");
  74. }
  75. }
  76. }
  77. //热更加载 model.dll & hotfix.dll
  78. private async UniTask LoadHotfixCode()
  79. {
  80. Dictionary<string, Type> typesInAssembly = new Dictionary<string, Type>();
  81. Assembly modelAss = null;
  82. var battleDlls = (await YooAssetProxy.LoadAssetAsync<ConfigStringList>("HotupdateBattleDlls")).GetAssetObject<ConfigStringList>();
  83. foreach (var dll in battleDlls.List)
  84. {
  85. Log.Info($"to load: {dll}");
  86. Assembly.Load((await YooAssetProxy.GetRawFileAsync(dll)).GetRawBytes());
  87. }
  88. var hotDlls = (await YooAssetProxy.LoadAssetAsync<ConfigKeyValueMap>("HotupdateDlls")).GetAssetObject<ConfigKeyValueMap>();
  89. foreach(var kv in hotDlls.keyValueMaps)
  90. {
  91. Assembly ass;
  92. if(kv.Value.IsNullOrWhitespace())
  93. {
  94. Log.Info($"to load: {kv.Key}");
  95. ass = Assembly.Load((await YooAssetProxy.GetRawFileAsync(kv.Key)).GetRawBytes());
  96. }
  97. else
  98. {
  99. Log.Info($"to load: {kv.Key}");
  100. ass = Assembly.Load((await YooAssetProxy.GetRawFileAsync(kv.Key)).GetRawBytes(),
  101. (await YooAssetProxy.GetRawFileAsync(kv.Value)).GetRawBytes());
  102. }
  103. foreach (Type type in ass.GetTypes())
  104. {
  105. typesInAssembly[type.FullName] = type;
  106. }
  107. if(kv.Key.Equals("Model.dll"))
  108. {
  109. modelAss = ass;
  110. }
  111. }
  112. EventSystem.Instance.Add(typesInAssembly);
  113. if(modelAss == null)
  114. {
  115. Log.Error("Not Found 'Model.dll'! ");
  116. return;
  117. }
  118. Log.Info("to call Client.Entry.");
  119. IStaticMethod start = new MonoStaticMethod(modelAss, "ET.Entry", "Start");
  120. start.Run();
  121. }
  122. //不使用dll,打开了EnableCode,使用Editor编辑模式
  123. private void LoadLocalCode()
  124. {
  125. //GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
  126. //if (globalConfig.CodeMode != CodeMode.ClientServer)
  127. //{
  128. // throw new Exception("ENABLE_CODES mode must use ClientServer code mode!");
  129. //}
  130. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  131. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  132. EventSystem.Instance.Add(types);
  133. bool bStart = false;
  134. foreach (Assembly ass in assemblies)
  135. {
  136. string name = ass.GetName().Name;
  137. if (name == "Unity.Model.Codes")
  138. {
  139. bStart = true;
  140. IStaticMethod start = new StaticMethod(ass, "ET.Entry", "Start");
  141. start.Run();
  142. break;
  143. }
  144. }
  145. if (!bStart)
  146. {
  147. throw new Exception("not found Assembly: 'Unity.Model.Codes'");
  148. }
  149. }
  150. //编译时会检查这个方法,需保留
  151. public void LoadHotfix()
  152. {
  153. }
  154. }
  155. }