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.dll
BuildAssemblieEditor.BuildMuteAssembly("Code", new []
{
"Codes/Model/",
"Codes/ModelView/",
"Codes/Hotfix/",
"Codes/HotfixView/"
}, Array.Empty());
//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 scripts = new List();
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pdb
Dictionary 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 list = new List();
public static void InitILRuntime(ILRuntime.Runtime.Enviorment.AppDomain appdomain)
{
// 注册重定向函数
list.Add(typeof(Dictionary));
list.Add(typeof(Dictionary));
list.Add(typeof(Dictionary
发布于 2022-01-18 19:24