Tencent / InjectFix

InjectFix is a hot-fix solution library for Unity
Other
1.95k stars 419 forks source link

针对Unity2022.3版本Editor下可以注入,真机注入失败(assembly may be not injected yet)的解决方法 #417

Open Dante0927 opened 3 months ago

Dante0927 commented 3 months ago
  1. 把IFixEditor类里的AutoInjectAssemblys删掉不用;
  2. 创建一个新类用于Build Player的时候回调,继承IPostBuildPlayerScriptDLLs,实现OnPostBuildPlayerScriptDLLs方法;
  3. 将Inject的目录定位到:ProjectFolder/Temp/StagingArea/Data/Managed,对该目录下的程序集进行Inject;
  4. 通过上述步骤成功解决打包真机注入失败的问题; 具体代码如下:
    
    /*
    * Tencent is pleased to support the open source community by making InjectFix available.
    * Copyright (C) 2019 THL A29 Limited, a Tencent company.  All rights reserved.
    * InjectFix is licensed under the MIT License, except for the third-party components listed in the file 'LICENSE' which may be subject to their corresponding license terms. 
    * This file is subject to the terms and conditions defined in file 'LICENSE', which is part of this source code package.
    */

using UnityEngine; using UnityEditor; using System.Collections.Generic; using System.IO; using System; using System.Linq; using System.Diagnostics; using System.Text.RegularExpressions; using System.Text; using System.Reflection; using UnityEditor.Build; using UnityEditor.Build.Reporting; using Debug = UnityEngine.Debug;

if UNITY_2018_3_OR_NEWER

using UnityEditor.Build.Player;

endif

namespace IFix.Editor { ///

/// 打包时,脚本编译后的回调, /// 该回调在DLL编译之后,IL2CPP之前, /// 并且实现该接口之后,IL2CPP会将该目录下的C#转义为CPP,而非Library/Bee/PlayerScriptAssemblies /// public class AutoInject_OnBuild : IPostBuildPlayerScriptDLLs { public int callbackOrder { get { return 0; } }

    public void OnPostBuildPlayerScriptDLLs(BuildReport report)
    {
        //脚本临时存放目录,可以对该目录下的文件进行操作
        var path = Directory.GetCurrentDirectory() + "/Temp/StagingArea/Data/Managed";

        IFixEditor.InjectAssemblysOnBuild(path);

        Debug.Log("恭喜,打包自动Inject成功!!");
    }
}

//版本选择窗口
public class VersionSelector : EditorWindow
{
    public string buttonText = "Patch";
    public string[] options = new string[] { };
    public int index = 0;
    public Action<int> callback = null;

    public static void Show(string[] options, Action<int> callback, string buttonText = "Patch")
    {
        VersionSelector window = GetWindow<VersionSelector>();
        window.options = options;
        window.callback = callback;
        window.buttonText = buttonText;
        window.Show();
    }

    void OnGUI()
    {
        index = EditorGUILayout.Popup("Please select a version: ", index, options);
        if (GUILayout.Button(buttonText))
            doPatch();
    }

    void doPatch()
    {
        if (callback != null)
        {
            callback(index);
        }
        Close();
    }
}

public class IFixEditor
{
    //备份目录
    const string BACKUP_PATH = "./IFixDllBackup";
    //备份文件的时间戳生成格式
    const string TIMESTAMP_FORMAT = "yyyyMMddHHmmss";

    //注入的目标文件夹
    private static string targetAssembliesFolder = "";

    //system("mono ifix.exe [args]")
    public static void CallIFix(List<string> args)
    {

if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX

        var mono_path = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
            "../MonoBleedingEdge/bin/mono");
        if(!File.Exists(mono_path))
        {
            mono_path = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
                "../../MonoBleedingEdge/bin/mono");
        }

elif UNITY_EDITOR_WIN

        var mono_path = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName),
            "Data/MonoBleedingEdge/bin/mono.exe");

endif

        if (!File.Exists(mono_path))
        {
            UnityEngine.Debug.LogError("can not find mono!");
        }
        var inject_tool_path = "./IFixToolKit/IFix.exe";
        //"--runtime = v4.0.30319"
        if (!File.Exists(inject_tool_path))
        {
            UnityEngine.Debug.LogError("please install the ToolKit");
            return;
        }

