8.YooAsset结合HybridCLR代码热更新实践
8.1 知识点
安装HybridCLR
安装IL2CPP
根据操作系统,安装过程中选择模块时,必须选中 Windows Build Support(IL2CPP)或Mac Build Support(IL2CPP)。
安装 com.code-philosophy.hybridclr 包
主菜单中点击Windows/Package Manager打开包管理器。如下图所示点击Add package from git URL…,填入[https://gitee.com/focus-creative-games/hybridclr_unity.git]或[https://github.com/focus-creative-games/hybridclr_unity.git]。
初始化 com.code-philosophy.hybridclr
打开菜单HybridCLR/Installer…, 点击安装按钮进行安装。 耐心等待30s左右,安装完成后会在最后打印 安装成功日志。
初始化Unity热更新项目
创建ConsoleToScreen.cs脚本
这个脚本对于演示热更新没有直接作用。它可以打印日志到屏幕上,方便定位错误。
创建 Assets/ConsoleToScreen.cs 脚本类,代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConsoleToScreen : MonoBehaviour
{
const int maxLines = 50;
const int maxLineLength = 120;
private string _logStr = "";
private readonly List<string> _lines = new List<string>();
public int fontSize = 15;
void OnEnable() { Application.logMessageReceived += Log; }
void OnDisable() { Application.logMessageReceived -= Log; }
public void Log(string logString, string stackTrace, LogType type)
{
foreach (var line in logString.Split('\n'))
{
if (line.Length <= maxLineLength)
{
_lines.Add(line);
continue;
}
var lineCount = line.Length / maxLineLength + 1;
for (int i = 0; i < lineCount; i++)
{
if ((i + 1) * maxLineLength <= line.Length)
{
_lines.Add(line.Substring(i * maxLineLength, maxLineLength));
}
else
{
_lines.Add(line.Substring(i * maxLineLength, line.Length - i * maxLineLength));
}
}
}
if (_lines.Count > maxLines)
{
_lines.RemoveRange(0, _lines.Count - maxLines);
}
_logStr = string.Join("\n", _lines);
}
void OnGUI()
{
GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity,
new Vector3(Screen.width / 1200.0f, Screen.height / 800.0f, 1.0f));
GUI.Label(new Rect(10, 10, 800, 370), _logStr, new GUIStyle() { fontSize = Math.Max(10, fontSize) });
}
}
main场景创建ConsoleToScreen空对象挂上ConsoleToScreen脚本
创建 HotUpdate 热更新模块
创建 Assets/HotUpdate 目录,在目录下 右键 Create/Assembly Definition,创建一个名为HotUpdate的程序集模块
配置HybridCLR
打开菜单 HybridCLR/Settings, 在Hot Update Assemblies配置项中添加HotUpdate程序集,如下图:
打开PlayerSettings,进行配置
hybridclr包低于v4.0.0版本,需要关闭增量式GC(Use Incremental GC) 选项
Scripting Backend 切换为 IL2CPP
Api Compatability Level 切换为 .Net 4.x(Unity 2019-2020) 或 .Net Framework(Unity 2021+)
创建热更新脚本
创建 Assets/HotUpdate/Hello.cs 文件
using System.Collections;
using UnityEngine;
public class Hello
{
public static void Run()
{
Debug.Log("Hello, HybridCLR");
}
}
加载热更新程序集
创建Assets/LoadDll.cs脚本,然后在main场景中创建一个GameObject对象,挂载LoadDll脚本。
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
using YooAsset;
public class LoadDll : MonoBehaviour
{
void Start()
{
#if !UNITY_EDITOR
// 打包后非编辑器模式下
// 原生Hybrid模拟
// Assembly hotUpdateAss = Assembly.Load(File.ReadAllBytes($"{Application.streamingAssetsPath}/HotUpdate.dll.bytes"));
// 使用YooAsset
var package = YooAssets.GetPackage("DefaultPackage");
//HotUpdate.dll.bytes
AssetHandle handle = package.LoadAssetSync<TextAsset>
("Assets/AB/HotDll/HotUpdate.dll.bytes");
TextAsset text = handle.AssetObject as TextAsset;
Assembly hotUpdateAss = Assembly.Load(text.bytes);
#else
// 编辑器模式下
// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
// Editor下无需加载,直接查找获得HotUpdate程序集
Assembly hotUpdateAss =
System.AppDomain.CurrentDomain.GetAssemblies().First(a => a.GetName().Name == "HotUpdate");
#endif
//得到Hello类调用函数
Type type = hotUpdateAss.GetType("Hello");
type.GetMethod("Run").Invoke(null, null);
}
}
打包生成HotUpdate.dll
运行菜单 HybridCLR/Generate/All 进行必要的生成操作。这一步不可遗漏!!!
