HybridCLR+Adressable+Springboot热更

发布于:2025-02-27 ⋅ 阅读:(15) ⋅ 点赞:(0)

本文章会手把手教大家如何搭建HybridCLR+Adressable+Springboot热更。

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安装华佗

首先我们按照官网的快速上手指南搭建一个简易的项目:

快速上手 | HybridCLR

注意在热更的代码里添加程序集。把用到的工具放到程序集里。

local程序集:这个程序集不热更,跟游戏一起打包:

注意:不能把热更的代码放到local程序集里,local程序集只能调用非热更代码。

安装Adressable:

 然后开始配置Adressable:

系统配置,没什么需要强调的,根据需求点。

 注意,我是用的是自己的config动态修改打包的位置,配置文件在下面:

自定义远端:

使用host(看后面): 这个也是根据需求点就行。

如果你没有自己的服务器,可以使用Addressable自带的host工具(注意修改配置文件里的信息):

Addressable和工具的config文件:

public  class FrameworkConfig
{
   public static string DownLoadPath = "D:/Desktop/local/test";//打包后,Adressable缓存地址(外部{}引用)
   public static string RemotePath = "http://47.xxx.43.98/files/";//Adressable的服务器地址(外部{}引用)
   public static string BaseUrl = "http://47.xxx.43.98/";
   public static string UploadPath = "http://47.xxx.43.98/upload";//打好的Addressable包的上传的地址
   public static string DeletePath = "http://47.xxx.43.98/files";//删除服务器远端仓库的请求地址
   public static string LoginPath = "http://47.xxx.43.98/login";//登录服务器远端仓库的请求地址
   public static string LogoutPath = "http://47.xxx.43.98/logout";//登出服务器远端仓库的请求地址
   public static string PackPath=@"D:\GameClient\game-client\client\ServerData\StandaloneWindows64";//打好的本地Addressable包的地址
   //   public static string RemoteBuildPath = "ServerData/[BuildTarget]";Build地址需要在Addressable里改
   public static string DLLName = "HotUpdate.dll.bytes";//热更dll在group中的索引
   public static string StartSceneName="Assets/HotUpdate/Scenes/StartScene.unity";//更新后启动场景的group中的索引
   public static string DLLPath = @"../HybridCLRData/HotUpdateDlls/StandaloneWindows64/HotUpdate.dll";//热更dll打包后迁移前的位置
   public static string NewDLLPath = "HotUpdate/Dlls";//热更dll打包后迁移后的位置
   public static string LevelJsonPosition = "D:\\Desktop\\local\\pos.json"; //地图编辑器生成的地图文件的地址
   
}

Q:为什么ip后面还有,A:因为Springboot服务器的http请求需要把写入删除拉取区分。

热更打包,注意把左上角的profile改成自己的(我用的是remote,默认是defaut),给每个包打上标签(更新使用)

热更逻辑:

我们的代码热更方式就是:用Hybrid打出一个热更的dll,然后把dll转存为比特文件,放到Addressable包里,热更到本地后加载新的dll。

启动逻辑:build一个场景,里面放CheckAssetsUpdate 脚本,在所有包体下载完成后,加载包中的StartScene场景。startScene场景里用代码启动游戏启动逻辑。

using HybridCLR;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
using static UnityEngine.Rendering.VirtualTexturing.Debugging;

public class CheckAssetsUpdate : MonoBehaviour
{
    private AsyncOperationHandle<long> downloadHandle;
    AsyncOperationHandle remote;
    private StaticLoadingPage loadPage;

    void Start()
    {

        LoadDefDLL();
        StartCoroutine(CheckUpdate());
        loadPage=GetComponent<StaticLoadingPage>();
    }
    private void LoadDefDLL()
    {
        //����dll
        Debug.Log("Starting to check and download assets with label: all");
        List<string> aotDllList = new List<string>
        {
            "System.Core.dll",
            "System.dll",
            "Unity.Addressables.dll",
            "Unity.ResourceManager.dll",
            "UnityEngine.CoreModule.dll",
            "mscorlib.dll",
        };
        foreach (var dllName in aotDllList)
        {
            byte[] dllBytes = File.ReadAllBytes($"{Application.streamingAssetsPath}/{dllName}");
            LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, HomologousImageMode.SuperSet);
            if (err != LoadImageErrorCode.OK)
            {
                Debug.LogError($"Failed to load AOT DLL: {dllName}, Error: {err}");
                // If any AOT DLL fails to load, stop the process
            }
            else
            {
                Debug.Log($"{dllName} 加载成功");
            }
        }
    }
    private IEnumerator CheckUpdate()
    {

        downloadHandle = Addressables.GetDownloadSizeAsync("all");
        //Debug.Log("加载"+ downloadHandle);
        yield return downloadHandle;
        Debug.Log("检查下载资源");
        if (downloadHandle.Status == AsyncOperationStatus.Succeeded)
        {
            if (downloadHandle.Result <= 0)
            {
                Debug.Log("没有更新");
                EnterGame();
            }
            else
            {
                Debug.Log("更新游戏");
                StartCoroutine(Download());
           
            }
        }
        yield return null;
    }

    IEnumerator Download()
    {
        remote = Addressables.DownloadDependenciesAsync("all", true);
        while (!remote.IsDone)
        {
            var bytes = remote.GetDownloadStatus().DownloadedBytes;
            var totalBytes = remote.GetDownloadStatus().TotalBytes;
            var status = remote.GetDownloadStatus();
            float progress = status.Percent;
            Debug.Log($"Download progress : {progress}");
            loadPage.Loading(progress);
            yield return null;
        }

        EnterGame();
    }
    void EnterGame()
    {
 
        Debug.Log("加载了:HotUpdate.dll"+ remote);
        var loadDllAsync = Addressables.LoadAssetAsync<TextAsset>(FrameworkConfig.DLLName);
        loadDllAsync.Completed += OnHotUpdateDllLoaded;
    }

    void OnHotUpdateDllLoaded(AsyncOperationHandle<TextAsset> handle)
    {
        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
           
            Debug.Log("DLL 加载完毕");

            Assembly hotUpdate = null;
            try
            {
                hotUpdate = Assembly.Load(handle.Result.bytes);
                Debug.Log("加载游戏");

                //GameRoot.Instance.Init();
                AsyncOperationHandle<SceneInstance> lastHandle= Addressables.LoadSceneAsync(FrameworkConfig.StartSceneName, LoadSceneMode.Single);
                lastHandle.Completed += (o) =>
                {
                    loadPage.Loading(1);
                    Destroy(loadPage.loadingCanvas.gameObject,2);

                };
            }
            catch (Exception ex)
            {
                Debug.LogError("DLL加载错误: " + ex.Message);
                return;
            }
      
            
   
        }

   
    }
}

报错解决文档

专门记录一些坑,遇到报错问题可以来这里解决:

【有道云笔记】HybridCLR+Addressables热更
https://note.youdao.com/s/2QhPpppU

或者去官网。

源码:

larito/GameClient (客户端)

larito/StaticServer (静态服务器)