        Process hotfix_injection = new Process();
        hotfix_injection.StartInfo.FileName = mono_path;

if UNITY_5_6_OR_NEWER

        hotfix_injection.StartInfo.Arguments = "--debug --runtime=v4.0.30319 \"" + inject_tool_path + "\" \""

else

        hotfix_injection.StartInfo.Arguments = "--debug \"" + inject_tool_path + "\" \""

endif

            + string.Join("\" \"", args.ToArray()) + "\"";
        hotfix_injection.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
        hotfix_injection.StartInfo.RedirectStandardOutput = true;
        hotfix_injection.StartInfo.UseShellExecute = false;
        hotfix_injection.StartInfo.CreateNoWindow = true;
        hotfix_injection.Start();

        //UnityEngine.Debug.Log(hotfix_injection.StartInfo.FileName);
        //UnityEngine.Debug.Log(hotfix_injection.StartInfo.Arguments);

        StringBuilder exceptionInfo = null;
        while (!hotfix_injection.StandardOutput.EndOfStream)
        {
            string line = hotfix_injection.StandardOutput.ReadLine();
            if (exceptionInfo != null)
            {
                exceptionInfo.AppendLine(line);
            }
            else
            {
                if (line.StartsWith("Warning:"))
                {
                    UnityEngine.Debug.LogWarning(line);
                }
                else if (line.StartsWith("Error:"))
                {
                    UnityEngine.Debug.LogError(line);
                }
                else if (line.StartsWith("Unhandled Exception:"))
                {
                    exceptionInfo = new StringBuilder(line);
                }
                else
                {
                    UnityEngine.Debug.Log(line);
                }
            }
        }
        hotfix_injection.WaitForExit();
        if (exceptionInfo != null)
        {
            UnityEngine.Debug.LogError(exceptionInfo);
        }
    }

    [MenuItem("InjectFix/Inject", false, 1)]
    public static void InjectAssemblys()
    {
        if (EditorApplication.isCompiling || Application.isPlaying)
        {
            UnityEngine.Debug.LogError("compiling or playing");
            return;
        }

        if (!EditorUtility.DisplayDialog("注意", "是否确定要进行代码注入?", "确定", "取消"))
        {
            return;
        }

        EditorUtility.DisplayProgressBar("Inject", "injecting...", 0);
        try
        {
            InjectAllAssemblys();
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogError(e);
        }
        EditorUtility.ClearProgressBar();

if UNITY_2019_3_OR_NEWER

        EditorUtility.RequestScriptReload();

endif

    }

    public static bool AutoInject = true; //可以在外部禁用掉自动注入

    public static bool InjectOnce = false; //AutoInjectAssemblys只调用一次,可以防止自动化打包时,很多场景导致AutoInjectAssemblys被多次调用

    static bool injected = false;

    //[UnityEditor.Callbacks.PostProcessScene]
    //public static void AutoInjectAssemblys()
    //{
    //    if (AutoInject && !injected)
    //    {
    //        InjectAllAssemblys();
    //        if (InjectOnce)
    //        {
    //            injected = true;
    //        }
    //    }
    //}

    public static void InjectAssemblysOnBuild(string dir)
    {
        if (AutoInject && !injected)
        {
            InjectAllAssemblys(dir);
            if (InjectOnce)
            {
                injected = true;
            }
        }
    }

    //获取备份文件信息
    public static void GetBackupInfo(out string[] backups, out string[] timestamps)
    {
        string pattern = @"Assembly-CSharp-(\d{14})\.dll$";
        Regex r = new Regex(pattern);

        var allBackup = Directory.GetFiles(BACKUP_PATH).Where(path => r.Match(path).Success)
            .Select(path => path.Replace('\\', '/')).ToList();
        allBackup.Sort();

        backups = allBackup.Select(path => r.Match(path).Groups[1].Captures[0].Value).ToArray();
        timestamps = allBackup.Select(path => DateTime.ParseExact(r.Match(path).Groups[1].Captures[0].Value,
            TIMESTAMP_FORMAT, System.Globalization.CultureInfo.InvariantCulture)
            .ToString("yyyy-MM-dd hh:mm:ss tt")).ToArray();
    }

    //选择备份
    public static void SelectBackup(string buttonText, Action<string> cb)
    {
        string[] backups;
        string[] timestamps;
        GetBackupInfo(out backups, out timestamps);

        VersionSelector.Show(timestamps.ToArray(), index =>
        {
            cb(backups[index]);
        }, buttonText);
    }

