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2025-04-18 19:18:15 +08:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if ENABLE_HYBRIDCLR
using HybridCLR;
#endif
using UnityEngine;
using TEngine;
using System.Reflection;
using YooAsset;
using Cysharp.Threading.Tasks;
namespace GameMain
{
/// <summary>
/// 流程加载器 - 代码初始化
/// </summary>
public class ProcedureLoadAssembly : ProcedureBase
{
private bool m_enableAddressable = true;
public override bool UseNativeDialog => true;
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;
private IFsm<IProcedureManager> m_procedureOwner;
protected override void OnEnter(IFsm<IProcedureManager> procedureOwner)
{
base.OnEnter(procedureOwner);
Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
m_procedureOwner = procedureOwner;
LoadAssembly().Forget();
}
private async UniTaskVoid LoadAssembly()
{
m_LoadAssemblyComplete = false;
m_HotfixAssemblys = new List<Assembly>();
//AOT Assembly加载原始metadata
if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
{
#if !UNITY_EDITOR
m_LoadMetadataAssemblyComplete = false;
LoadMetadataForAOTAssembly();
#else
m_LoadMetadataAssemblyComplete = true;
#endif
}
else
{
m_LoadMetadataAssemblyComplete = true;
}
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
else
{
if (SettingsUtils.HybridCLRCustomGlobalSettings.Enable)
{
foreach (string hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
{
var assetLocation = hotUpdateDllName;
if (!m_enableAddressable)
{
assetLocation = Utility.Path.GetRegularPath(
Path.Combine(
"Assets",
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadAsset: [ {assetLocation} ]");
m_LoadAssetCount++;
var result = await GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation);
LoadAssetSuccess(result);
}
m_LoadAssemblyWait = true;
}
else
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
}
if (m_LoadAssetCount == 0)
{
m_LoadAssemblyComplete = true;
}
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_LoadAssemblyComplete)
{
return;
}
if (!m_LoadMetadataAssemblyComplete)
{
return;
}
AllAssemblyLoadComplete();
}
private void AllAssemblyLoadComplete()
{
ChangeState<ProcedureStartGame>(m_procedureOwner);
#if UNITY_EDITOR
m_MainLogicAssembly = GetMainLogicAssembly();
#endif
if (m_MainLogicAssembly == null)
{
Log.Fatal($"Main logic assembly missing.");
return;
}
var appType = m_MainLogicAssembly.GetType("GameApp");
if (appType == null)
{
Log.Fatal($"Main logic type 'GameMain' missing.");
return;
}
var entryMethod = appType.GetMethod("Entrance");
if (entryMethod == null)
{
Log.Fatal($"Main logic entry method 'Entrance' missing.");
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())
{
if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, $"{assembly.GetName().Name}.dll",
StringComparison.Ordinal) == 0)
{
mainLogicAssembly = assembly;
}
foreach (var hotUpdateDllName in SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies)
{
if (hotUpdateDllName == $"{assembly.GetName().Name}.dll")
{
m_HotfixAssemblys.Add(assembly);
}
}
if (mainLogicAssembly != null && m_HotfixAssemblys.Count == SettingsUtils.HybridCLRCustomGlobalSettings.HotUpdateAssemblies.Count)
{
break;
}
}
return mainLogicAssembly;
}
/// <summary>
/// 加载代码资源成功回调。
/// </summary>
/// <param name="textAsset">代码资产。</param>
private void LoadAssetSuccess(TextAsset textAsset)
{
m_LoadAssetCount--;
if (textAsset == null)
{
Log.Warning($"Load Assembly failed.");
return;
}
var assetName = textAsset.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
try
{
var assembly = Assembly.Load(textAsset.bytes);
if (string.Compare(SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName, assetName, StringComparison.Ordinal) == 0)
{
m_MainLogicAssembly = assembly;
}
m_HotfixAssemblys.Add(assembly);
Log.Debug($"Assembly [ {assembly.GetName().Name} ] loaded");
}
catch (Exception e)
{
m_FailureAssetCount++;
Log.Fatal(e);
throw;
}
finally
{
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
}
GameModule.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
if (SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies.Count == 0)
{
m_LoadMetadataAssemblyComplete = true;
return;
}
foreach (string aotDllName in SettingsUtils.HybridCLRCustomGlobalSettings.AOTMetaAssemblies)
{
var assetLocation = aotDllName;
if (!m_enableAddressable)
{
assetLocation = Utility.Path.GetRegularPath(
Path.Combine(
"Assets",
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
$"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
}
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
m_LoadMetadataAssetCount++;
GameModule.Resource.LoadAsset<TextAsset>(assetLocation, LoadMetadataAssetSuccess);
}
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.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
return;
}
string assetName = textAsset.name;
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
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;
LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
#endif
}
}
catch (Exception e)
{
m_FailureMetadataAssetCount++;
Log.Fatal(e.Message);
throw;
}
finally
{
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
}
GameModule.Resource.UnloadAsset(textAsset);
}
}
}