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+using TFramework;
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+using System.Collections;
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+using System.Collections.Generic;
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+using UnityEngine;
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+using System;
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+using UnityEngine.Networking;
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+#if HybridCLR
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+using HybridCLR;
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+#endif
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+
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+namespace TModule.Runtime {
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+ public class HotfixManager : MonoBehaviour
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+ {
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+ public bool m_isEnableHotfix = true;
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+
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+ public string m_resServerUrl;
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+
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+ public string m_updateHandle;
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+
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+ public string m_versionFileName;
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+
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+ /// <summary>
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+ ///本地资源存放路径
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+ /// </summary>
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+ public string LocalResFilePath { get; private set; }
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+
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+ /// <summary>
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+ /// 本地版本文件存放路径
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+ /// </summary>
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+ private string _loaclVersionPath;
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+
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+ /// <summary>
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+ /// 待下载资源列表
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+ /// </summary>
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+ private List<VersionDataEntity> _NeedDownloadResList = new List<VersionDataEntity>();
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+
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+ /// <summary>
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+ /// 本地资源列表
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+ /// </summary>
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+ private List<VersionDataEntity> _LocalResList = new List<VersionDataEntity>();
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+
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+ /// <summary>
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+ /// 检查版本文件进行事件
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+ /// </summary>
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+ private Action<float> OnCheckVersion;
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+ /// <summary>
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+ /// 版本文件检查完成事件
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+ /// </summary>
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+ private Action<float> OnCheckVersionOver;
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+
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+ /// <summary>
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+ /// 版本文件检查出错事件
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+ /// </summary>
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+ private Action<string> OnCheckVersionError;
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+ /// <summary>
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+ /// 检查进度
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+ /// </summary>
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+ private float _checkProgress;
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+
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+ /// <summary>
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+ /// 超时时间
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+ /// </summary>
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+ public const int DOWNLOADTIMEOUT = 5;
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+
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+ public float TotalSize
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+ {
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+ get
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+ {
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+ float szie = 0;
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+ _NeedDownloadResList.ForEach(p => szie += (float)p.m_size);
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+ return szie;
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+ }
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+ }
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+
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+
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+ void Start()
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+ {
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+ if (m_isEnableHotfix)
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+ {
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+
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+ }
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+ }
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+
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+ /// <summary>
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+ /// 检查版本文件
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+ /// </summary>
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+ public void InitCheckVersion(Action<float> checkVersion, Action<float> checkVersionOver, Action<string> checkVersionError = null)
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+ {
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+ if (string.IsNullOrEmpty(AssetConfig.ResUrl))
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+ {
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+ Log.Error("未指定资源服务器地址");
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+ return;
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+ }
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+ OnCheckVersion = checkVersion;
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+ OnCheckVersionOver = checkVersionOver;
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+ OnCheckVersionError = checkVersionError;
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+ _checkProgress = 0;
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+ string strVersionPath = AssetConfig.ResUrl + m_versionFileName;
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+ StartCoroutine(DowloadVersion(strVersionPath));
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+ }
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+
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+ /// <summary>
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+ /// 对比版本文件
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+ /// </summary>
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+ /// <param name="arg0"></param>
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+ private void OnInitVersionCallBack(List<VersionDataEntity> arg0)
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+ {
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+ _loaclVersionPath = LocalResFilePath + m_versionFileName;
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+
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+ if (FileOperations.FileExists(_loaclVersionPath))
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+ {
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+ List<VersionDataEntity> clienData = FileOperations.ReadJsonData<List<VersionDataEntity>>(_loaclVersionPath);
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+
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+ foreach (var item in arg0)
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+ {
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+ _checkProgress += 1.0f / arg0.Count / 2;
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+ _checkProgress = _checkProgress >= 1 ? 1 : _checkProgress;
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+ OnCheckVersion?.Invoke(_checkProgress);
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+ VersionDataEntity dataEntity = clienData.Find(p => p.m_fullName == item.m_fullName);
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+ //已有资源