    /// <summary>
    /// 对指定的程序集注入
    /// </summary>
    /// <param name="assembly">程序集路径</param>
    public static void InjectAssembly(string assembly)
    {
        var configure = Configure.GetConfigureByTags(new List<string>() {
            "IFix.IFixAttribute",
            "IFix.InterpretAttribute",
            "IFix.ReverseWrapperAttribute",
        });

        var filters = Configure.GetFilters();

        var processCfgPath = "./process_cfg";

        //该程序集是否有配置了些类,如果没有就跳过注入操作
        bool hasSomethingToDo = false;

        var blackList = new List<MethodInfo>();

        using (BinaryWriter writer = new BinaryWriter(new FileStream(processCfgPath, FileMode.Create,
            FileAccess.Write)))
        {
            writer.Write(configure.Count);

            foreach (var kv in configure)
            {
                writer.Write(kv.Key);

                var typeList = kv.Value.Where(item => item.Key is Type)
                    .Select(item => new KeyValuePair<Type, int>(item.Key as Type, item.Value))
                    .Where(item => item.Key.Assembly.GetName().Name == assembly)
                    .ToList();
                writer.Write(typeList.Count);

                if (typeList.Count > 0)
                {
                    hasSomethingToDo = true;
                }

                foreach (var cfgItem in typeList)
                {
                    writer.Write(GetCecilTypeName(cfgItem.Key));
                    writer.Write(cfgItem.Value);
                    if (filters.Count > 0 && kv.Key == "IFix.IFixAttribute")
                    {
                        foreach (var method in cfgItem.Key.GetMethods(BindingFlags.Instance
                            | BindingFlags.Static | BindingFlags.Public
                            | BindingFlags.NonPublic | BindingFlags.DeclaredOnly))
                        {
                            foreach (var filter in filters)
                            {
                                if ((bool)filter.Invoke(null, new object[]
                                {
                                    method
                                }))
                                {
                                    blackList.Add(method);
                                }
                            }
                        }
                    }
                }
            }

            writeMethods(writer, blackList);
        }

        if (hasSomethingToDo)
        {

            var core_path = "./Assets/Plugins/IFix.Core.dll";

            var assembly_path = string.Format("{0}/{1}.dll", targetAssembliesFolder, assembly);

            var patch_path = string.Format("./{0}.ill.bytes", assembly);
            List<string> args = new List<string>() { "-inject", core_path, assembly_path,
                processCfgPath, patch_path, assembly_path };

            foreach (var path in
                (from asm in AppDomain.CurrentDomain.GetAssemblies()
                 select Path.GetDirectoryName(asm.ManifestModule.FullyQualifiedName)).Distinct())
            {
                try
                {
                    //UnityEngine.Debug.Log("searchPath:" + path);
                    args.Add(path);
                }
                catch { }
            }

            CallIFix(args);
        }

        File.Delete(processCfgPath);
    }

    /// <summary>
    /// 对injectAssemblys里的程序集进行注入,然后备份
    /// </summary>
    public static void InjectAllAssemblys()
    {
        if (EditorApplication.isCompiling || Application.isPlaying)
        {
            return;
        }

        targetAssembliesFolder = GetScriptAssembliesFolder();

        foreach (var assembly in injectAssemblys)
        {
            InjectAssembly(assembly);
        }

        //doBackup(DateTime.Now.ToString(TIMESTAMP_FORMAT));

        AssetDatabase.Refresh();
    }

    public static void InjectAllAssemblys(string dir)
    {
        if (EditorApplication.isCompiling || Application.isPlaying)
        {
            return;
        }

        targetAssembliesFolder = GetScriptAssembliesFolder(dir);

        foreach (var assembly in injectAssemblys)
        {
            InjectAssembly(assembly);
        }

        //doBackup(DateTime.Now.ToString(TIMESTAMP_FORMAT));

        AssetDatabase.Refresh();
    }

    /// <summary>
    /// 针对2022.3版本的程序集目录进行修改
    /// 保障Editor下测试补丁可用
    /// </summary>
    /// <param name="assembliesFolder"></param>
    /// <returns></returns>
    private static string GetScriptAssembliesFolder(string assembliesFolder = "")
    {
        if (string.IsNullOrEmpty(assembliesFolder))
        {
            Debug.Log("Not in build Process, Inject to Editor Assemblies");

            assembliesFolder = "./Library/ScriptAssemblies";
        }

        return assembliesFolder;
    }

    //默认的注入及备份程序集
    //另外可以直接调用InjectAssembly对其它程序集进行注入。
    static string[] injectAssemblys = new string[]
    {
        "Assembly-CSharp",
        "Assembly-CSharp-firstpass"
    };

