unity3d c#支持热更吗

Posted

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了unity3d c#支持热更吗相关的知识,希望对你有一定的参考价值。

参考技术A C#中两者的比较要看类型, 但是Unity 4.X中,可以肯定的是(官网论坛都承认的) foreach肯定比for/WHILE 慢,并承诺在5.X中修复。 foreach会在托管堆上分配内存的问题在早期的C#中也是存在的,原因是foreach会将迭代器转换为IEnumerator。本回答被提问者采纳

解析ET6接入ILRuntime实现热更

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。

介绍 — ILRuntime (ourpalm.github.io)https://ourpalm.github.io/ILRuntime/public/v1/guide/index.htmlET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 Frameworkhttps://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

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<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pdb
					Dictionary<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>();//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());
        
    

以上是关于unity3d c#支持热更吗的主要内容,如果未能解决你的问题,请参考以下文章

Unity3D开发之手游热更,基于GameFramework(GF),涵盖Android|IOS|资源包|打包等功能非专业团队勿扰

ET介绍——强大的基于.dotnet7+Unity3d的双端C#开源游戏框架

Unity 3D模型展示框架篇之Addressables+ILRuntime热更(完结篇)

unity3d c#热重载-边运行边改代码

Unity3D游戏轻量级xlua热修复框架

现在自学unity3d(含C#语言),有前途吗? 一般人要学多久?