PC-20230316NUNE\Administrator edafe4a058 临时提交
2024-10-12 20:37:11 +08:00

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using HybridCLR;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using HotMain;
using UnityEngine;
using UnityEngine.Networking;
using YooAsset;
/// <summary>
/// 脚本工作流程:
/// 1.下载资源用YooAsset资源框架进行下载
/// 1资源文件ab包等
/// 2热更新dll
/// 3) AOT泛型补充元数据dll
/// 2.给AOT dll补充元数据通过RuntimeApi.LoadMetadataForAOTAssembly()
/// 3.通过实例化一个prefab运行热更新代码
/// </summary>
public class LoadDll : MonoBehaviour
{
/// <summary>
/// 资源系统运行模式
/// </summary>
public EPlayMode PlayMode = EPlayMode.OfflinePlayMode;
//补充元数据dll的列表
//通过RuntimeApi.LoadMetadataForAOTAssembly()函数来补充AOT泛型的原始元数据
public static List<string> AOTMetaAssemblyNames { get; } = new List<string>()
{
"mscorlib.dll",
"System.dll",
"System.Core.dll",
};
void Start()
{
//StartCoroutine(DownLoadAssets(this.StartGame));
StartCoroutine(DownLoadAssetsByYooAssets(this.StartGame));
}
private static Dictionary<string, byte[]> s_assetDatas = new Dictionary<string, byte[]>();
public static byte[] GetAssetData(string dllName)
{
return s_assetDatas[dllName];
}
private string GetWebRequestPath(string asset)
{
var path = $"{Application.streamingAssetsPath}/{asset}";
if (!path.Contains("://"))
{
path = "file://" + path;
}
if (path.EndsWith(".dll"))
{
path += ".bytes";
}
return path;
}
IEnumerator DownLoadAssetsByYooAssets(Action onDownloadComplete)
{
// 1.初始化资源系统
YooAssets.Initialize();
string packageName = "DefaultPackage";
// 创建默认的资源包
var package = YooAssets.TryGetPackage(packageName) ?? YooAssets.CreatePackage(packageName);
// 设置该资源包为默认的资源包可以使用YooAssets相关加载接口加载该资源包内容。
YooAssets.SetDefaultPackage(package);
if (PlayMode == EPlayMode.EditorSimulateMode)
{
Debug.Log("编辑器模式");
//编辑器模拟模式
var initParameters = new EditorSimulateModeParameters();
initParameters.EditorFileSystemParameters =
FileSystemParameters.CreateDefaultEditorFileSystemParameters(
EditorSimulateModeHelper.SimulateBuild(EDefaultBuildPipeline.ScriptableBuildPipeline, "DefaultPackage")
);
yield return package.InitializeAsync(initParameters);
}
else if (PlayMode == EPlayMode.HostPlayMode)
{
Debug.Log("在线模式");
// 注意GameQueryServices.cs 太空战机的脚本类详细见StreamingAssetsHelper.cs
string defaultHostServer = "http://127.0.0.1/CDN/Android/v1.0";
string fallbackHostServer = "http://127.0.0.1/CDN/Android/v1.0";
IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
var cacheFileSystem = FileSystemParameters.CreateDefaultCacheFileSystemParameters(remoteServices);
var buildinFileSystem = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
var initParameters = new HostPlayModeParameters();
initParameters.BuildinFileSystemParameters = buildinFileSystem;
initParameters.CacheFileSystemParameters = cacheFileSystem;
yield return package.InitializeAsync(initParameters);
}
else if (PlayMode == EPlayMode.OfflinePlayMode)
{
Debug.Log("离线模式");
// var buildinFileSystem = FileSystemParameters.CreateDefaultBuildinRawFileSystemParameters();
// var initParameters = new OfflinePlayModeParameters();
// initParameters.BuildinFileSystemParameters = buildinFileSystem;
// yield return package.InitializeAsync(initParameters);
// var initParametersOfflinePlayMode = new OfflinePlayModeParameters();
// yield return package.InitializeAsync(initParametersOfflinePlayMode);
var createParameters = new OfflinePlayModeParameters();
createParameters.BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters(new FileStreamDecryption());
yield return package.InitializeAsync(createParameters);
}
//2.获取资源版本
var operation = package.RequestPackageVersionAsync();
yield return operation;
if (operation.Status != EOperationStatus.Succeed)
{
//更新失败
Debug.LogError(operation.Error);
//TODO
yield break;
}
string PackageVersion = operation.PackageVersion;
//3.更新补丁清单
var operation2 = package.UpdatePackageManifestAsync(PackageVersion);
yield return operation2;
if (operation2.Status != EOperationStatus.Succeed)
{
//更新失败
Debug.LogError(operation2.Error);
//TODO:
yield break;
}
//4.下载补丁包
yield return Download();
//TODO:判断是否下载成功...