    /// <summary>
    /// 把注入后的程序集备份
    /// </summary>
    /// <param name="ts">时间戳</param>
    static void doBackup(string ts)
    {
        if (!Directory.Exists(BACKUP_PATH))
        {
            Directory.CreateDirectory(BACKUP_PATH);
        }

        var scriptAssembliesDir = string.Format("{0}/", targetAssembliesFolder);

        foreach (var assembly in injectAssemblys)
        {
            var dllFile = string.Format("{0}{1}.dll", scriptAssembliesDir, assembly);
            if (!File.Exists(dllFile))
            {
                continue;
            }
            File.Copy(dllFile, string.Format("{0}/{1}-{2}.dll", BACKUP_PATH, assembly, ts), true);

            var mdbFile = string.Format("{0}{1}.dll.mdb", scriptAssembliesDir, assembly);
            if (File.Exists(mdbFile))
            {
                File.Copy(mdbFile, string.Format("{0}/{1}-{2}.dll.mdb", BACKUP_PATH, assembly, ts), true);
            }

            var pdbFile = string.Format("{0}{1}.dll.pdb", scriptAssembliesDir, assembly);
            if (File.Exists(pdbFile))
            {
                File.Copy(pdbFile, string.Format("{0}/{1}-{2}.dll.pdb", BACKUP_PATH, assembly, ts), true);
            }
        }
    }

    /// <summary>
    /// 恢复某个选定的备份
    /// </summary>
    /// <param name="ts">时间戳</param>
    static void doRestore(string ts)
    {
        var scriptAssembliesDir = string.Format("{0}/", targetAssembliesFolder);

        foreach (var assembly in injectAssemblys)
        {
            var dllFile = string.Format("{0}/{1}-{2}.dll", BACKUP_PATH, assembly, ts);
            if (!File.Exists(dllFile))
            {
                continue;
            }
            File.Copy(dllFile, string.Format("{0}{1}.dll", scriptAssembliesDir, assembly), true);
            UnityEngine.Debug.Log("Revert to: " + dllFile);

            var mdbFile = string.Format("{0}/{1}-{2}.dll.mdb", BACKUP_PATH, assembly, ts);
            if (File.Exists(mdbFile))
            {
                File.Copy(mdbFile, string.Format("{0}{1}.dll.mdb", scriptAssembliesDir, assembly), true);
                UnityEngine.Debug.Log("Revert to: " + mdbFile);
            }

            var pdbFile = string.Format("{0}/{1}-{2}.dll.pdb", BACKUP_PATH, assembly, ts);
            if (File.Exists(pdbFile))
            {
                File.Copy(pdbFile, string.Format("{0}{1}.dll.pdb", scriptAssembliesDir, assembly), true);
                UnityEngine.Debug.Log("Revert to: " + pdbFile);
            }
        }
    }

    //cecil里的类名表示和.net标准并不一样,这里做些转换
    static string GetCecilTypeName(Type type)
    {
        if (type.IsByRef && type.GetElementType().IsGenericType)
        {
            return GetCecilTypeName(type.GetElementType()) + "&";
        }
        else if (type.IsGenericType)
        {
            if (type.IsGenericTypeDefinition)
            {
                return type.ToString().Replace('+', '/').Replace('[', '<').Replace(']', '>');
            }
            else
            {
                return Regex.Replace(type.ToString().Replace('+', '/'), @"(`\d).+", "$1")
                    + "<" + string.Join(",", type.GetGenericArguments().Select(t => GetCecilTypeName(t))
                    .ToArray()) + ">";
            }
        }
        else
        {
            return type.FullName.Replace('+', '/');
        }
    }

    //目前支持的平台编译
    public enum Platform
    {
        android,
        ios,
        standalone
    }

    //缓存:解析好的编译参数
    private static Dictionary<Platform, string> compileTemplates = new Dictionary<Platform, string>();

