hybridclr_unity/Editor/BuildProcessors/PatchScriptingAssemblyList.cs

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using HybridCLR.Editor.UnityBinFileReader;
using System;
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEditor.Android;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.Il2Cpp;
using UnityEditor.UnityLinker;
using UnityEngine;
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using UnityFS;
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namespace HybridCLR.Editor.BuildProcessors
{
public class PatchScriptingAssemblyList :
#if UNITY_ANDROID
IPostGenerateGradleAndroidProject,
#elif UNITY_OPENHARMONY
UnityEditor.OpenHarmony.IPostGenerateOpenHarmonyProject,
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#endif
IPostprocessBuildWithReport
#if !UNITY_2021_1_OR_NEWER && UNITY_WEBGL
, IIl2CppProcessor
#endif
#if UNITY_PS5
, IUnityLinkerProcessor
#endif
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{
public int callbackOrder => 0;
public void OnPostGenerateGradleAndroidProject(string path)
{
// 如果直接打包apk没有机会在PostprocessBuild中修改ScriptingAssemblies.json。
// 因此需要在这个时机处理
// Unity有bug偶然情况下会传入apk的路径导致替换失败
if (Directory.Exists(path))
{
PathScriptingAssembilesFile(path);
}
else
{
PathScriptingAssembilesFile($"{SettingsUtil.ProjectDir}/Library");
}
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}
#if UNITY_OPENHARMONY
public void OnPostGenerateOpenHarmonyProject(string path)
{
OnPostGenerateGradleAndroidProject(path);
}
#endif
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public void OnPostprocessBuild(BuildReport report)
{
// 如果target为Android,由于已经在OnPostGenerateGradelAndroidProject中处理过
// 这里不再重复处理
#if !UNITY_ANDROID && !UNITY_WEBGL && !UNITY_OPENHARMONY
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PathScriptingAssembilesFile(report.summary.outputPath);
#endif
}
#if UNITY_PS5
/// <summary>
/// 打包模式如果是 Package 需要在这个阶段提前处理 .json , PC Hosted 和 GP5 模式不受影响
/// </summary>
public string GenerateAdditionalLinkXmlFile(UnityEditor.Build.Reporting.BuildReport report, UnityEditor.UnityLinker.UnityLinkerBuildPipelineData data)
{
string path = $"{SettingsUtil.ProjectDir}/Library/PlayerDataCache/PS5/Data";
PathScriptingAssembilesFile(path);
return null;
}
#endif
public void PathScriptingAssembilesFile(string path)
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{
if (!SettingsUtil.Enable)
{
Debug.Log($"[PatchScriptingAssemblyList] disabled");
return;
}
Debug.Log($"[PatchScriptingAssemblyList]. path:{path}");
if (!Directory.Exists(path))
{
path = Path.GetDirectoryName(path);
Debug.Log($"[PatchScriptingAssemblyList] get path parent:{path}");
}
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#if UNITY_2020_1_OR_NEWER
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AddHotFixAssembliesToScriptingAssembliesJson(path);
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#else
AddHotFixAssembliesToBinFile(path);
#endif
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}
private void AddHotFixAssembliesToScriptingAssembliesJson(string path)
{
Debug.Log($"[PatchScriptingAssemblyList]. path:{path}");
/*
* ScriptingAssemblies.json dll
* dll
* OnFilterAssemblies
*/
string[] jsonFiles = Directory.GetFiles(path, SettingsUtil.ScriptingAssembliesJsonFile, SearchOption.AllDirectories);
if (jsonFiles.Length == 0)
{
Debug.LogWarning($"can not find file {SettingsUtil.ScriptingAssembliesJsonFile}");
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return;
}
foreach (string file in jsonFiles)
{
var patcher = new ScriptingAssembliesJsonPatcher();
patcher.Load(file);
patcher.AddScriptingAssemblies(SettingsUtil.HotUpdateAssemblyFilesIncludePreserved);
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patcher.Save(file);
}
}
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private void AddHotFixAssembliesToBinFile(string path)
{
#if UNITY_STANDALONE_OSX
path = Path.GetDirectoryName(path);
#endif
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if (AddHotFixAssembliesToGlobalgamemanagers(path))
{
return;
}
if (AddHotFixAssembliesTodataunity3d(path))
{
return;
}
Debug.LogError($"[PatchScriptingAssemblyList] can not find file '{SettingsUtil.GlobalgamemanagersBinFile}' or '{SettingsUtil.Dataunity3dBinFile}' in '{path}'");
}
private bool AddHotFixAssembliesToGlobalgamemanagers(string path)
{
string[] binFiles = Directory.GetFiles(path, SettingsUtil.GlobalgamemanagersBinFile, SearchOption.AllDirectories);
if (binFiles.Length == 0)
{
return false;
}
foreach (string binPath in binFiles)
{
var binFile = new UnityBinFile();
binFile.Load(binPath);
binFile.AddScriptingAssemblies(SettingsUtil.HotUpdateAssemblyFilesIncludePreserved);
binFile.Save(binPath);
Debug.Log($"[PatchScriptingAssemblyList] patch {binPath}");
}
return true;
}
private bool AddHotFixAssembliesTodataunity3d(string path)
{
string[] binFiles = Directory.GetFiles(path, SettingsUtil.Dataunity3dBinFile, SearchOption.AllDirectories);
if (binFiles.Length == 0)
{
return false;
}
foreach (string binPath in binFiles)
{
var patcher = new Dataunity3dPatcher();
patcher.ApplyPatch(binPath, SettingsUtil.HotUpdateAssemblyFilesIncludePreserved);
Debug.Log($"[PatchScriptingAssemblyList] patch {binPath}");
}
return true;
}
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#if UNITY_WEBGL
public void OnBeforeConvertRun(BuildReport report, Il2CppBuildPipelineData data)
{
PathScriptingAssembilesFile($"{SettingsUtil.ProjectDir}/Temp/StagingArea/Data");
}
#endif
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}
}