uplev xlua
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Assets/XLua/CHANGELOG.txt
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v2.1.14 2019年2月27日
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v2.1.15 2020年6月24日
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新增特性
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1、生成代码过滤器
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2、优化反射查找delegate匹配bridge的性能
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3、unity 2019.2以上版本手机版本注入不了的问题
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变更
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bug修复
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1、反射查找同名delegate桥接在不生成代码的时候表现不一致
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2、嵌套struct标注为PackAsTable时生成代码报错
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3、反射wrap代码加入栈空间检查
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4、如果枚举定义了很多个值(几千个),会触发unity在android下的一个bug:函数体很大而且有很多分支,执行该函数会crash
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5、chunkname和脚本文件名不一致的问题
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6、最小生成模式枚举生成代码报错
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7、当采用反射方式注册枚举值时,如果一个枚举有多个相同的值,比如A,B都是1,那么在lua里头访问B将会为空
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8、sbyte[]在.net 4下push到lua变成字符串的问题
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9、泛型导致生成代码失败的问题
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10、非Assembly-CSharp程序集注入时,out参数处理有误
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11、内嵌类通过xlua.private_accessible设置私有访问可能失败的问题
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12、cecil插入指令后,并未自动更新offset,某种情况下会导致计算偏移量错误
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v2.1.14 2019年2月27日
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新增特性
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1、新增nintento switch的支持
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2、unity 2018兼容
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@@ -243,7 +243,7 @@ C#的delegate调用:和调用普通lua函数一样
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##### 64位整数支持
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Lua53版本64位整数(long,ulong)映射到原生的64未整数,而luajit版本,相当于lua5.1的标准,本身不支持64位,xlua做了个64位支持的扩展库,C#的long和ulong都将映射到userdata:
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Lua53版本64位整数(long,ulong)映射到原生的64位整数,而luajit版本,相当于lua5.1的标准,本身不支持64位,xlua做了个64位支持的扩展库,C#的long和ulong都将映射到userdata:
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支持在lua里头进行64位的运算,比较,打印
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Assets/XLua/Doc/XLua的配置.doc
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@@ -30,7 +30,7 @@ pause
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## 2、编译能生成兼容格式的luac(后续只能用这特定的luac和步骤1的Plugins配套使用)
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到[这里](build/luac/),如果你想编译window版本的,执行make_win64.bat,如果你要编译mac或者linux的,用make_unix.sh
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到[这里](../../../build/luac/),如果你想编译window版本的,执行make_win64.bat,如果你要编译mac或者linux的,用make_unix.sh
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## 3、加载字节码
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@@ -34,7 +34,7 @@ il2cpp默认会对诸如引擎、c#系统api,第三方dll等等进行代码剪
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解决办法:增加引用(比如配置到LuaCallCSharp,或者你自己C#代码增加那函数的访问),或者通过link.xml配置(当配置了ReflectionUse后,xlua会自动帮你配置到link.xml)告诉il2cpp别剪裁某类型。
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## Unity 2018兼容性问题解决
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## Unity 2018及以上版本兼容性问题解决
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2.1.14前的版本都建议先升级到2.1.14,升级后,还有如下两个使用注意事项:
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@@ -52,7 +52,7 @@ il2cpp默认会对诸如引擎、c#系统api,第三方dll等等进行代码剪
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编译链接的是:unity安装目录\Editor\Data\MonoBleedingEdge\lib\mono\4.7.1-api\mscorlib.dll
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解决办法:2.1.14支持外部mono环境,安装个Unity2017,然后把Unity2017安装目录下的MonoBleedingEdge目录拷贝到工程目录下的Tools目录下即可。
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解决办法:用黑名单排除报错方法即可。不过2019年8月6号以前的版本的黑名单配置对泛型不友好,要一个个泛型实例的配置(比如,Dictionary<int, int>和Dictionary<float, int>要分别配置),而目前发现该问题主要出在泛型Dictionary上。可以更新到2019年8月6号之后的版本,该版本支持配置一个过滤器对泛型方法过滤。这里有对unity 2018的Dictionary的[针对性配置](https://github.com/Tencent/xLua/blob/master/Assets/XLua/Editor/ExampleConfig.cs#L277),直接拷贝使用,如果碰到其它泛型也有多出来的方法,参考Dictionary进行配置。
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## Plugins源码在哪里可以找到,怎么使用?