    //解析unity的编译参数
    private static string parseCompileTemplate(string path)
    {
        return string.Join("\n", File.ReadAllLines(path).Where(line => !line.StartsWith("Assets/")
            && !line.StartsWith("\"Assets/")
            && !line.StartsWith("'Assets/")
            && !line.StartsWith("-r:Assets/")
            && !line.StartsWith("-r:\"Assets/")
            && !line.StartsWith("-r:'Assets/")
            && !line.StartsWith("-out")
            ).ToArray());
    }

    //对路径预处理,然后添加到StringBuilder
    //规则:如果路径含空格,则加上双引号
    static void appendFile(StringBuilder sb, string path)
    {
        if (path.IndexOf(' ') > 0)
        {
            sb.Append('"');
            sb.Append(path);
            sb.Append('"');
            sb.AppendLine();
        }
        else
        {
            sb.AppendLine(path);
        }
    }

    //自动加入源码
    private static void appendDirectory(StringBuilder src, string dir)
    {
        foreach (var file in Directory.GetFiles(dir))
        {
            //排除调Editor下的东西
            if (file.IndexOf(Path.DirectorySeparatorChar + "Editor" + Path.DirectorySeparatorChar) > 0)
            {
                continue;
            }
            //排除Assembly-CSharp-firstpass
            if (file.Substring(file.Length - 3).ToLower() == ".cs")
            {
                if (file.StartsWith("Assets" + Path.DirectorySeparatorChar + "Plugins") ||
                    file.StartsWith("Assets" + Path.DirectorySeparatorChar + "Standard Assets") ||
                    file.StartsWith("Assets" + Path.DirectorySeparatorChar + "Pro Standard Assets"))
                {
                    continue;
                }
                appendFile(src, file);
            }
        }

        foreach (var subDir in Directory.GetDirectories(dir))
        {
            appendDirectory(src, subDir);
        }
    }

    //通过模板文件,获取编译参数
    private static string getCompileArguments(Platform platform, string output)
    {
        string compileTemplate;
        if (!compileTemplates.TryGetValue(platform, out compileTemplate))
        {

if UNITY_EDITOR_WIN

            var hostPlatform = "win";

elif UNITY_EDITOR_OSX

            var hostPlatform = "osx";

else

            var hostPlatform = "linux";

endif

            var path = "IFixToolKit/" + platform + "." + hostPlatform + ".tpl";
            if (!File.Exists(path))
            {
                path = "IFixToolKit/" + platform + ".tpl";
                if (!File.Exists(path))
                {
                    throw new InvalidOperationException("please put template file for " + platform
                        + " in IFixToolKit directory!");
                }
            }
            compileTemplate = parseCompileTemplate(path);
            compileTemplates.Add(platform, compileTemplate);
        }
        StringBuilder cmd = new StringBuilder();
        StringBuilder src = new StringBuilder();
        StringBuilder dll = new StringBuilder();

        appendDirectory(src, "Assets");
        var projectDir = Application.dataPath.Replace(Path.DirectorySeparatorChar, '/');
        foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
        {
            try
            {

if (UNITY_EDITOR || XLUA_GENERAL) && !NET_STANDARD_2_0

                if (!(assembly.ManifestModule is System.Reflection.Emit.ModuleBuilder))
                {

endif

                    var assemblyPath = assembly.ManifestModule.FullyQualifiedName
                        .Replace(Path.DirectorySeparatorChar, '/');
                    if (assemblyPath.StartsWith(projectDir))
                    {
                        dll.Append("-r:");
                        appendFile(dll, assemblyPath.Replace(projectDir, "Assets"));
                    }

if (UNITY_EDITOR || XLUA_GENERAL) && !NET_STANDARD_2_0

                }

endif

            }
            catch { }
        }

        cmd.AppendLine(compileTemplate);
        cmd.Append(dll.ToString());
        cmd.Append(src.ToString());
        cmd.AppendLine("-sdk:2");
        cmd.Append("-out:");
        appendFile(cmd, output);

        return cmd.ToString();
    }

    //1、解析编译参数(处理元文件之外的编译参数)
    //2、搜索工程的c#源码,加上编译参数编译
    //3、编译Assembly-CSharp.dll
    //TODO: 只支持Assembly-CSharp.dll,但较新版本Unity已经支持多dll拆分
    //TODO: 目前的做法挺繁琐的,需要用户去获取Unity的编译命令文件,更好的做法应该是直接
    public static void Compile(string compileArgFile)
    {

