BITKit/Src/Unity/Scripts/Mod/UnityModService.cs

122 lines
3.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using BITKit.UX;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace BITKit.Mod
{
public class UnityModService : MonoBehaviour
{
[SerializeReference,SubclassSelector] private IReference[] referencedAssemblies;
private async void Start()
{
//DI.TryGet<IUXWaiting>(out var waiting);
IUXWaiting waiting = null;
var handle = waiting?.Get();
handle?.SetMessage("正在初始化Mod服务");
if (Application.isEditor is false)
{
BIT4Log.Log<UnityModService>($"UnityPlayer所在位置:{Application.dataPath}");
BIT4Log.Log<UnityModService>($"{nameof(System.Linq)}位于{typeof(Enumerable).Assembly.Location}");
}
foreach (var x in referencedAssemblies)
{
var dllName = x.Value.Contains(".dll") ? x.Value : $"{x.Value}.dll";
if (SearchDll(dllName,out var dll) is false)
{
BIT4Log.Warning<UnityModService>($"未找到:{dll}");
continue;
}
BITSharp.ReferencedAssemblies.Add(@$"""{dll}""");
}
try
{
ModService.Initialize();
}
catch (Exception e)
{
BIT4Log.Warning<UnityModService>("初始化失败");
BIT4Log.LogException(e);
return;
}
destroyCancellationToken.Register(ModService.Dispose);
ModService.OnPackageLoad+=OnPackageLoad;
var packages = await ModService.SearchPackages();
if (destroyCancellationToken.IsCancellationRequested) return;
foreach (var package in packages)
{
await ModService.LoadFromPackage(package.PackagePath);
if (destroyCancellationToken.IsCancellationRequested) return;
}
destroyCancellationToken.Register(() =>
{
ModService.OnPackageLoad-=OnPackageLoad;
});
waiting?.Release(handle);
}
private void OnPackageLoad(ModPackage obj)
{
var loadedDlls = referencedAssemblies.Cast();
var reportBuilder = new System.Text.StringBuilder();
//对比已加载的dll和当前引用的dll
foreach (var x in obj.Dlls.Except(loadedDlls))
{
if (SearchDll(x, out var dll) is false)
{
BIT4Log.Warning<UnityModService>($"未找到:{dll}");
continue;
}
BITSharp.ReferencedAssemblies.Add(@$"""{dll}""");
reportBuilder.AppendLine($"加载:{dll}");
}
BIT4Log.Log<UnityModService>(reportBuilder.ToString());
}
private bool SearchDll(string dllName,out string dll,params string[] moreFolder)
{
#if UNITY_EDITOR
dll = System.IO.Path.Combine(Environment.CurrentDirectory, "Library", "ScriptAssemblies", dllName);
var folder = EditorApplication.applicationPath;
folder = Path.GetDirectoryName(folder);
if(File.Exists(dll) is false)
{
dll = Path.Combine(folder,"Data", "MonoBleedingEdge", "lib","mono","unityjit-win32",dllName);
}
if (File.Exists(dll) is false)
{
dll = Path.Combine(folder,"Data", "MonoBleedingEdge", "lib","mono","unityjit-win32","Facades",dllName);
}
#else
dll = System.IO.Path.Combine(Environment.CurrentDirectory,$"{Application.productName}_Data", "Managed", dllName);
#endif
return File.Exists(dll);
}
}
}