ILRuntime入门12 类型绑定

简介

在ILRuntime中,如果不对Unity特定数据类型进行绑定,也是可以使用的,但是会产生较多额外的CPU开销和GC。我们只需要在热更使用前,对需要用的Unity特殊数据类型进行绑定后就能高性能简单使用了。

使用流程说明

  1. 和之前文章一样初始化appdomain
    //大家在正式项目中请全局只创建一个AppDomain
    AppDomain appdomain;
    System.IO.MemoryStream fs;
    System.IO.MemoryStream p;

    void Start()
    {
        StartCoroutine(LoadHotFixAssembly());
    }

    IEnumerator LoadHotFixAssembly()
    {
        //首先实例化ILRuntime的AppDomain,AppDomain是一个应用程序域,每个AppDomain都是一个独立的沙盒
        appdomain = new ILRuntime.Runtime.Enviorment.AppDomain();
        //正常项目中应该是自行从其他地方下载dll,或者打包在AssetBundle中读取,平时开发以及为了演示方便直接从StreammingAssets中读取,
        //正式发布的时候需要大家自行从其他地方读取dll

        //!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
        //这个DLL文件是直接编译HotFix_Project.sln生成的,已经在项目中设置好输出目录为StreamingAssets,在VS里直接编译即可生成到对应目录,无需手动拷贝
#if UNITY_ANDROID
        WWW www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.dll");
#else
        WWW www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.dll");
#endif
        while (!www.isDone)
            yield return null;
        if (!string.IsNullOrEmpty(www.error))
            UnityEngine.Debug.LogError(www.error);
        byte[] dll = www.bytes;
        www.Dispose();

        //PDB文件是调试数据库,如需要在日志中显示报错的行号,则必须提供PDB文件,不过由于会额外耗用内存,正式发布时请将PDB去掉,下面LoadAssembly的时候pdb传null即可
#if UNITY_ANDROID
        www = new WWW(Application.streamingAssetsPath + "/HotFix_Project.pdb");
#else
        www = new WWW("file:///" + Application.streamingAssetsPath + "/HotFix_Project.pdb");
#endif
        while (!www.isDone)
            yield return null;
        if (!string.IsNullOrEmpty(www.error))
            UnityEngine.Debug.LogError(www.error);
        byte[] pdb = www.bytes;
        fs = new MemoryStream(dll);
        p = new MemoryStream(pdb);
        try
        {
            appdomain.LoadAssembly(fs, p, new ILRuntime.Mono.Cecil.Pdb.PdbReaderProvider());
        }
        catch
        {
            Debug.LogError("加载热更DLL失败,请确保已经通过VS打开Assets/Samples/ILRuntime/1.6/Demo/HotFix_Project/HotFix_Project.sln编译过热更DLL");
        }

#if DEBUG && (UNITY_EDITOR || UNITY_ANDROID || UNITY_IPHONE)
        //由于Unity的Profiler接口只允许在主线程使用,为了避免出异常,需要告诉ILRuntime主线程的线程ID才能正确将函数运行耗时报告给Profiler
        appdomain.UnityMainThreadID = System.Threading.Thread.CurrentThread.ManagedThreadId;
#endif

        InitializeILRuntime();
        OnHotFixLoaded();
    }

  1. Unity类中注册热更新要使用的特殊类型
    void InitializeILRuntime()
    {
        //这里做一些ILRuntime的注册,这里我们注册值类型Binder,注释和解注下面的代码来对比性能差别
        appdomain.RegisterValueTypeBinder(typeof(Vector3), new Vector3Binder());
        appdomain.RegisterValueTypeBinder(typeof(Quaternion), new QuaternionBinder());
        appdomain.RegisterValueTypeBinder(typeof(Vector2), new Vector2Binder());
    }
  1. Unity类中测试使用热更工程中的特殊变量方法
    void OnHotFixLoaded() {
        StartCoroutine(_onHotFixLoaded());
    }

    IEnumerator _onHotFixLoaded()
    {
        yield return new WaitForSeconds(0.5f);
        RunTest();
        yield return new WaitForSeconds(0.5f);
        RunTest2();
        yield return new WaitForSeconds(0.5f);
        RunTest3();
    }
    
 void RunTest()
    {
        Debug.Log("Vector3等Unity常用值类型如果不做任何处理,在ILRuntime中使用会产生较多额外的CPU开销和GC Alloc");
        Debug.Log("我们通过值类型绑定可以解决这个问题,只有Unity主工程的值类型才需要此处理,热更DLL内定义的值类型不需要任何处理");        
        //调用无参数静态方法,appdomain.Invoke("类名", "方法名", 对象引用, 参数列表);
        appdomain.Invoke("HotFix_Project.TestValueType", "RunTest", null, null);
    }

    void RunTest2()
    {
        Debug.Log("=======================================");
        Debug.Log("Quaternion测试");
        //调用无参数静态方法,appdomain.Invoke("类名", "方法名", 对象引用, 参数列表);
        appdomain.Invoke("HotFix_Project.TestValueType", "RunTest2", null, null);
    }

    void RunTest3()
    {
        Debug.Log("=======================================");
        Debug.Log("Vector2测试");
        //调用无参数静态方法,appdomain.Invoke("类名", "方法名", 对象引用, 参数列表);
        appdomain.Invoke("HotFix_Project.TestValueType", "RunTest3", null, null);
    }
  1. 热更工程中使用特殊变量类型的测试类和方法变量
 class TestValueType
    {
        public static void RunTest()
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            //Debug.Log("测试Vector3的各种运算");
            Vector3 a = new Vector3(1, 2, 3);
            Vector3 b = Vector3.one;

