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前言
1.介绍
ILRuntime项目为基于C#的平台(例如Unity)提供了一个纯C#实现,快速、方便且可靠的IL运行时,使得能够在不支持JIT的硬件环境(如iOS)能够实现代码的热更新。学习交流聚集地
介绍 — ILRuntime (http://ourpalm.github.io)
https://ourpalm.github.io/ILRuntime/public/v1/guide/index.html
ET是一个开源的游戏客户端(基于unity3d)服务端双端框架,服务端是使用C# .net core开发的分布式游戏服务端,其特点是开发效率高,性能强,双端共享逻辑代码,客户端服务端热更机制完善,同时支持可靠udp tcp websocket协议,支持服务端3D recast寻路等等 。
GitHub - egametang/ET: Unity3D Client And C# Server Framework
https://github.com/egametang/ET.git
2.接入ILRuntime
1.BuildAssemblieEditor.cs
构建codes.dll和codes.pdb到unity工程中并打上ab标签
Unitywww.bycwedu.com/promotion_channels/2146264125编辑
public static class BuildAssemblieEditor{//dll复制到unity工程的路径private const string CodeDir = "Assets/Bundles/Code/";[MenuItem("Tools/BuildCode _F5")]public static void BuildCode(){//将codes目录下的所有cs文件打成code.dllBuildAssemblieEditor.BuildMuteAssembly("Code", new []{"Codes/Model/","Codes/ModelView/","Codes/Hotfix/","Codes/HotfixView/"}, Array.Empty<string>());//将code.dll复制到unity工程路径下并打上ab标签AfterCompiling();//刷新资源AssetDatabase.Refresh();}private static void BuildMuteAssembly(string assemblyName, string[] CodeDirectorys, string[] additionalReferences){//获取CodeDirectorys路径下的所有cs文件List<string> scripts = new List<string>();for (int i = 0; i < CodeDirectorys.Length; i++){DirectoryInfo dti = new DirectoryInfo(CodeDirectorys[i]);FileInfo[] fileInfos = dti.GetFiles("*.cs", System.IO.SearchOption.AllDirectories);for (int j = 0; j < fileInfos.Length; j++){scripts.Add(fileInfos[j].FullName);}}//编译dll的路径string dllPath = Path.Combine(Define.BuildOutputDir, $"{assemblyName}.dll");string pdbPath = Path.Combine(Define.BuildOutputDir, $"{assemblyName}.pdb");File.Delete(dllPath);File.Delete(pdbPath);Directory.CreateDirectory(Define.BuildOutputDir);AssemblyBuilder assemblyBuilder = new AssemblyBuilder(dllPath, scripts.ToArray());//启用UnSafe//assemblyBuilder.compilerOptions.AllowUnsafeCode = true;BuildTargetGroup buildTargetGroup = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget);assemblyBuilder.compilerOptions.ApiCompatibilityLevel = PlayerSettings.GetApiCompatibilityLevel(buildTargetGroup);// assemblyBuilder.compilerOptions.ApiCompatibilityLevel = ApiCompatibilityLevel.NET_4_6;//传递给程序集编译的其他程序集引用。assemblyBuilder.additionalReferences = additionalReferences;assemblyBuilder.flags = AssemblyBuilderFlags.DevelopmentBuild;//AssemblyBuilderFlags.None 正常发布//AssemblyBuilderFlags.DevelopmentBuild 开发模式打包//AssemblyBuilderFlags.EditorAssembly 编辑器状态assemblyBuilder.referencesOptions = ReferencesOptions.UseEngineModules;assemblyBuilder.buildTarget = EditorUserBuildSettings.activeBuildTarget;assemblyBuilder.buildTargetGroup = buildTargetGroup;//编译开始回调assemblyBuilder.buildStarted += delegate(string assemblyPath) { Debug.LogFormat("build start:" + assemblyPath); };//编译结束回调assemblyBuilder.buildFinished += delegate(string assemblyPath, CompilerMessage[] compilerMessages){int errorCount = compilerMessages.Count(m => m.type == CompilerMessageType.Error);int warningCount = compilerMessages.Count(m => m.type == CompilerMessageType.Warning);Debug.LogFormat("Warnings: {0} - Errors: {1}", warningCount, errorCount);if (warningCount > 0){Debug.LogFormat("有{0}个Warning!!!", warningCount);}if (errorCount > 0){for (int i = 0; i < compilerMessages.Length; i++){if (compilerMessages[i].type == CompilerMessageType.Error){Debug.LogError(compilerMessages[i].message);}}}};//开始构建if (!assemblyBuilder.Build()){Debug.LogErrorFormat("build fail:" + assemblyBuilder.assemblyPath);return;}}private static void AfterCompiling(){//编译中while (EditorApplication.isCompiling){Debug.Log("Compiling wait1");// 主线程sleep并不影响编译线程Thread.Sleep(1000);Debug.Log("Compiling wait2");}Debug.Log("Compiling finish");//将dll和pdb拷贝到unity工程中Directory.CreateDirectory(CodeDir);File.Copy(Path.Combine(Define.BuildOutputDir, "Code.dll"), Path.Combine(CodeDir, "Code.dll.bytes"), true);File.Copy(Path.Combine(Define.BuildOutputDir, "Code.pdb"), Path.Combine(CodeDir, "Code.pdb.bytes"), true);AssetDatabase.Refresh();Debug.Log("copy Code.dll to Bundles/Code success!");// 设置ab包AssetImporter assetImporter1 = AssetImporter.GetAtPath("Assets/Bundles/Code/Code.dll.bytes");assetImporter1.assetBundleName = "Code.unity3d";AssetImporter assetImporter2 = AssetImporter.GetAtPath("Assets/Bundles/Code/Code.pdb.bytes");assetImporter2.assetBundleName = "Code.unity3d";AssetDatabase.Refresh();Debug.Log("set assetbundle success!");Debug.Log("build success!");}
}
2.CodeLoader.cs
初始化ILRuntime并启动热更层开始函数
case Define.CodeMode_ILRuntime:{//从ab包中加载dll和pdbDictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");byte[] assBytes = ((TextAsset)dictionary["Code.dll"]).bytes;byte[] pdbBytes = ((TextAsset)dictionary["Code.pdb"]).bytes;AppDomain appDomain = new AppDomain();MemoryStream assStream = new MemoryStream(assBytes);MemoryStream pdbStream = new MemoryStream(pdbBytes);//ILRuntime加载程序集appDomain.LoadAssembly(assStream, pdbStream, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider());//注册委托适配器等ILHelper.InitILRuntime(appDomain);//缓存所有热更反射类型this.allTypes = appDomain.LoadedTypes.Values.Select(x => x.ReflectionType).ToArray();//调用到热更层的entry类的start方法IStaticMethod start = new ILStaticMethod(appDomain, "ET.Entry", "Start", 0);start.Run();break;}
3.ILHelper.cs
注册重定向函数,委托,适配器,clr绑定
public static class ILHelper{public static List<Type> list = new List<Type>();public static void InitILRuntime(ILRuntime.Runtime.Enviorment.AppDomain appdomain){// 注册重定向函数list.Add(typeof(Dictionary<int, ILTypeInstance>));list.Add(typeof(Dictionary<int, int>));list.Add(typeof(Dictionary<object, object>));list.Add(typeof(Dictionary<int, object>));list.Add(typeof(Dictionary<long, object>));list.Add(typeof(Dictionary<long, int>));list.Add(typeof(Dictionary<int, long>));list.Add(typeof(Dictionary<string, long>));list.Add(typeof(Dictionary<string, int>));list.Add(typeof(Dictionary<string, object>));list.Add(typeof(List<ILTypeInstance>));list.Add(typeof(List<int>));list.Add(typeof(List<long>));list.Add(typeof(List<string>));list.Add(typeof(List<object>));list.Add(typeof(ListComponent<ILTypeInstance>));list.Add(typeof(ETTask<int>));list.Add(typeof(ETTask<long>));list.Add(typeof(ETTask<string>));list.Add(typeof(ETTask<object>));list.Add(typeof(ETTask<AssetBundle>));list.Add(typeof(ETTask<UnityEngine.Object[]>));list.Add(typeof(ListComponent<ETTask>));list.Add(typeof(ListComponent<Vector3>));// 