Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
How to trigger NGO CodeGen via custom buildpipeline?
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描述
This is a long shot and I'm assuming/guessing things based on what I have researched.
I also know I'm pushing the limits here - but hey somebody have to do it :)
Background
The background for this is that my game supports mods and I'm currently working on adding multiplayer to my game using NGO.
So far things are going pretty good - but there is one major issue I still haven't figured out and it's a really big deal as mod creators will be very limited if I can't get this to work.
I'm using UMod to help support mods in my game (https://assetstore.unity.com/packages/tools/integration/umod-2-0-58293).
As far as I understand, it adds feature on top and around Asset Bundles.
The way UMod work is pretty nice.
As the developer of the game (me) I setup various things, like what scripts should be included in the "Mod Tools" and other settings. I then build the "Mod Tools" for my game from inside Unity. This result in a .unitypackage file.
As the mod creators (people from the community) you then open up a fresh Unity and import this .unitypackage file (Mod Tools) and get some Unity windows to create a "mod" and can then build a mod - which can include custom scripts.
The mod creator then "build mod" from a custom Unity menu made by UMod, which generates a .mod file that the game can then pick up. At least simply put - the important part here is the UMod builds the mod here. Remember that.
The problem
So, I have discovered that ClientRPCs, ServerRPCs and NetworkVariables are NOT working if a modder is using it in his custom scripts.
I have done some research that indicates (and here comes the guessing part) that NGO is doing some CodeGen at "game build time" - I guess here: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Editor/CodeGen/NetworkBehaviourILPP.cs
I'm guessing that it doesn't work, because this CodeGen is not happening on the custom scripts in the mod when it's build by UMod.
UMod supports custom BuildProcessors to run custom code when building the mods like this:
using System.Collections.Generic;
using UMod.BuildEngine;
using UMod.BuildPipeline;
using UMod.BuildPipeline.Build;
using UMod.Shared.Resources;
using UnityEngine;
// Add a build processor for script assets since we are only interested in scripts that will be compiled by uMod.
// High priority means that it will run after script compilation so build assemblies collection will already be filled out with compiled assemblies.
[UModBuildProcessor(".cs", 1000, true)]
public class PatchAssembliesExample : BuildEngineProcessor
{
// Methods
// Called by the build engine just after compilation if the mod includes any script content, passing all script assets as a parameter (Not interested in those).
public override void ProcessAssetBatch(BuildContext context, IEnumerable<BuildPipelineAsset> assets)
{
// get assemblies
ModAssemblyEntry[] entries = context.BuildAssemblies.Assemblies;
// Patch all
foreach(ModAssemblyEntry entry in entries)
{
PatchAssembly(context, entry);
}
}
private void PatchAssembly(BuildContext context, ModAssemblyEntry entry)
{
// Name info
string asmName = entry.AssemblyName;
// Get assembly image - loadable by 'Assembly.Load'
byte[] asmImage = entry.AssemblyImage;
// TODO - Run custom patcher code
// Get the patched result
byte[] asmImagePatched = ...;
// Check for patched
if (asmImagePatched != null)
{
// Remove original assembly
context.BuildAssemblies.RemoveFromBuild(entry);
// Register new assembly
if (context.BuildAssemblies.RegisterAssemblyForBuild(asmImagePatched, true) == false)
Debug.LogWarning("Failed to register patches assembly for build! : " + asmName);
}
}
}
So, here comes the million dollar question that will make the sky the limits for modders of my game - how can I trigger this CodeGen for the scripts in the mod?
Note that NGO is installed as a dependency to the Mod Tools, so NGO is installed in the mod creators Unity project.
贡献指南
从这里开始
- 先读完整个 Issue,再读项目的贡献指南。
- 在 Issue 下留言说明你要接手 —— 这能避免两个人做同样的事。
- Fork 仓库,在一个分支上完成修改。
- 提交 Pull Request,并在描述里引用这个 Issue 编号。
调研方向
从 Editor/CodeGen/NetworkBehaviourILPP.cs 和 issue 中的 UMod BuildProcessor 示例开始。确定 NGO CodeGen 是否能够处理由该自定义构建管道生成的程序集,并在无法处理时记录受支持的集成路径或限制。
由索引模型根据 Issue 内容生成。
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