将{proj}/HybridCLRData/HotUpdateDlls/StandaloneWindows64(MacOS下为StandaloneMacXxx)目录下的HotUpdate.dll复制到Assets/AB/HotDll/HotUpdate.dll.bytes,注意,要加.bytes后缀!!!这样才能被加载!
YooAsset资源中加入HotUpdate.dll
MyYooAssetTest的UpdateDone函数中,只打开加载Main场景的代码
// 场景加载
string scenePath = "Assets/AB/Scene/Main.unity"; //
var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
var physicsMode = LocalPhysicsMode.None;
bool suspendLoad = false;
SceneHandle handle = _package.LoadSceneAsync(scenePath, sceneMode, physicsMode, suspendLoad);
await handle.Task;
Debug.Log("Scene name is " + handle.SceneName);
打包运行
先打一次AB包,放入Version文件和Bytes文件到StreamingAssets/yoo/DefaultPackage下
生成的AB包放在本地资源服务器,启动服务器
打开Build Settings对话框,点击Build And Run,打包并且运行热更新示例工程。可以看到Hello, HybridCLR
测试热更新
修改Assets/HotUpdate/Hello.cs的Run函数中Debug.Log(“Hello, HybridCLR”);代码,改成Debug.Log(“Hello, Linwentao!!!!!!”);
public class Hello
{
public static void Run()
{
Debug.Log("Hello, Linwentao!!!!!!");
}
}
运行菜单命令HybridCLR/CompileDll/ActiveBulidTarget重新编译热更新代码。
将{proj}/HybridCLRData/HotUpdateDlls/StandaloneWindows64(MacOS下为StandaloneMacXxx)目录下的HotUpdate.dll复制替换掉工程中已经存在的HotUpdate.dll.bytes,也要加上后缀bytes
检查YooAsset资源引用没有丢失,重新用YooAsset打AB包,全部放到资源服务器上
重新运行之前打包好的PC包,发现打印语句变了,实现代码热更新!!
8.2 知识点代码
ConsoleToScreen.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConsoleToScreen : MonoBehaviour
{
const int maxLines = 50;
const int maxLineLength = 120;
private string _logStr = "";
private readonly List<string> _lines = new List<string>();
public int fontSize = 15;
void OnEnable()
{
Application.logMessageReceived += Log;
}
void OnDisable()
{
Application.logMessageReceived -= Log;
}
public void Log(string logString, string stackTrace, LogType type)
{
foreach (var line in logString.Split('\n'))
{
if (line.Length <= maxLineLength)
{
_lines.Add(line);
continue;
}
var lineCount = line.Length / maxLineLength + 1;
for (int i = 0; i < lineCount; i++)
{
if ((i + 1) * maxLineLength <= line.Length)
{
_lines.Add(line.Substring(i * maxLineLength, maxLineLength));
}
else
{
_lines.Add(line.Substring(i * maxLineLength, line.Length - i * maxLineLength));
}
}
}
if (_lines.Count > maxLines)
{
_lines.RemoveRange(0, _lines.Count - maxLines);
}
_logStr = string.Join("\n", _lines);
}
void OnGUI()
{
GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity,
new Vector3(Screen.width / 1200.0f, Screen.height / 800.0f, 1.0f));
GUI.Label(new Rect(10, 10, 800, 370), _logStr, new GUIStyle() { fontSize = Math.Max(10, fontSize) });
}
}
LoadDll.cs
using System;
using System.Linq;
using System.Reflection;
using UnityEngine;
using YooAsset;
public class LoadDll : MonoBehaviour
{
void Start()
{
#if !UNITY_EDITOR
// 打包后非编辑器模式下
// 原生Hybrid模拟
// Assembly hotUpdateAss = Assembly.Load(File.ReadAllBytes($"{Application.streamingAssetsPath}/HotUpdate.dll.bytes"));
// 使用YooAsset
var package = YooAssets.GetPackage("DefaultPackage");
//HotUpdate.dll.bytes
AssetHandle handle = package.LoadAssetSync<TextAsset>
("Assets/AB/HotDll/HotUpdate.dll.bytes");
TextAsset text = handle.AssetObject as TextAsset;
Assembly hotUpdateAss = Assembly.Load(text.bytes);
#else
// 编辑器模式下
// Editor环境下,HotUpdate.dll.bytes已经被自动加载,不需要加载,重复加载反而会出问题。
// Editor下无需加载,直接查找获得HotUpdate程序集
Assembly hotUpdateAss =
System.AppDomain.CurrentDomain.GetAssemblies().First(a => a.GetName().Name == "HotUpdate");
#endif
//得到Hello类调用函数
Type type = hotUpdateAss.GetType("Hello");
type.GetMethod("Run").Invoke(null, null);
}
}
Hello.cs