if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX

        var monoPath = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
            "../MonoBleedingEdge/bin/mono");
        var mcsPath = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
            "../MonoBleedingEdge/lib/mono/4.5/mcs.exe");
        if(!File.Exists(monoPath))
        {
            monoPath = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
                "../../MonoBleedingEdge/bin/mono");
            mcsPath = Path.Combine(Path.GetDirectoryName(typeof(UnityEngine.Debug).Module.FullyQualifiedName),
                "../../MonoBleedingEdge/lib/mono/4.5/mcs.exe");
        }

elif UNITY_EDITOR_WIN

        var monoPath = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName),
            "Data/MonoBleedingEdge/bin/mono.exe");
        var mcsPath = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName),
            "Data/MonoBleedingEdge/lib/mono/4.5/mcs.exe");

endif

        if (!File.Exists(monoPath))
        {
            UnityEngine.Debug.LogError("can not find mono!");
        }

        Process compileProcess = new Process();
        compileProcess.StartInfo.FileName = monoPath;
        compileProcess.StartInfo.Arguments = "\"" + mcsPath + "\" " + "@" + compileArgFile;
        compileProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
        compileProcess.StartInfo.RedirectStandardOutput = true;
        compileProcess.StartInfo.RedirectStandardError = true;
        compileProcess.StartInfo.UseShellExecute = false;
        compileProcess.StartInfo.CreateNoWindow = true;
        compileProcess.Start();

        //UnityEngine.Debug.Log(hotfix_injection.StartInfo.FileName);
        //UnityEngine.Debug.Log(hotfix_injection.StartInfo.Arguments);

        while (!compileProcess.StandardError.EndOfStream)
        {
            UnityEngine.Debug.LogError(compileProcess.StandardError.ReadLine());
        }

        while (!compileProcess.StandardOutput.EndOfStream)
        {
            UnityEngine.Debug.Log(compileProcess.StandardOutput.ReadLine());
        }

        compileProcess.WaitForExit();
    }

    //生成特定平台的patch
    public static void GenPlatformPatch(Platform platform, string patchOutputDir,
        string corePath = "./Assets/Plugins/IFix.Core.dll")
    {
        var outputDir = "Temp/ifix";
        Directory.CreateDirectory("Temp");
        Directory.CreateDirectory(outputDir);

if UNITY_2018_3_OR_NEWER

        ScriptCompilationSettings scriptCompilationSettings = new ScriptCompilationSettings();
        if (platform == Platform.android)
        {
            scriptCompilationSettings.group = BuildTargetGroup.Android;
            scriptCompilationSettings.target = BuildTarget.Android;
        }
        else if (platform == Platform.ios)
        {
            scriptCompilationSettings.group = BuildTargetGroup.iOS;
            scriptCompilationSettings.target = BuildTarget.iOS;
        }
        else
        {
            scriptCompilationSettings.group = BuildTargetGroup.Standalone;
            scriptCompilationSettings.target = BuildTarget.StandaloneWindows;
        }

        ScriptCompilationResult scriptCompilationResult = PlayerBuildInterface.CompilePlayerScripts(scriptCompilationSettings, outputDir);

        foreach (var assembly in injectAssemblys)
        {
            GenPatch(assembly, string.Format("{0}/{1}.dll", outputDir, assembly),
                "./Assets/Plugins/IFix.Core.dll", string.Format("{0}{1}.patch.bytes", patchOutputDir, assembly));
        }

else

        throw new NotImplementedException();
        //var compileArgFile = "Temp/ifix/unity_" + platform + "_compile_argument";
        //var tmpDllPath = "Temp/ifix/Assembly-CSharp.dll";
        //File.WriteAllText(compileArgFile, getCompileArguments(platform, tmpDllPath));
        //先编译dll到Temp目录下
        //Compile(compileArgFile);
        //对编译后的dll生成补丁
        //GenPatch("Assembly-CSharp", tmpDllPath, corePath, patchPath);

