在这篇文章之前,可以转到我的这两篇博客:C#热更方案 HybridCLR尝鲜:Windows及Android打包、超详细的Unity3D热更新框架,附示例链接,小白也能看的懂_鹿野素材屋的博客-CSDN博客_热更新框架
这两篇博客看完后,应该就会对热更有个大致的印象了,接下来我们要做的就是将两者合并起来,实现真正的热更。
首先我们要在脚本加载之前加载出所有的脚本文件,MD5效验部分就不再赘叙,具体代码如下:
using HybridCLR;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Networking;
using System.Text;
using System.Security.Cryptography;//包含MD5库//MD5信息
[Serializable]
public class MD5Message
{public string file;//文件位置及名字public string md5;//MD5效验结果public string fileLength;//文件长度
}//MD5全部信息
[Serializable]
public class FileMD5
{public string length;//总长度public MD5Message[] files;
}public static class UrlConfig
{public static string urlPre = "http://192.168.6.123/Chief/MD5";//一些基本的网络配置}/// <summary>
/// 初始化加载dll脚本:这里如果需要的话,最好是把表格数据加载也放到最开始
/// </summary>
public class DllLogin : MonoBehaviour
{//所有引用public static List<string> AOTMetaAssemblyNames { get; } = new List<string>(){ "mscorlib.dll","System.dll","System.Core.dll",};void Start(){//先进行热更Debug.Log("热更");StartCoroutine(VersionUpdate());}#region 热更部分/// <summary>/// 进度/// </summary>public float progress;/// <summary>/// 版本更新 /// </summary>IEnumerator VersionUpdate(){Debug.Log(GetTerracePath());//这里做一些本地化处理
#if UNITY_EDITOR_WINpathName = "Android";
#elif UNITY_EDITOR_OSXpathName = "IOS";
#elif UNITY_ANDROIDpathName = "Android";
#elif UNITY_IOSpathName = "IOS";
#endifDebug.Log(UrlConfig.urlPre);var _isGet = true;var uri = HttpDownLoadUrl("Bundle.txt");Debug.Log(uri);var request = UnityWebRequest.Get(uri);yield return request.SendWebRequest();_isGet = !(request.result == UnityWebRequest.Result.ConnectionError);if (_isGet){int allfilesLength = 0;var _txt = request.downloadHandler.text;Debug.Log("拿到txt:");//这里要通过MD5效验先拿到所有的代码数据 List<BundleInfo> bims = new List<BundleInfo>();FileMD5 date = JsonUtility.FromJson<FileMD5>(_txt);var _files = date.files;//初始热更 和岛屿升级热更var _list = ReviseMD5List(_files);Debug.LogError("需要热更长度" + _list.Count);DeleteOtherBundles(_files);//删除所有不受版本控制的文件string md5, file, path;int lenth;for (int i = 0; i < _list.Count; i++){MD5Message _md5 = _list[i];//Debug.Log(_md5.file + " " + _md5.fileLength + " " + _md5.md5);file = _md5.file;path = PathUrl(file);md5 = GetMD5HashFromFile(path);//Debug.LogError(file + " " + path + " " + md5);if (string.IsNullOrEmpty(md5) || md5 != _md5.md5){//Debug.LogError("需要添加" + string.IsNullOrEmpty(md5) + " " + md5 + _md5.md5 + " " + md5 != _md5.md5);bims.Add(new BundleInfo(){Url = HttpDownLoadUrl(file),Path = path});lenth = int.Parse(_md5.fileLength);allfilesLength += lenth;}}Debug.Log(allfilesLength / (1024 * 1024));Debug.LogError("热更资源数量" + bims.Count);if (bims.Count <= 1) progress = 1;//Debug.LogError("......." + GameProp.Inst.isLandUpdate);//当有新热更资源需要更新时,自动调用岛屿升级回调??????????if (bims.Count > 0){//Debug.LogError("开始尝试更新");//if (bims.Count != 1) UIMainProp.Inst.isResUpdate = true;StartCoroutine(DownLoadBundleFiles(bims, (progress) =>{Debug.Log("自动更新中..."+progress+":"+allfilesLength);}, (isfinish) =>{if (isfinish){StartCoroutine(DownLoadAssets(this.StartGame));}elseStartCoroutine(VersionUpdate());}));}else{StartCoroutine(DownLoadAssets(this.StartGame));}}}/// <summary>/// 删除所有不受版本控制的所有文件/// </summary>void DeleteOtherBundles(/*FileMD5 _md5*/MD5Message[] _list){Debug.LogError("~~~~~~~~~~开始删除~~~~~~~");var _r = "/Android/";try{string[] bundleFiles = Directory.GetFiles(GetTerracePath() + _r, "*.