CodeLoader.cs 5.6 KB

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  1. using Cysharp.Threading.Tasks;
  2. using HybridCLR;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Diagnostics;
  6. using System.IO;
  7. using System.Reflection;
  8. using UnityEngine;
  9. using YooAsset;
  10. namespace ET
  11. {
  12. public class CodeLoader: Singleton<CodeLoader>
  13. {
  14. public void Start()
  15. {
  16. AsyncLoadResAndCode().Forget();
  17. }
  18. private async UniTaskVoid AsyncLoadResAndCode()
  19. {
  20. YooAssets.EPlayMode playMode;
  21. if (Define.EnableCodes)
  22. {
  23. playMode = YooAssets.EPlayMode.EditorSimulateMode;
  24. }
  25. else
  26. {
  27. GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
  28. playMode = globalConfig.PlayMode;
  29. }
  30. Log.Info($"start mode: {playMode}");
  31. // 启动YooAsset引擎
  32. await YooAssetProxy.StartYooAssetEngine(playMode);
  33. // Shader Warm Up
  34. ShaderVariantCollection shaderVariantCollection =
  35. (await YooAssetProxy.LoadAssetAsync<ShaderVariantCollection>(
  36. YooAssetProxy.GetYooAssetFormatResPath("ProjectSShaderVariant",
  37. YooAssetProxy.YooAssetResType.Shader)))
  38. .GetAssetObject<ShaderVariantCollection>();
  39. Stopwatch stopwatch = Stopwatch.StartNew();
  40. shaderVariantCollection.WarmUp();
  41. stopwatch.Stop();
  42. Log.Info($"Shader Warm Up完成, 耗时: {stopwatch.ElapsedMilliseconds}ms,shaderCount: {shaderVariantCollection.shaderCount} variantCount: {shaderVariantCollection.variantCount}");
  43. //加载代码入口
  44. if (Define.EnableCodes)
  45. {
  46. LoadLocalCode();
  47. }
  48. else
  49. {
  50. await LoadMetadataForAOT();
  51. await LoadHotfixCode();
  52. }
  53. }
  54. // 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
  55. private async UniTask LoadMetadataForAOT()
  56. {
  57. //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
  58. HotUpdateAssemblyManifest mainfest =
  59. (await YooAssetProxy.LoadAssetAsync<HotUpdateAssemblyManifest>("HotUpdateAssemblyManifest"))
  60. .GetAssetObject<HotUpdateAssemblyManifest>();
  61. var DLLNameList_ForABLoad = mainfest.AOTMetadataDlls;
  62. List<UniTask<RawFileOperation>> tasks = new List<UniTask<RawFileOperation>>();
  63. foreach (var aotDll in DLLNameList_ForABLoad)
  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. Log.Info("to load model.dll & hotfix.dll.");
  81. var rawfile_modeldll = await YooAssetProxy.GetRawFileAsync("Model.dll");
  82. var rawfile_modelpdb = await YooAssetProxy.GetRawFileAsync("Model.pdb");
  83. var modelAssembly = Assembly.Load(rawfile_modeldll.GetRawBytes(), rawfile_modelpdb.GetRawBytes());
  84. var rawfile_hotfixdll = await YooAssetProxy.GetRawFileAsync("Hotfix.dll");
  85. var rawfile_hotfixpdb = await YooAssetProxy.GetRawFileAsync("Hotfix.pdb");
  86. var hotfixAssembly = Assembly.Load(rawfile_hotfixdll.GetRawBytes(), rawfile_hotfixpdb.GetRawBytes());
  87. var mdll = await YooAssetProxy.GetRawFileAsync("Unity.Mono.dll");
  88. var mAssembly = Assembly.Load(mdll.GetRawBytes());
  89. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(typeof(Game).Assembly, typeof(Init).Assembly, modelAssembly, hotfixAssembly, mAssembly);
  90. EventSystem.Instance.Add(types);
  91. Log.Info("to call Client.Entry.");
  92. IStaticMethod start = new MonoStaticMethod(modelAssembly, "ET.Entry", "Start");
  93. start.Run();
  94. }
  95. //不使用dll,打开了EnableCode,使用Editor编辑模式
  96. private void LoadLocalCode()
  97. {
  98. //GlobalConfig globalConfig = Resources.Load<GlobalConfig>("GlobalConfig");
  99. //if (globalConfig.CodeMode != CodeMode.ClientServer)
  100. //{
  101. // throw new Exception("ENABLE_CODES mode must use ClientServer code mode!");
  102. //}
  103. Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
  104. Dictionary<string, Type> types = AssemblyHelper.GetAssemblyTypes(assemblies);
  105. EventSystem.Instance.Add(types);
  106. bool bStart = false;
  107. foreach (Assembly ass in assemblies)
  108. {
  109. string name = ass.GetName().Name;
  110. if (name == "Unity.Model.Codes")
  111. {
  112. bStart = true;
  113. IStaticMethod start = new StaticMethod(ass, "ET.Entry", "Start");
  114. start.Run();
  115. break;
  116. }
  117. }
  118. if (!bStart)
  119. {
  120. throw new Exception("not found Assembly: 'Unity.Model.Codes'");
  121. }
  122. }
  123. //编译时会检查这个方法,需保留
  124. public void LoadHotfix()
  125. {
  126. }
  127. }
  128. }