在对Unity项目后期需要对c#实现的代码添加lua补丁, 这里介绍一种不污染老代码的lua补丁方案
##1.我为何有IL1代码注入的想法
- Unity项目如果初期没有很好的规划代码热更, 基本都会选择C#作为开发语言, 那么项目后期引入lua机制, 把旧模块用lua重写并非很好的方案, 此时更希望是给旧代码留一个lua热更入口.
- 为了减少重复代码, 借鉴J2EE领域中AOP2实现思路, 应用到此次需求上.
##2.lua补丁代码雏形
public class FooBar
{
public void Foo(string params1, int params2, Action params3)
{
if(LuaPatch.HasPatch("path/to/lua/file", "luaFuncName"))
{
LuaPatch.CallPatch("path/to/lua/file", "luaFuncName", params1, params2, params3);
return;
}
// the old code here
Debug.Log("这里是原来的逻辑代码, 无返回值");
}
public Vector2 Bar(string params1, int params2, Action params3)
{
if (LuaPatch.HasPatch("path/to/lua/file", "luaFuncName"))
{
return (Vector2)LuaPatch.CallPatch("path/to/lua/file", "luaFuncName", params1, params2, params3);
}
// the old code here
Debug.Log("这里是原来的逻辑代码, 有返回值");
return Vector2.one;
}
}
至于是使用sLua或者toLua方案, 大家各自根据项目需要自由选择.
https://github.com/pangweiwei/slua https://github.com/topameng/tolua 如果没有使用lua做大量向量,三角函数运算, 两个方案没有太大差异
##3.初识IL
IL语法参考文章:http://www.cnblogs.com/Jax/archive/2009/05/29/1491523.html
上面LuaPatch判断那一段先使用IL语法重新书写 由于大家时间都很宝贵, 为了节省时间这里不精通IL语法也行, 这里有一个取巧的方法
- 请自行下载利器: .NET Reflector
- 我们使用Reflector打开Unity工程下\Library\ScriptAssemblies\Assembly-CSharp.dll 找到你事先写好的希望注入到代码模板, 这里我以上面Foobar.cs为例
- 篇幅限制, 我把核心的IL代码贴出并加上注释, 大家根据具体情况自行使用Reflector获取
# 代码后附带MSDN文档链接
L_0000: ldstr "path/to/lua/file" -- 压入string参数
L_0005: ldstr "luaFuncName"
L_000a: call bool LuaPatch::HasPatch (string, string) -- 调用方法, 并指定参数形式
L_000f: brfalse L_0040 -- 相当于 if(上述返回值为false) jump L_0040行
L_0014: ldstr "path/to/lua/file" -- 同样压入参数
L_0019: ldstr "luaFuncName"
L_001e: ldc.i4.3 -- 对应params不定参数, 需要根据具体不定参个数声明对应数组, 这里newarr object, 长度为3
L_001f: newarr object
L_0024: dup -- 复制栈顶(数组)的引用并压入计算堆栈中
L_0025: ldc.i4.0 -- 0下标存放本函数传入第一个参数的引用
L_0026: ldarg.1 -- #这里要注意static方法ldarg.0是第一个参数, 非static的ldarg.0存放的是"this"
L_0027: stelem.ref -- 声明上述传入数组的参数为其对象的引用
L_0028: dup -- 作用同上一个dup
L_0029: ldc.i4.1
L_002a: ldarg.2
L_002b: box int32
L_0030: stelem.ref
L_0031: dup
L_0032: ldc.i4.2
L_0033: ldarg.3
L_0034: stelem.ref
L_0035: call object LuaPatch ::CallPatch (string, string, object[])
L_003a: unbox.any [UnityEngine]UnityEngine.Vector2
L_003f: ret
对IL语法有个大致理解, 有助于稍后用C#进行代码注入, 对于指令可以参考msdn的OpCodes文档.