using System.Collections;
using UnityEngine;
public class Hello
{
public static void Run()
{
Debug.Log("Hello, Linwentao!!!!!!");
}
}
MyYooAssetTest.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using YooAsset;
public class MyYooAssetTest : MonoBehaviour
{
public EPlayMode playMode = EPlayMode.HostPlayMode; //运行模式
public string packageName = "DefaultPackage"; //默认包名
public string packageVersion = ""; //服务器资源版本号
private ResourcePackage _package = null; //资源包对象
//网络相关
public string defaultHostServer = "http://127.0.0.1/CDN/PC/v1.0";
public string fallbackHostServer = "http://127.0.0.1/CDN/PC/v1.0";
//下载相关
public int downloadingMaxNum = 10;
public int filedTryAgain = 3;
private ResourceDownloaderOperation _downloader;
private void Awake()
{
DontDestroyOnLoad(gameObject);
}
IEnumerator Start()
{
yield return null;
//1.初始化YooAsset
YooAssets.Initialize();
// 获取或创建资源包对象
_package = YooAssets.TryGetPackage(packageName);
if (_package == null)
{
_package = YooAssets.CreatePackage(packageName);
}
// 创建远端服务实例,用于资源请求
IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
// 创建联机模式参数,并设置内置及缓存文件系统参数
HostPlayModeParameters createParameters = new HostPlayModeParameters
{
//创建内置文件系统参数
BuildinFileSystemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters(),
//创建缓存系统参数
CacheFileSystemParameters = FileSystemParameters.CreateDefaultCacheFileSystemParameters(remoteServices,new FileOffsetDecryption())
};
//执行异步初始化
InitializationOperation initializationOperation =
_package.InitializeAsync(createParameters);
yield return initializationOperation;
// 处理初始化结果
if (initializationOperation.Status != EOperationStatus.Succeed)
{
Debug.LogWarning(initializationOperation.Error);
}
else
{
Debug.Log("初始化成功-------------------------");
}
//2.获取资源版本
// 发起异步版本请求
RequestPackageVersionOperation operation = _package.RequestPackageVersionAsync();
yield return operation;
// 处理版本请求结果
if (operation.Status != EOperationStatus.Succeed)
{
Debug.LogWarning(operation.Error);
}
else
{
Debug.Log($"请求的版本: {operation.PackageVersion}");
packageVersion = operation.PackageVersion;
}
//3.获取文件清单
UpdatePackageManifestOperation operationManifest = _package.UpdatePackageManifestAsync(packageVersion);
yield return operationManifest;
// 处理文件清单结果
if (operationManifest.Status != EOperationStatus.Succeed)
{
Debug.LogWarning(operationManifest.Error);
}
else
{
Debug.Log("更新资源清单成功-------------------");
}
//4.创建下载器
_downloader = _package.CreateResourceDownloader(downloadingMaxNum, filedTryAgain);
if (_downloader.TotalDownloadCount == 0)
{
Debug.Log("没有需要更新的文件");
UpdateDone();
StartCoroutine(UpdateDoneCoroutine());
yield break;
}
else
{
int count = _downloader.TotalDownloadCount;
long bytes = _downloader.TotalDownloadBytes;
Debug.Log($"需要更新{count}个文件, 大小是{bytes / 1024 / 1024}MB");
}
//5.开始下载
_downloader.DownloadErrorCallback = DownloadErrorCallback; // 单个文件下载失败
_downloader.DownloadUpdateCallback = DownloadUpdateCallback; // 下载进度更新
_downloader.BeginDownload(); //开始下载
yield return _downloader;
if (_downloader.Status != EOperationStatus.Succeed)
{
Debug.LogWarning(operationManifest.Error);
yield break;
}
else
{
Debug.Log("下载成功-------------------");
}
//6.清理文件
// 清理未使用的文件
var operationClear = _package.ClearCacheFilesAsync(EFileClearMode.ClearUnusedBundleFiles);
// 添加清理完成回调
operationClear.Completed += Operation_Completed;
}
//热更新结束
private async void UpdateDone()
{
Debug.Log("热更新结束");
//跳转场景
//模拟资源加载
