using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace HybridCLR
{
public static class RuntimeApi
{
#if UNITY_STANDALONE_WIN
private const string dllName = "GameAssembly";
#elif UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_WEBGL
private const string dllName = "__Internal";
#else
private const string dllName = "il2cpp";
#endif
///
/// 加载补充元数据assembly
///
///
///
///
public static unsafe LoadImageErrorCode LoadMetadataForAOTAssembly(byte[] dllBytes, HomologousImageMode mode)
{
#if UNITY_EDITOR
return LoadImageErrorCode.OK;
#else
fixed(byte* data = dllBytes)
{
return (LoadImageErrorCode)LoadMetadataForAOTAssembly((IntPtr)data, dllBytes.Length, (int)mode);
}
#endif
}
///
/// 加载补充元数据assembly
///
///
///
///
[DllImport(dllName, EntryPoint = "RuntimeApi_LoadMetadataForAOTAssembly")]
public static extern int LoadMetadataForAOTAssembly(IntPtr dllBytes, int dllSize, int mode);
///
/// 获取解释器线程栈的最大StackObject个数(size*8 为最终占用的内存大小)
///
///
[DllImport(dllName, EntryPoint = "RuntimeApi_GetInterpreterThreadObjectStackSize")]
public static extern int GetInterpreterThreadObjectStackSize();
///
/// 设置解释器线程栈的最大StackObject个数(size*8 为最终占用的内存大小)
///
///
[DllImport(dllName, EntryPoint = "RuntimeApi_SetInterpreterThreadObjectStackSize")]
public static extern void SetInterpreterThreadObjectStackSize(int size);
///
/// 获取解释器线程函数帧数量(sizeof(InterpreterFrame)*size 为最终占用的内存大小)
///
///
[DllImport(dllName, EntryPoint = "RuntimeApi_GetInterpreterThreadFrameStackSize")]
public static extern int GetInterpreterThreadFrameStackSize();
///
/// 设置解释器线程函数帧数量(sizeof(InterpreterFrame)*size 为最终占用的内存大小)
///
///
[DllImport(dllName, EntryPoint = "RuntimeApi_SetInterpreterThreadFrameStackSize")]
public static extern void SetInterpreterThreadFrameStackSize(int size);
}
}