##4.Mono.Ceil库
- 能够标记需要注入的类或者方法 利用C#的 特性(Attribute) 1)声明特性如下:
using System;
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method)]
public class LuaInjectorAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Method)]
public class LuaInjectorIgnoreAttribute : Attribute
{
}
2)使用特性进行标记
[LuaInjector]
public class CatDog
{
public void Cat()
{
// 这个类所有函数都会被注入
}
[LuaInjectorIgnore]
public static void Dog()
{
// 只有LuaInjectorIgnore标记的会被忽略
}
}
上述作为实现参考, 当然你也可以对Namespace, cs代码目录进行遍历, 或者通过代码主动Add(Type targetType)等方式来进行注入标记. 3)遍历dll中所有的类型
var assembly = AssemblyDefinition.ReadAssembly("path/to/Library/ScriptAssemblies/Assembly-CSharp.dll");
foreach (var type in assembly.MainModule.Types)
{
// 判断Attribute是否LuaInjector等等
}
- C#进行IL代码注入的核心代码
// 代码片段
private static bool DoInjector(AssemblyDefinition assembly)
{
var modified = false;
foreach (var type in assembly.MainModule.Types)
{
if (type.HasCustomAttribute<LuaInjectorAttribute>())
{
foreach (var method in type.Methods)
{
if (method.HasCustomAttribute<LuaInjectorIgnoreAttribute>()) continue;
DoInjectMethod(assembly, method, type);
modified = true;
}
}
else
{
foreach (var method in type.Methods)
{
if (!method.HasCustomAttribute<LuaInjectorAttribute>()) continue;
DoInjectMethod(assembly, method, type);
modified = true;
}
}
}
return modified;
}
private static void DoInjectMethod(AssemblyDefinition assembly, MethodDefinition method, TypeDefinition type)
{
// 忽略构造器
if (method.Name.Equals(".ctor") || !method.HasBody) return;
var firstIns = method.Body.Instructions.First();
var worker = method.Body.GetILProcessor();
// 下列代码对照IL语法进行编写
// bool result = LuaPatch.HasPatch(type.Name)
var hasPatchRef = assembly.MainModule.Import(typeof (LuaPatch).GetMethod("HasPatch"));
var current = InsertBefore(worker, firstIns, worker.Create(OpCodes.Ldstr, type.Name));
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldstr, method.Name));
current = InsertAfter(worker, current, worker.Create(OpCodes.Call, hasPatchRef));
// if(result == false) jump to the under code
current = InsertAfter(worker, current, worker.Create(OpCodes.Brfalse, firstIns));
// else LuaPatch.CallPatch(type.Name, method.Name, args)
var callPatchRef = assembly.MainModule.Import(typeof (LuaPatch).GetMethod("CallPatch"));
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldstr, type.Name));
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldstr, method.Name));
var paramsCount = method.Parameters.Count;
// 创建 args参数 object[] 集合
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldc_I4, paramsCount));
current = InsertAfter(worker, current, worker.Create(OpCodes.Newarr, assembly.MainModule.Import(typeof (object))));
for (int index = 0; index < paramsCount; index++)
{
var argIndex = method.IsStatic ? index : index + 1;
// 压入参数
current = InsertAfter(worker, current, worker.Create(OpCodes.Dup));
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldc_I4, index));
current = InsertAfter(worker, current, worker.Create(OpCodes.Ldarg, argIndex));
current = InsertAfter(worker, current, worker.Create(OpCodes.Stelem_Ref));
}
current = InsertAfter(worker, current, worker.Create(OpCodes.Call, callPatchRef));
// 方法有返回值时
if (!method.ReturnType.FullName.Equals("System.Void"))
{
current = InsertAfter(worker, current, worker.Create(OpCodes.Unbox_Any, method.ReturnType));
}
// return
InsertAfter(worker, current, worker.Create(OpCodes.Ret));
// 重新计算语句位置偏移值
ComputeOffsets(method.Body);
}
/// <summary>
/// 语句前插入Instruction, 并返回当前语句
/// </summary>
private static Instruction InsertBefore(ILProcessor worker, Instruction target, Instruction instruction)
{
worker.InsertBefore(target, instruction);
return instruction;
}
/// <summary>
/// 语句后插入Instruction, 并返回当前语句
/// </summary>
private static Instruction InsertAfter(ILProcessor worker, Instruction target, Instruction instruction)
{
worker.InsertAfter(target, instruction);
return instruction;
}
private static void ComputeOffsets(MethodBody body)
{
var offset = 0;
foreach (var instruction in body.Instructions)
{
instruction.Offset = offset;
offset += instruction.GetSize();
}
}
- 能够在Unity打包时自动执行IL注入 使用特性PostProcessScene进行标记, 不过注意如果你的项目中有多个Scene需要打包, 这里避免重复调用, 需要添加一个_hasMidCodeInjectored用来标记, 达到只在一个场景时机执行注入处理.
// 代码片段
[PostProcessScene]
private static void MidCodeInjectoring()
{
if (_hasMidCodeInjectored) return;
D.Log("PostProcessBuild::OnPostProcessScene");
// Don't CodeInjector when in Editor and pressing Play
if (Application.isPlaying || EditorApplication.isPlaying) return;
//if (!EditorApplication.isCompiling) return;
BuildTarget buildTarget = EditorUserBuildSettings.activeBuildTarget;
if (buildTarget == BuildTarget.Android)
{
if (DoCodeInjectorBuild("Android"))
{
_hasMidCodeInjectored = true;
}
else
{
D.LogWarning("CodeInjector: Failed to inject Android build!");
}
}
else if (buildTarget == BuildTarget.iPhone)
{
if (DoCodeInjectorBuild("iOS"))
{
_hasMidCodeInjectored = true;
}
else
{
D.LogWarning("CodeInjector: Failed to inject iOS build!");
}
}
}