// Sprite car = _package.LoadAssetSync<Sprite>("Assets/AB/Image/汽车.png")
// .AssetObject as Sprite;
// // Sprite car = _package.LoadAssetSync<Sprite>("Assets/AB/Image/汽车")
// // .AssetObject as Sprite;//后缀名可以省略
// GameObject go = new GameObject();
// go.AddComponent<SpriteRenderer>().sprite = car;
//异步委托资源加载
// AssetHandle handle = _package.LoadAssetAsync<Sprite>("Assets/AB/Image/汽车");
// handle.Completed += Handle_Completed;
// task加载资源
// AssetHandle handle = _package.LoadAssetAsync<Sprite>("Assets/AB/Image/汽车");
// await handle.Task;
//
// Sprite car = handle.AssetObject as Sprite;
// GameObject go = new GameObject();
// go.AddComponent<SpriteRenderer>().sprite = car;
//获取所有信息
// AssetInfo[] assetInfos = package.GetAssetInfos("hot");
// foreach (var assetInfo in assetInfos)
// {
// Debug.Log(assetInfo.AssetPath);
// }
// 场景加载
string scenePath = "Assets/AB/Scene/Main.unity"; //
var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
var physicsMode = LocalPhysicsMode.None;
bool suspendLoad = false;
SceneHandle handle = _package.LoadSceneAsync(scenePath, sceneMode, physicsMode, suspendLoad);
await handle.Task;
Debug.Log("Scene name is " + handle.SceneName);
//预制体加载和创建
// AssetHandle handle = _package.LoadAssetAsync<GameObject>
// ("Assets/AB/Prefab/Car.prefab");
// await handle.Task;
// GameObject go1 =Instantiate(handle.AssetObject as GameObject);
// Debug.Log("Prefab go1 name:" + go1.name);
// GameObject go2 = handle.InstantiateSync();
// Debug.Log("Prefab go2 name:" + go2.name);
//图片子对象加载
// SubAssetsHandle handle =
// _package.LoadSubAssetsAsync<Sprite>("Assets/AB/Image/Farms");
// await handle.Task;
// var sprite = handle.GetSubAssetObject<Sprite>("hen");
// new GameObject().AddComponent<SpriteRenderer>().sprite = sprite;
// Debug.Log("Sprite name: " + sprite.name);
//卸载未使用的资源包
// var operation = package.UnloadUnusedAssetsAsync();
// await operation.Task;
//强制卸载资源包
// var operation = package.UnloadAllAssetsAsync();
// await operation.Task;
//卸载资源包中某个资源 (要未被引用的,否则无效)
// package.TryUnloadUnusedAsset("Assets/GameRes/Panel/login.prefab");
//
}
//热更新结束协程
IEnumerator UpdateDoneCoroutine()
{
yield return null;
// 协程方式加载资源
// AssetHandle handle = _package.LoadAssetAsync<Sprite>("Assets/AB/Image/汽车");
// yield return handle;
// Sprite car = handle.AssetObject as Sprite;
// GameObject go = new GameObject();
// go.AddComponent<SpriteRenderer>().sprite = car;
}
// 单个文件下载失败
public static void DownloadErrorCallback(DownloadErrorData errorData)
{
string fileName = errorData.FileName;
string errorInfo = errorData.ErrorInfo;
Debug.Log($"下载失败, 文件名: {fileName}, 错误信息: {errorInfo}");
}
// 下载进度更新
public static void DownloadUpdateCallback(DownloadUpdateData updateData)
{
int totalDownloadCount = updateData.TotalDownloadCount;
int currentDownloadCount = updateData.CurrentDownloadCount;
long totalDownloadSizeBytes = updateData.TotalDownloadBytes;
long currentDownloadSizeBytes = updateData.CurrentDownloadBytes;
Debug.Log($"下载进度: {currentDownloadCount}/{totalDownloadCount}, " +
$"{currentDownloadSizeBytes / 1024}KB/{totalDownloadSizeBytes / 1024}KB");
}
//文件清理完成
private void Operation_Completed(AsyncOperationBase obj)
{
UpdateDone();
StartCoroutine(UpdateDoneCoroutine());
}
// 异步委托回调
private void Handle_Completed(AssetHandle handle)
{
Sprite car = handle.AssetObject as Sprite;
GameObject go = new GameObject();
go.AddComponent<SpriteRenderer>().sprite = car;
}
}
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