注册委托appdomain.DelegateManager.RegisterMethodDelegate<List<object>>();appdomain.DelegateManager.RegisterMethodDelegate<object>();appdomain.DelegateManager.RegisterMethodDelegate<bool>();appdomain.DelegateManager.RegisterMethodDelegate<string>();appdomain.DelegateManager.RegisterMethodDelegate<float>();appdomain.DelegateManager.RegisterMethodDelegate<long, int>();appdomain.DelegateManager.RegisterMethodDelegate<long, MemoryStream>();appdomain.DelegateManager.RegisterMethodDelegate<long, IPEndPoint>();appdomain.DelegateManager.RegisterMethodDelegate<ILTypeInstance>();appdomain.DelegateManager.RegisterMethodDelegate<AsyncOperation>();appdomain.DelegateManager.RegisterFunctionDelegate<UnityEngine.Events.UnityAction>();appdomain.DelegateManager.RegisterFunctionDelegate<System.Object, ET.ETTask>();appdomain.DelegateManager.RegisterFunctionDelegate<ILTypeInstance, bool>();appdomain.DelegateManager.RegisterFunctionDelegate<System.Collections.Generic.KeyValuePair<System.String, System.Int32>, System.String>();appdomain.DelegateManager.RegisterFunctionDelegate<System.Collections.Generic.KeyValuePair<System.Int32, System.Int32>, System.Boolean>();appdomain.DelegateManager.RegisterFunctionDelegate<System.Collections.Generic.KeyValuePair<System.String, System.Int32>, System.Int32>();appdomain.DelegateManager.RegisterFunctionDelegate<List<int>, int>();appdomain.DelegateManager.RegisterFunctionDelegate<List<int>, bool>();appdomain.DelegateManager.RegisterFunctionDelegate<int, bool>();//Linqappdomain.DelegateManager.RegisterFunctionDelegate<int, int, int>();//Linqappdomain.DelegateManager.RegisterFunctionDelegate<KeyValuePair<int, List<int>>, bool>();appdomain.DelegateManager.RegisterFunctionDelegate<KeyValuePair<int, int>, KeyValuePair<int, int>, int>();appdomain.DelegateManager.RegisterDelegateConvertor<UnityEngine.Events.UnityAction>((act) =>{return new UnityEngine.Events.UnityAction(() =>{((Action)act)();});});appdomain.DelegateManager.RegisterDelegateConvertor<Comparison<KeyValuePair<int, int>>>((act) =>{return new Comparison<KeyValuePair<int, int>>((x, y) =>{return ((Func<KeyValuePair<int, int>, KeyValuePair<int, int>, int>)act)(x, y);});});// 注册适配器RegisterAdaptor(appdomain);//注册Json的CLRLitJson.JsonMapper.RegisterILRuntimeCLRRedirection(appdomain);//注册ProtoBuf的CLRPType.RegisterILRuntimeCLRRedirection(appdomain);//clr绑定初始化CLRBindings.Initialize(appdomain);}public static void RegisterAdaptor(ILRuntime.Runtime.Enviorment.AppDomain appdomain){//注册自己写的适配器appdomain.RegisterCrossBindingAdaptor(new IAsyncStateMachineClassInheritanceAdaptor());}}
发布于 2022-01-18 19:24
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