var assets = new List<string>
{
"HotSamples.dll",
}.Concat(AOTMetaAssemblyNames);
foreach (var asset in assets)
{
var handle = package.LoadRawFileAsync(asset);
yield return handle;
byte[] fileData = handle.GetRawFileData();
s_assetDatas[asset] = fileData;
Debug.Log($"dll:{asset} size:{fileData.Length}");
}
onDownloadComplete();
}
IEnumerator Download()
{
int downloadingMaxNum = 10;
int failedTryAgain = 3;
int timeout = 60;
var package = YooAssets.GetPackage("DefaultPackage");
var downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain, timeout);
//没有需要下载的资源
if (downloader.TotalDownloadCount == 0)
{
yield break;
}
//需要下载的文件总数和总大小
int totalDownloadCount = downloader.TotalDownloadCount;
long totalDownloadBytes = downloader.TotalDownloadBytes;
//注册回调方法
downloader.OnDownloadErrorCallback = OnDownloadErrorFunction;
downloader.OnDownloadProgressCallback = OnDownloadProgressUpdateFunction;
downloader.OnDownloadOverCallback = OnDownloadOverFunction;
downloader.OnStartDownloadFileCallback = OnStartDownloadFileFunction;
//开启下载
downloader.BeginDownload();
yield return downloader;
//检测下载结果
if (downloader.Status == EOperationStatus.Succeed)
{
//下载成功
Debug.Log("更新完成!");
//TODO:
}
else
{
//下载失败
Debug.LogError("更新失败!");
//TODO:
}
}
/// <summary>
/// 开始下载
/// </summary>
/// <param name="fileName"></param>
/// <param name="sizeBytes"></param>
/// <exception cref="NotImplementedException"></exception>
private void OnStartDownloadFileFunction(string fileName, long sizeBytes)
{
Debug.Log(string.Format("开始下载:文件名:{0}, 文件大小:{1}", fileName, sizeBytes));
}
/// <summary>
/// 下载完成
/// </summary>
/// <param name="isSucceed"></param>
/// <exception cref="NotImplementedException"></exception>
private void OnDownloadOverFunction(bool isSucceed)
{
Debug.Log("下载" + (isSucceed ? "成功" : "失败"));
}
/// <summary>
/// 更新中
/// </summary>
/// <param name="totalDownloadCount"></param>
/// <param name="currentDownloadCount"></param>
/// <param name="totalDownloadBytes"></param>
/// <param name="currentDownloadBytes"></param>
/// <exception cref="NotImplementedException"></exception>
private void OnDownloadProgressUpdateFunction(int totalDownloadCount, int currentDownloadCount, long totalDownloadBytes, long currentDownloadBytes)
{
Debug.Log(string.Format("文件总数:{0}, 已下载文件数:{1}, 下载总大小:{2}, 已下载大小:{3}", totalDownloadCount, currentDownloadCount, totalDownloadBytes, currentDownloadBytes));
}
/// <summary>
/// 下载出错
/// </summary>
/// <param name="fileName"></param>
/// <param name="error"></param>
/// <exception cref="NotImplementedException"></exception>
private void OnDownloadErrorFunction(string fileName, string error)
{
Debug.LogError(string.Format("下载出错:文件名:{0}, 错误信息:{1}", fileName, error));
}
void StartGame()
{
LoadMetadataForAOTAssemblies();
#if !UNITY_EDITOR
System.Reflection.Assembly.Load(GetAssetData("HotSamples.dll"));
#endif
//委托加载方式加载prefab
var package = YooAssets.GetPackage("DefaultPackage");
AssetHandle handle = package.LoadAssetAsync<GameObject>("HotPrefab");
handle.Completed += Handle_Completed;
//AssetBundle prefabAb = AssetBundle.LoadFromMemory(GetAssetData("prefabs"));
//GameObject testPrefab = Instantiate(prefabAb.LoadAsset<GameObject>("HotUpdatePrefab.prefab"));
}
private void Handle_Completed(AssetHandle obj)
{
GameObject go = obj.InstantiateSync();
Debug.Log($"Prefab name is {go.name}");
}
/// <summary>
/// 为aot assembly加载原始metadata 这个代码放aot或者热更新都行。
/// 一旦加载后如果AOT泛型函数对应native实现不存在则自动替换为解释模式执行
/// </summary>
private static void LoadMetadataForAOTAssemblies()
{
/// 注意补充元数据是给AOT dll补充元数据而不是给热更新dll补充元数据。
/// 热更新dll不缺元数据不需要补充如果调用LoadMetadataForAOTAssembly会返回错误
///
HomologousImageMode mode = HomologousImageMode.SuperSet;
foreach (var aotDllName in AOTMetaAssemblyNames)
{
byte[] dllBytes = GetAssetData(aotDllName);
// 加载assembly对应的dll会自动为它hook。一旦aot泛型函数的native函数不存在用解释器版本代码
LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
}
}
}