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@@ -131,7 +131,7 @@ public static class ExampleConfig
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// }
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// }
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// }
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// return delegate_types.Distinct().ToList();
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// return delegate_types.Where(t => t.BaseType == typeof(MulticastDelegate) && !hasGenericParameter(t) && !delegateHasEditorRef(t)).Distinct().ToList();
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// }
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//}
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//--------------end 纯lua编程配置参考----------------------------
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@@ -142,9 +142,9 @@ public static class ExampleConfig
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//{
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// get
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// {
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// return (from type in Assembly.Load("Assembly-CSharp").GetExportedTypes()
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// where type.Namespace == null || !type.Namespace.StartsWith("XLua")
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// select type);
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// return (from type in Assembly.Load("Assembly-CSharp").GetTypes()
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// where type.Namespace == null || !type.Namespace.StartsWith("XLua")
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// select type);
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// }
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//}
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//--------------begin 热补丁自动化配置-------------------------
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@@ -273,4 +273,35 @@ public static class ExampleConfig
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new List<string>(){"System.IO.DirectoryInfo", "Create", "System.Security.AccessControl.DirectorySecurity"},
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new List<string>(){"UnityEngine.MonoBehaviour", "runInEditMode"},
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};
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#if UNITY_2018_1_OR_NEWER
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[BlackList]
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public static Func<MemberInfo, bool> MethodFilter = (memberInfo) =>
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{
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if (memberInfo.DeclaringType.IsGenericType && memberInfo.DeclaringType.GetGenericTypeDefinition() == typeof(Dictionary<,>))
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{
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if (memberInfo.MemberType == MemberTypes.Constructor)
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{
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ConstructorInfo constructorInfo = memberInfo as ConstructorInfo;
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var parameterInfos = constructorInfo.GetParameters();
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if (parameterInfos.Length > 0)
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{
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if (typeof(System.Collections.IEnumerable).IsAssignableFrom(parameterInfos[0].ParameterType))
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{
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return true;
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}
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}
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}
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else if (memberInfo.MemberType == MemberTypes.Method)
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{
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var methodInfo = memberInfo as MethodInfo;
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if (methodInfo.Name == "TryAdd" || methodInfo.Name == "Remove" && methodInfo.GetParameters().Length == 2)
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{
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return true;
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}
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}
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}
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return false;
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};
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#endif
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}
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Executable file → Normal file
0
Assets/XLua/Plugins/WSA/x86/xlua.dll
Executable file → Normal file
0
Assets/XLua/Plugins/WSA/x86/xlua.dll.meta
Executable file → Normal file
0
Assets/XLua/Plugins/WSA/x86/xlua.dll.meta
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL.meta
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL.meta
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL/xlua_webgl.cpp
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL/xlua_webgl.cpp
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL/xlua_webgl.cpp.meta
Executable file → Normal file
0
Assets/XLua/Plugins/WebGL/xlua_webgl.cpp.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/HotfixFlags.cpp
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/HotfixFlags.cpp
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/HotfixFlags.cpp.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/HotfixFlags.cpp.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/libxlua.a
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/libxlua.a
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/libxlua.a.meta
Executable file → Normal file
0
Assets/XLua/Plugins/iOS/libxlua.a.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86/libxlua.so
Executable file → Normal file
0
Assets/XLua/Plugins/x86/libxlua.so
Executable file → Normal file
0
Assets/XLua/Plugins/x86/libxlua.so.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86/libxlua.so.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86/xlua.dll
Executable file → Normal file
0
Assets/XLua/Plugins/x86/xlua.dll
Executable file → Normal file
0
Assets/XLua/Plugins/x86/xlua.dll.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86/xlua.dll.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/libxlua.so
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/libxlua.so
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/libxlua.so.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/libxlua.so.meta
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/xlua.dll
Executable file → Normal file
0
Assets/XLua/Plugins/x86_64/xlua.dll
Executable file → Normal file
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Reference in New Issue
Block a user