        //File.Delete(compileArgFile);
        //File.Delete(tmpDllPath);
        //File.Delete(tmpDllPath + ".mdb");

endif

    }

    //把方法签名写入文件
    //由于目前不支持泛型函数的patch,所以函数签名为方法名+参数类型
    static void writeMethods(BinaryWriter writer, List<MethodInfo> methods)
    {
        var methodGroups = methods.GroupBy(m => m.DeclaringType).ToList();
        writer.Write(methodGroups.Count);
        foreach (var methodGroup in methodGroups)
        {
            writer.Write(GetCecilTypeName(methodGroup.Key));
            writer.Write(methodGroup.Count());
            foreach (var method in methodGroup)
            {
                writer.Write(method.Name);
                writer.Write(GetCecilTypeName(method.ReturnType));
                writer.Write(method.GetParameters().Length);
                foreach (var parameter in method.GetParameters())
                {
                    writer.Write(parameter.IsOut);
                    writer.Write(GetCecilTypeName(parameter.ParameterType));
                }
            }
        }
    }

    static void writeFields(BinaryWriter writer, List<FieldInfo> fields)
    {
        var fieldGroups = fields.GroupBy(m => m.DeclaringType).ToList();
        writer.Write(fieldGroups.Count);
        foreach (var fieldGroup in fieldGroups)
        {
            writer.Write(GetCecilTypeName(fieldGroup.Key));
            writer.Write(fieldGroup.Count());
            foreach (var field in fieldGroup)
            {
                writer.Write(field.Name);
                writer.Write(GetCecilTypeName(field.FieldType));
            }
        }
    }

    static void writeProperties(BinaryWriter writer, List<PropertyInfo> properties)
    {
        var PropertyGroups = properties.GroupBy(m => m.DeclaringType).ToList();
        writer.Write(PropertyGroups.Count);
        foreach (var PropertyGroup in PropertyGroups)
        {
            writer.Write(GetCecilTypeName(PropertyGroup.Key));
            writer.Write(PropertyGroup.Count());
            foreach (var Property in PropertyGroup)
            {
                writer.Write(Property.Name);
                writer.Write(GetCecilTypeName(Property.PropertyType));
            }
        }
    }

    static void writeClasses(BinaryWriter writer, List<Type> classes)
    {
        writer.Write(classes.Count);
        foreach (var classGroup in classes)
        {
            writer.Write(GetCecilTypeName(classGroup));
        }
    }

    static bool hasGenericParameter(Type type)
    {
        if (type.IsByRef || type.IsArray)
        {
            return hasGenericParameter(type.GetElementType());
        }
        if (type.IsGenericType)
        {
            foreach (var typeArg in type.GetGenericArguments())
            {
                if (hasGenericParameter(typeArg))
                {
                    return true;
                }
            }
            return false;
        }
        return type.IsGenericParameter;
    }

    static bool hasGenericParameter(MethodBase method)
    {
        if (method.IsGenericMethodDefinition || method.IsGenericMethod) return true;
        if (!method.IsConstructor && hasGenericParameter((method as MethodInfo).ReturnType)) return true;

        foreach (var param in method.GetParameters())
        {
            if (hasGenericParameter(param.ParameterType))
            {
                return true;
            }
        }
        return false;

    }

    /// <summary>
    /// 生成patch
    /// </summary>
    /// <param name="assembly">程序集名,用来过滤配置</param>
    /// <param name="assemblyCSharpPath">程序集路径</param>
    /// <param name="corePath">IFix.Core.dll所在路径</param>
    /// <param name="patchPath">生成的patch的保存路径</param>
    public static void GenPatch(string assembly, string assemblyCSharpPath
        = "./Library/ScriptAssemblies/Assembly-CSharp.dll",
        string corePath = "./Assets/Plugins/IFix.Core.dll", string patchPath = "Assembly-CSharp.patch.bytes")
    {
        var patchMethods = Configure.GetTagMethods(typeof(PatchAttribute), assembly).ToList();
        var genericMethod = patchMethods.FirstOrDefault(m => hasGenericParameter(m));
        if (genericMethod != null)
        {
            throw new InvalidDataException("not support generic method: " + genericMethod);
        }

        if (patchMethods.Count == 0)
        {
            return;
        }

        var newMethods = Configure.GetTagMethods(typeof(InterpretAttribute), assembly).ToList();
        var newFields = Configure.GetTagFields(typeof(InterpretAttribute), assembly).ToList();
        var newProperties = Configure.GetTagProperties(typeof(InterpretAttribute), assembly).ToList();
        var newClasses = Configure.GetTagClasses(typeof(InterpretAttribute), assembly).ToList();
        genericMethod = newMethods.FirstOrDefault(m => hasGenericParameter(m));
        if (genericMethod != null)
        {
            throw new InvalidDataException("not support generic method: " + genericMethod);
        }

        var processCfgPath = "./process_cfg";

        using (BinaryWriter writer = new BinaryWriter(new FileStream(processCfgPath, FileMode.Create,
            FileAccess.Write)))
        {
            writeMethods(writer, patchMethods);
            writeMethods(writer, newMethods);
            writeFields(writer, newFields);
            writeProperties(writer, newProperties);
            writeClasses(writer, newClasses);
        }