*", SearchOption.AllDirectories);Debug.LogError("文件名校对 :长度" + bundleFiles.Length + "::::" + GetTerracePath());foreach (string idx in bundleFiles){try{var _s = idx.Replace(GetTerracePath() + _r, "");_s = _s.Replace(@"\", "/");//Debug.Log(idx+":"+ _s + ":" + Directory.Exists(_s));if (/*Directory.Exists(_s) &&*/ !FindNameInFileMD5(_list, _s)){Debug.LogError(idx + "即将被删除");File.Delete(idx);}}catch{Debug.Log("删除文件报错" + idx);}}}catch{Debug.Log("没有android文件夹");}//Debug.Log("~~~~~~~结束删除~~~~~~~");}static bool FindNameInFileMD5(MD5Message[] _list, string _name){foreach (var _m in _list){//Debug.LogError("文件名校对" + _m.file + ":::" + _name);if (_m.file == _name) return true;}return false;}public string GetMD5HashFromFile(string fileName){if (File.Exists(fileName)){FileStream file = new FileStream(fileName, FileMode.Open);MD5 md5 = new MD5CryptoServiceProvider();byte[] retVal = md5.ComputeHash(file);file.Close();StringBuilder sb = new StringBuilder();for (int i = 0; i < retVal.Length; i++)sb.Append(retVal[i].ToString("x2"));return sb.ToString();}return null;}/// <summary>/// 校正MD5 list/// </summary>public List<MD5Message> ReviseMD5List(MD5Message[] _list){var _checkList = new List<MD5Message>();var assets = new List<string>{"prefabs","Assembly-CSharp.dll",};foreach (var _idx in _list){ foreach (var _i in assets){var _len = _idx.file.Split('/');var _end = _len[_len.Length - 1];if (_idx.file.Contains("11")) Debug.Log(_idx.file + " ::: " + (_end.Contains(_i) + " : " + !_end.Contains("public_uitoy") + " :: " + _end != "Bundle.txt"));if (_end.Contains(_i)){_checkList.Add(_idx);break;}}}Debug.Log("检验列表" + _checkList.Count);return _checkList;}/// <summary>/// 路径比对/// </summary> public IEnumerator DownLoadBundleFiles(List<BundleInfo> infos, Action<float> LoopCallBack = null, Action<bool> CallBack = null){//Debug.Log("开始路径对比" + infos.Count);int num = 0;string dir;for (int i = 0; i < infos.Count; i++){BundleInfo info = infos[i];Debug.LogError(info.Url + " :::: " + i);var uri = info.Url;var request = UnityWebRequest.Get(uri);yield return request.SendWebRequest();var _isGet = !(request.result == UnityWebRequest.Result.ConnectionError);if (_isGet){try{string filepath = info.Path;dir = Path.GetDirectoryName(filepath);if (!Directory.Exists(dir))Directory.CreateDirectory(dir);File.WriteAllBytes(filepath, request.downloadHandler.data);num++;if (LoopCallBack != null)LoopCallBack.Invoke((float)num / infos.Count);//Debug.Log(dir + "下载完成");}catch (Exception e){Debug.Log("下载失败"+e);}}else{Debug.Log("下载失败");}}if (CallBack != null)CallBack.Invoke(num == infos.Count);}/// <summary>/// 记录信息/// </summary>public struct BundleInfo{public string Path { get; set; }public string Url { get; set; }public override bool Equals(object obj){return obj is BundleInfo && Url == ((BundleInfo)obj).Url;}public override int GetHashCode(){return Url.GetHashCode();}}/// <summary>/// 获得下载的URL/// </summary>public string HttpDownLoadUrl(string _str){return UrlConfig.urlPre + pathName + "/" + _str;}public string pathName;//根据不同路径,对下载路径进行封装string PathUrl(string _str){var _path = GetTerracePath() + "/" + pathName + "/" + _str;return _path;}//获得不同平台的路径string GetTerracePath(){string sPath = Application.persistentDataPath;return sPath;}#endregionprivate static Dictionary<string, byte[]> s_assetDatas = new Dictionary<string, byte[]>();public static byte[] GetAssetData(string dllName){return s_assetDatas[dllName];}private string GetWebRequestPath(string asset){var path = $"{Application.streamingAssetsPath}/{asset}";if (!path.Contains("://")){path = "file://" + path;}return path;}IEnumerator DownLoadAssets(Action onDownloadComplete){var