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+ if (dataEntity != null)
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+ {
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+ //对比MD5
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+ if (dataEntity.m_md5 != item.m_md5)
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+ _NeedDownloadResList.Add(item);
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+ }
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+ else
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+ _NeedDownloadResList.Add(item);//新资源
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+ }
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+ }
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+ else
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+ arg0.ForEach(p =>
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+ {
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+ _NeedDownloadResList.Add(p);
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+ _checkProgress += 1.0f / arg0.Count / 2;
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+ _checkProgress = _checkProgress >= 1 ? 1 : _checkProgress;
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+ OnCheckVersion?.Invoke(_checkProgress);
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+ });
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+
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+ if (_NeedDownloadResList.Count > 0)
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+ OnCheckVersionOver?.Invoke(TotalSize);
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+ else
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+ OnCheckVersionOver?.Invoke(0);
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+ }
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+
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+ /// <summary>
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+ /// 下载版本文件
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+ /// </summary>
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+ /// <param name="url"></param>
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+ /// <param name="OnDownLoadOver"></param>
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+ /// <returns></returns>
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+ private IEnumerator DowloadVersion(string url)
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+ {
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+ UnityWebRequest www = UnityWebRequest.Get(url);
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+
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+ www.timeout = DOWNLOADTIMEOUT;
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+ yield return www.SendWebRequest();
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+ while (!www.isDone)
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+ {
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+ _checkProgress = www.downloadProgress / 2;
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+ OnCheckVersion?.Invoke(_checkProgress);
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+ }
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+
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+ if (www.result != UnityWebRequest.Result.ProtocolError && www.result != UnityWebRequest.Result.ConnectionError)
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+ {
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+ string content = www.downloadHandler.text;
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+ _checkProgress = 0.5f;
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+ OnInitVersionCallBack(content.JsonStrToObject<List<VersionDataEntity>>());
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+ Debug.Log(content);
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+ }
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+ else
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+ {
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+ Debug.Log("下载失败:" + www.error);
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+ OnCheckVersionError?.Invoke(www.error);
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+ }
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+ }
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+
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+ /// <summary>
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+ /// 保存版本文件
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+ /// </summary>
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+ private void SaveLoaclVersion() => FileOperations.WriteJsonData(_LocalResList, _loaclVersionPath);
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+
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+ /// <summary>
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+ /// 更新版本文件
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+ /// </summary>
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+ /// <param name="entity"></param>
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+ public void ModifyLocaData(VersionDataEntity entity)
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+ {
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+ if (_LocalResList == null) return;
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+ bool isExists = false;
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+ for (int i = 0; i < _LocalResList.Count; i++)
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+ {
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+ if (_LocalResList[i].m_fullName.Equals(entity.m_fullName, StringComparison.CurrentCultureIgnoreCase))
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+ {
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+ _LocalResList[i].m_md5 = entity.m_md5;
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+ _LocalResList[i].m_fullName = entity.m_fullName;
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+ _LocalResList[i].m_size = entity.m_size;
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+ isExists = true;
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+ break;
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+ }
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+ }
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+
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+ if (!isExists)
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+ {
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+ _LocalResList.Add(entity);
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+ }
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+ SaveLoaclVersion();
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+ }
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+
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+ private static void LoadMetadataForAOTAssemblies()
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+ {
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+ List<string> aotMetaAssemblyFiles = new List<string>()
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+ {
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+ "mscorlib.dll",
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+ "System.dll",
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+ "System.Core.dll",
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+ };
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+ /// 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。
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+ /// 热更新dll不缺元数据,不需要补充,如果调用LoadMetadataForAOTAssembly会返回错误
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+ ///
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+#if HybridCLR
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+ HomologousImageMode mode = HomologousImageMode.SuperSet;
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+ foreach (var aotDllName in aotMetaAssemblyFiles)
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+ {
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+ byte[] dllBytes = FileOperations.SafeReadAllBytes(AssetConfig.AssetBundleRootPath + aotDllName + ".bytes");
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+ // 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
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+ LoadImageErrorCode err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, mode);
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+ Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. mode:{mode} ret:{err}");
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+ }
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+#else
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+ Log.Error("当前非热更环境!请先安装HybridCLR");
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+#endif
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+ }
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+ }
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+}
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+
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