unity游戏开发:解析ET6接入ILRuntime实现热更新
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
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 。
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
public static class BuildAssemblieEditor
{
//dll复制到unity工程的路径
private const string CodeDir = "Assets/Bundles/Code/";
public static void BuildCode()
{
//将codes目录下的所有cs文件打成code.dll
BuildAssemblieEditor.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);
FileInfo[] fileInfos = dti.GetFiles(&#34;*.cs&#34;, System.IO.SearchOption.AllDirectories);
for (int j = 0; j < fileInfos.Length; j++)
{
scripts.Add(fileInfos.FullName);
}
}
//编译dll的路径
string dllPath = Path.Combine(Define.BuildOutputDir, $&#34;{assemblyName}.dll&#34;);
string pdbPath = Path.Combine(Define.BuildOutputDir, $&#34;{assemblyName}.pdb&#34;);
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(&#34;build start:&#34; + 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(&#34;Warnings: {0} - Errors: {1}&#34;, warningCount, errorCount);
if (warningCount > 0)
{
Debug.LogFormat(&#34;有{0}个Warning!!!&#34;, warningCount);
}
if (errorCount > 0)
{
for (int i = 0; i < compilerMessages.Length; i++)
{
if (compilerMessages.type == CompilerMessageType.Error)
{
Debug.LogError(compilerMessages.message);
}
}
}
};
//开始构建
if (!assemblyBuilder.Build())
{
Debug.LogErrorFormat(&#34;build fail:&#34; + assemblyBuilder.assemblyPath);
return;
}
}
private static void AfterCompiling()
{
//编译中
while (EditorApplication.isCompiling)
{
Debug.Log(&#34;Compiling wait1&#34;);
// 主线程sleep并不影响编译线程
Thread.Sleep(1000);
Debug.Log(&#34;Compiling wait2&#34;);
}
Debug.Log(&#34;Compiling finish&#34;);
//将dll和pdb拷贝到unity工程中
Directory.CreateDirectory(CodeDir);
File.Copy(Path.Combine(Define.BuildOutputDir, &#34;Code.dll&#34;), Path.Combine(CodeDir, &#34;Code.dll.bytes&#34;), true);
File.Copy(Path.Combine(Define.BuildOutputDir, &#34;Code.pdb&#34;), Path.Combine(CodeDir, &#34;Code.pdb.bytes&#34;), true);
AssetDatabase.Refresh();
Debug.Log(&#34;copy Code.dll to Bundles/Code success!&#34;);
// 设置ab包
AssetImporter assetImporter1 = AssetImporter.GetAtPath(&#34;Assets/Bundles/Code/Code.dll.bytes&#34;);
assetImporter1.assetBundleName = &#34;Code.unity3d&#34;;
AssetImporter assetImporter2 = AssetImporter.GetAtPath(&#34;Assets/Bundles/Code/Code.pdb.bytes&#34;);
assetImporter2.assetBundleName = &#34;Code.unity3d&#34;;
AssetDatabase.Refresh();
Debug.Log(&#34;set assetbundle success!&#34;);
Debug.Log(&#34;build success!&#34;);
}
}
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pdb
Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle(&#34;code.unity3d&#34;);
byte[] assBytes = ((TextAsset)dictionary[&#34;Code.dll&#34;]).bytes;
byte[] pdbBytes = ((TextAsset)dictionary[&#34;Code.pdb&#34;]).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, &#34;ET.Entry&#34;, &#34;Start&#34;, 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>();//Linq
appdomain.DelegateManager.RegisterFunctionDelegate<int, int, int>();//Linq
appdomain.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CLR
LitJson.JsonMapper.RegisterILRuntimeCLRRedirection(appdomain);
//注册ProtoBuf的CLR
PType.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());
}
}
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