using UnityEngine;
|
using System.Collections;
|
using System.Collections.Generic;
|
using System.IO;
|
using ILRuntime.CLR.TypeSystem;
|
using ILRuntime.CLR.Method;
|
using ILRuntime.CLR.Utils;
|
using ILRuntime.Runtime.Intepreter;
|
using ILRuntime.Runtime.Stack;
|
using ILRuntime.Runtime.Enviorment;
|
#if UNITY_5_5_OR_NEWER
|
using UnityEngine.Profiling;
|
#endif
|
//下面这行为了取消使用WWW的警告,Unity2018以后推荐使用UnityWebRequest,处于兼容性考虑Demo依然使用WWW
|
#pragma warning disable CS0618
|
|
public class CLRBindingTestClass
|
{
|
public static float DoSomeTest(int a, float b)
|
{
|
return a + b;
|
}
|
}
|
|
public class CLRBindingDemo : MonoBehaviour
|
{
|
//AppDomain是ILRuntime的入口,最好是在一个单例类中保存,整个游戏全局就一个,这里为了示例方便,每个例子里面都单独做了一个
|
//大家在正式项目中请全局只创建一个AppDomain
|
AppDomain appdomain;
|
System.IO.MemoryStream fs;
|
System.IO.MemoryStream p;
|
|
void Start()
|
{
|
StartCoroutine(LoadHotFixAssembly());
|
}
|
|
IEnumerator LoadHotFixAssembly()
|
{
|
//首先实例化ILRuntime的AppDomain,AppDomain是一个应用程序域,每个AppDomain都是一个独立的沙盒
|
appdomain = new ILRuntime.Runtime.Enviorment.AppDomain();
|
//正常项目中应该是自行从其他地方下载dll,或者打包在AssetBundle中读取,平时开发以及为了演示方便直接从StreammingAssets中读取,
|
//正式发布的时候需要大家自行从其他地方读取dll
|
|
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
//这个DLL文件是直接编译HotFix_Project.sln生成的,已经在项目中设置好输出目录为StreamingAssets,在VS里直接编译即可生成到对应目录,无需手动拷贝
|
//工程目录在Assets\Samples\ILRuntime\1.6\Demo\HotFix_Project~
|
#if UNITY_ANDROID
|
WWW www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.dll");
|
#else
|
WWW www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.dll");
|
#endif
|
while (!www.isDone)
|
yield return null;
|
if (!string.IsNullOrEmpty(www.error))
|
UnityEngine.Debug.LogError(www.error);
|
byte[] dll = www.bytes;
|
www.Dispose();
|
|
//PDB文件是调试数据库,如需要在日志中显示报错的行号,则必须提供PDB文件,不过由于会额外耗用内存,正式发布时请将PDB去掉,下面LoadAssembly的时候pdb传null即可
|
#if UNITY_ANDROID
|
www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.pdb");
|
#else
|
www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.pdb");
|
#endif
|
while (!www.isDone)
|
yield return null;
|
if (!string.IsNullOrEmpty(www.error))
|
UnityEngine.Debug.LogError(www.error);
|
byte[] pdb = www.bytes;
|
fs = new MemoryStream(dll);
|
p = new MemoryStream(pdb);
|
try
|
{
|
appdomain.LoadAssembly(fs, p, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider());
|
}
|
catch
|
{
|
Debug.LogError("加载热更DLL失败,请确保已经通过VS打开Assets/Samples/ILRuntime/1.6/Demo/HotFix_Project/HotFix_Project.sln编译过热更DLL");
|
}
|
|
InitializeILRuntime();
|
OnHotFixLoaded();
|
}
|
|
void InitializeILRuntime()
|
{
|
#if DEBUG && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IPHONE)
|
//由于Unity的Profiler接口只允许在主线程使用,为了避免出异常,需要告诉ILRuntime主线程的线程ID才能正确将函数运行耗时报告给Profiler
|
appdomain.UnityMainThreadID = System.Threading.Thread.CurrentThread.ManagedThreadId;
|
#endif
|
//这里做一些ILRuntime的注册,如委托适配器,值类型绑定等等
|
|
|
//初始化CLR绑定请放在初始化的最后一步!!
|
//初始化CLR绑定请放在初始化的最后一步!!
|
//初始化CLR绑定请放在初始化的最后一步!!
|
|
//请在生成了绑定代码后解除下面这行的注释
|
//请在生成了绑定代码后解除下面这行的注释
|
//请在生成了绑定代码后解除下面这行的注释
|
//ILRuntime.Runtime.Generated.CLRBindings.Initialize(appdomain);
|
}
|
|
unsafe void OnHotFixLoaded()
|
{
|
ilruntimeReady = true;
|
}
|
|
bool ilruntimeReady = false;
|
bool executed = false;
|
void Update()
|
{
|
if (ilruntimeReady && !executed && Time.realtimeSinceStartup > 3)
|
{
|
executed = true;
|
//这里为了方便看Profiler,代码挪到Update中了
|
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
|
Debug.LogWarning("运行这个Demo前请先点击菜单ILRuntime->Generate来生成所需的绑定代码,并按照提示解除下面相关代码的注释");
|
Debug.Log("默认情况下,从热更DLL里调用Unity主工程的方法,是通过反射的方式调用的,这个过程中会产生GC Alloc,并且执行效率会偏低");
|
|
Debug.Log("请在Unity菜单里面的ILRuntime->Generate CLR Binding Code by Analysis来生成绑定代码");
|
|
var type = appdomain.LoadedTypes["HotFix_Project.TestCLRBinding"];
|
var m = type.GetMethod("RunTest", 0);
|
Debug.Log("请解除InitializeILRuntime方法中的注释对比有无CLR绑定对运行耗时和GC开销的影响");
|
sw.Reset();
|
sw.Start();
|
Profiler.BeginSample("RunTest2");
|
appdomain.Invoke(m, null, null);
|
Profiler.EndSample();
|
sw.Stop();
|
Debug.LogFormat("刚刚的方法执行了:{0} ms", sw.ElapsedMilliseconds);
|
|
Debug.Log("可以看到运行时间和GC Alloc有大量的差别,RunTest2之所以有20字节的GC Alloc是因为Editor模式ILRuntime会有调试支持,正式发布(关闭Development Build)时这20字节也会随之消失");
|
}
|
}
|
|
void RunTest()
|
{
|
appdomain.Invoke("HotFix_Project.TestCLRBinding", "RunTest", null, null);
|
}
|
|
void RunTest2(IMethod m)
|
{
|
appdomain.Invoke(m, null, null);
|
}
|
|
private void OnDestroy()
|
{
|
if (fs != null)
|
fs.Close();
|
if (p != null)
|
p.Close();
|
fs = null;
|
p = null;
|
}
|
}
|