assets = new List<string>{"prefabs","Assembly-CSharp.dll",}.Concat(AOTMetaAssemblyNames);foreach (var asset in assets){string dllPath = GetWebRequestPath(asset);//这个地方改为读本地文件夹if(asset== "prefabs" || asset== "Assembly-CSharp.dll") dllPath = Path.Combine("file://" + GetTerracePath(), pathName + "/Dll/" + asset);//var dllPath = Path.Combine("file://" + GetTerracePath(), pathName + "/Dll/" + asset);Debug.Log($"start download asset:{dllPath}");UnityWebRequest www = UnityWebRequest.Get(dllPath);yield return www.SendWebRequest();#if UNITY_2020_1_OR_NEWERif (www.result != UnityWebRequest.Result.Success){Debug.Log(www.error);}
#elseif (www.isHttpError || www.isNetworkError){Debug.Log(www.error);}
#endifelse{// Or retrieve results as binary databyte[] assetData = www.downloadHandler.data;Debug.Log($"dll:{asset} size:{assetData.Length}");s_assetDatas[asset] = assetData;}}onDownloadComplete();}void StartGame(){LoadMetadataForAOTAssemblies();#if !UNITY_EDITORvar gameAss = System.Reflection.Assembly.Load(GetAssetData("Assembly-CSharp.dll"));
#elsevar gameAss = AppDomain.CurrentDomain.GetAssemblies().First(assembly => assembly.GetName().Name == "Assembly-CSharp");
#endif//这个地方必须要有个物体,提供给游戏作为入口AssetBundle prefabAb = AssetBundle.LoadFromMemory(GetAssetData("prefabs"));GameObject testPrefab = Instantiate(prefabAb.LoadAsset<GameObject>("HotUpdatePrefab.prefab"));}/// <summary>/// 为aot assembly加载原始metadata, 这个代码放aot或者热更新都行。/// 一旦加载后,如果AOT泛型函数对应native实现不存在,则自动替换为解释模式执行/// </summary>private static void LoadMetadataForAOTAssemblies(){// 可以加载任意aot assembly的对应的dll。但要求dll必须与unity build过程中生成的裁剪后的dll一致,而不能直接使用原始dll。// 我们在BuildProcessors里添加了处理代码,这些裁剪后的dll在打包时自动被复制到 {项目目录}/HybridCLRData/AssembliesPostIl2CppStrip/{Target} 目录。/// 注意,补充元数据是给AOT dll补充元数据,而不是给热更新dll补充元数据。/// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误/// foreach (var aotDllName in AOTMetaAssemblyNames){byte[] dllBytes = GetAssetData(aotDllName);// 加载assembly对应的dll,会自动为它hook。一旦aot泛型函数的native函数不存在,用解释器版本代码LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes);Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. ret:{err}");}}
}
通过以上脚本,配合将热更资源放到对应服务器,我们可以实现代码的热更。
接着在对应预制体身上绑定如下脚本,从而实现找到游戏中物体并正确启动的目的。
using HybridCLR;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;/// <summary>
/// 该脚本提供游戏运行初始化操作,必走
/// </summary>
public class LoginAwake : MonoBehaviour
{// Start is called before the first frame updatevoid Start(){Debug.Log("可以进行游戏里面的一些启动操作,从而实现加载");//这里可以进行游戏里面的一些启动操作,从而实现加载//GameObject.Find("Login").GetComponent<Login>().enabled = true;gameObject.AddComponent<CreateByCode>();Debug.Log("=======看到此条日志代表你成功运行了示例项目的热更新代码=======");gameObject.AddComponent<Login>();}// Update is called once per framevoid Update(){}
}
其中CreateByCode是官方提供的测试脚本,Login是我们自己写的初始化脚本。这里需要注意的是,启动的脚本貌似必须得继承HybridCLR,不然可能因为解释器的原因不能正确执行(可能是因为解释器启动前,不支持两套脚本读取方式)
接着就是我们的Login脚本,这里可以做我们自己的操作,比如说一些ab包热更之类。这里我并没有使用官方加载资源的方式,毕竟使用 HybridCLR只需要解决代码热更就好了。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class Login : MonoBehaviour
{public Text loginTxt;// Start is called before the first frame updatevoid Start(){Debug.Log("启动加载");loginTxt = GameObject.Find("Login/Text").GetComponent<Text>();loginTxt.text = "启动:Http加载";}// Update is called once per framevoid Update(){}
}
到目前为止,运行截图如下,代表我们已经成功实现了脚本热更:
~~~~~~~~~~~~~~~~~~~~~~~~~以下内容和ab包有关~~~~~~~~~~~~~~~~~~~~~~
另外多闲聊几句,我们的热更资源一般是在分工程里运行的,ab打包工具用的是assetbundle browser,虽然这款软件的作者已经三年没更新了。
博客采用的脚本热更方案在开发阶段基本不用管,打包的时候重新构建下就行,其实相对还比较方案吧,目前没有用到lua热更方案的项目可以考虑采用。
有问题可以私信留言,大家共同交流进步。