        List<string> args = new List<string>() { "-patch", corePath, assemblyCSharpPath, "null",
            processCfgPath, patchPath };

        foreach (var path in
            (from asm in AppDomain.CurrentDomain.GetAssemblies()
             select Path.GetDirectoryName(asm.ManifestModule.FullyQualifiedName)).Distinct())
        {
            try
            {
                //UnityEngine.Debug.Log("searchPath:" + path);
                args.Add(path);
            }
            catch { }
        }

        CallIFix(args);

        File.Delete(processCfgPath);

        AssetDatabase.Refresh();
    }

    [MenuItem("InjectFix/Fix", false, 2)]
    public static void Patch()
    {
        EditorUtility.DisplayProgressBar("Generate Patch for Edtior", "patching...", 0);
        try
        {
            foreach (var assembly in injectAssemblys)
            {
                var assembly_path = string.Format("./Library/{0}/{1}.dll", GetScriptAssembliesFolder(), assembly);
                GenPatch(assembly, assembly_path, "./Assets/Plugins/IFix.Core.dll",
                    string.Format("{0}.patch.bytes", assembly));
            }
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogError(e);
        }
        EditorUtility.ClearProgressBar();
    }

if UNITY_2018_3_OR_NEWER

    [MenuItem("InjectFix/Fix(Android)", false, 3)]
    public static void CompileToAndroid()
    {
        EditorUtility.DisplayProgressBar("Generate Patch for Android", "patching...", 0);
        try
        {
            GenPlatformPatch(Platform.android, "");
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogError(e);
        }
        EditorUtility.ClearProgressBar();
    }

    [MenuItem("InjectFix/Fix(IOS)", false, 4)]
    public static void CompileToIOS()
    {
        EditorUtility.DisplayProgressBar("Generate Patch for IOS", "patching...", 0);
        try
        {
            GenPlatformPatch(Platform.ios, "");
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogError(e);
        }
        EditorUtility.ClearProgressBar();
    }

endif

}

}

Dante0927 commented 3 months ago

其他版本的Unity未进行测试,有需要的可以尝试下,按道理来说,使用Bee进行打包的应该都可以用这个方法解决

lingfengsuxue commented 3 months ago

赞一个,解决了我们的问题。感谢!

ammariqais commented 2 months ago

Go to the Library folder and search for the file "Assembly-CSharp.dll." You will find more than one file. Remove all these files but keep the one in the ScriptAssemblies folder.

9aither commented 2 months ago

好兄弟我应该早点上来看issues的,折腾了老半天和你得出了一样的结论

hhwhb20 commented 1 month ago

你好,用这个方案在jenkins打包时依然没有注入,自己editor打包没问题,有人遇到过这种问题吗

Dante0927 commented 1 month ago

你好,用这个方案在jenkins打包时依然没有注入,自己editor打包没问题,有人遇到过这种问题吗

你用il2cpp解一下这个目录里的dll看看有没有插装成功: 工程目录/Temp/StagingArea/Data/Managed,插装成功的话应该没问题

hhwhb20 commented 1 month ago

你好,用这个方案在jenkins打包时依然没有注入,自己editor打包没问题,有人遇到过这种问题吗

你用il2cpp解一下这个目录里的dll看看有没有插装成功: 工程目录/Temp/StagingArea/Data/Managed,插装成功的话应该没问题

不好意思,我的描述可能让您产生了误解,我遇到的问题是jenkins打包后真机测试是assembly may be not injected yet,而自己用editor buildplayer是可以的

Dante0927 commented 1 month ago

你好,用这个方案在jenkins打包时依然没有注入,自己editor打包没问题,有人遇到过这种问题吗

你用il2cpp解一下这个目录里的dll看看有没有插装成功: 工程目录/Temp/StagingArea/Data/Managed,插装成功的话应该没问题

不好意思,我的描述可能让您产生了误解,我遇到的问题是jenkins打包后真机测试是assembly may be not injected yet,而自己用editor buildplayer是可以的

jenkins我就不了解了 😂