            Debug.Log("a + b = " + (a + b));
            Debug.Log("a - b = " + (a - b));
            Debug.Log("a * 2 = " + (a * 2));
            Debug.Log("2 * a = " + (2 * a));
            Debug.Log("a / 2 = " + (a / 2));
            Debug.Log("-a = " + (-a));
            Debug.Log("a == b = " + (a == b));
            Debug.Log("a != b = " + (a != b));
            Debug.Log("a dot b = " + Vector3.Dot(a, b));
            Debug.Log("a cross b = " + Vector3.Cross(a, b));
            Debug.Log("a distance b = " + Vector3.Distance(a, b));
            Debug.Log("a.magnitude = " + a.magnitude);
            Debug.Log("a.normalized = " + a.normalized);
            Debug.Log("a.sqrMagnitude = " + a.sqrMagnitude);

            sw.Start();
            float dot = 0;
            for(int i = 0; i < 100000; i++)
            {
                a += Vector3.one;
                dot += Vector3.Dot(a, Vector3.zero);
            }
            sw.Stop();

            Debug.LogFormat("Value: a={0},dot={1}, time = {2}ms", a, dot, sw.ElapsedMilliseconds);
        }

        public static void RunTest2()
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            //Debug.Log("测试Vector3的各种运算");
            Quaternion a = new Quaternion(1, 2, 3, 4);
            Quaternion b = Quaternion.identity;
            Vector3 c = new Vector3(2, 3, 4);

            Debug.Log("a * b = " + (a * b));
            Debug.Log("a * c = " + (a * c));
            Debug.Log("a == b = " + (a == b));
            Debug.Log("a != b = " + (a != b));
            Debug.Log("a dot b = " + Quaternion.Dot(a, b));
            Debug.Log("a angle b = " + Quaternion.Angle(a, b));
            Debug.Log("a.eulerAngles = " + a.eulerAngles);
            Debug.Log("Quaternion.Euler(c) = " + Quaternion.Euler(c));
            Debug.Log("Quaternion.Euler(2,3,4) = " + Quaternion.Euler(2, 3, 4));

            sw.Start();
            var rot = Quaternion.Euler(c);
            float dot = 0;
            for (int i = 0; i < 100000; i++)
            {
                a *= rot;
                dot += Quaternion.Dot(a, b);
            }
            sw.Stop();

            Debug.LogFormat("Value: a={0},dot={1}, time = {2}ms", a, dot, sw.ElapsedMilliseconds);
        }

        public static void RunTest3()
        {
            System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
            //Debug.Log("测试Vector2的各种运算");
            Vector2 a = new Vector2(1, 2);
            Vector2 b = Vector2.one;

            Debug.Log("a + b = " + (a + b));
            Debug.Log("a - b = " + (a - b));
            Debug.Log("a * 2 = " + (a * 2));
            Debug.Log("2 * a = " + (2 * a));
            Debug.Log("a / 2 = " + (a / 2));
            Debug.Log("-a = " + (-a));
            Debug.Log("a == b = " + (a == b));
            Debug.Log("a != b = " + (a != b));
            Debug.Log("(Vector3)a = " + ((Vector3)a));
            Debug.Log("(Vector2)Vector3.one = " + ((Vector2)Vector3.one));
            Debug.Log("a dot b = " + Vector2.Dot(a, b));
            Debug.Log("a distance b = " + Vector2.Distance(a, b));
            Debug.Log("a.magnitude = " + a.magnitude);
            Debug.Log("a.normalized = " + a.normalized);
            Debug.Log("a.sqrMagnitude = " + a.sqrMagnitude);

            sw.Start();
            float dot = 0;
            for (int i = 0; i < 100000; i++)
            {
                a += Vector2.one;
                dot += Vector2.Dot(a, Vector2.zero);
            }
            sw.Stop();

            Debug.LogFormat("Value: a={0},dot={1}, time = {2}ms", a, dot, sw.ElapsedMilliseconds);
        }
    }

就是那么简单,之前文章中类型的绑定也有使用到,大家用Unity特殊变量类型时注意绑定一下就行。根据官方Demo来的教程到这里就结束了,基本已经满足了绝大部分项目的开发需求了,有问题可以加ILRuntime开发者蓝大的QQ群大家一起讨论。

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值