Exemple #1
0
        public static void LoadNative()
        {
            if (NativeLoaded)
            {
                return;
            }
            if (webResources == null)
            {
                StandaloneWebResources standaloneWebResources = new StandaloneWebResources(Application.dataPath + "/Resources/browser_assets");
                standaloneWebResources.LoadIndex();
                webResources = standaloneWebResources;
            }
            int debugPort = (Debug.isDebugBuild ? 9849 : 0);

            FileLocations.CEFDirs dirs = FileLocations.Dirs;
            string fullName            = Directory.GetParent(Application.dataPath).FullName;
            string environmentVariable = Environment.GetEnvironmentVariable("PATH");

            environmentVariable = environmentVariable + ";" + fullName;
            Environment.SetEnvironmentVariable("PATH", environmentVariable);
            StandaloneShutdown.Create();
            try
            {
                zfb_destroyAllBrowsers();
                zfb_setDebugFunc(LogCallback);
                zfb_localRequestFuncs(HeaderCallback, DataCallback);
                zfb_setCallbacksEnabled(enabled: true);
                ZFBInitialSettings zFBInitialSettings = default(ZFBInitialSettings);
                zFBInitialSettings.cefPath                  = dirs.resourcesPath;
                zFBInitialSettings.localePath               = dirs.localesPath;
                zFBInitialSettings.subprocessFile           = dirs.subprocessFile;
                zFBInitialSettings.userAgent                = UserAgent.GetUserAgent();
                zFBInitialSettings.logFile                  = dirs.logFile;
                zFBInitialSettings.debugPort                = debugPort;
                zFBInitialSettings.multiThreadedMessageLoop = 1;
                ZFBInitialSettings settings = zFBInitialSettings;
                foreach (string commandLineSwitch in commandLineSwitches)
                {
                    zfb_addCLISwitch(commandLineSwitch);
                }
                if (!zfb_init(settings))
                {
                    throw new Exception("Failed to initialize browser system.");
                }
                NativeLoaded = true;
            }
            finally
            {
            }
            AppDomain.CurrentDomain.DomainUnload += delegate
            {
                zfb_destroyAllBrowsers();
                zfb_setCallbacksEnabled(enabled: false);
            };
        }
Exemple #2
0
        public static void LoadNative()
        {
            if (NativeLoaded)
            {
                return;
            }

            if (webResources == null)
            {
                //if the user hasn't given us a WebResources to use, use the default
#if UNITY_EDITOR
                webResources = new EditorWebResources();
#else
                var swr = new StandaloneWebResources(Application.dataPath + "/" + StandaloneWebResources.DefaultPath);
                swr.LoadIndex();
                webResources = swr;
#endif
            }


            //For Editor/debug builds, we'll open a port you can just http:// to inspect pages.
            //Don't do this for real builds, though. It makes it really, really easy for the end user to call
            //random JS in the page, potentially affecting or bypassing game logic.
            var debugPort = Debug.isDebugBuild ? DebugPort : 0;


            var dirs = FileLocations.Dirs;

#if UNITY_EDITOR_OSX
            FixProcessPermissions(dirs);
#endif

//		Debug.Log("Browser dirs " + dirs.cefPath + " " + dirs.localesPath);

//		//We need a certain CWD on some platforms so we can load the DLL (now) and Loading our DLL implies loading a ton of other things, plus init() needs to
//		//load various other files
//		//So, change the cwd while setting up (this is more an issue in builds than the editor)
//		var loadDir = (string)null;
//		if (!Application.isEditor) {
//			//We need the CWD to be the folder of the .exe in standalone builds
//			loadDir = Directory.GetParent(Application.dataPath).FullName;
//		}

#if UNITY_STANDALONE_WIN
            //make sure the child processes can be started (their dependent .dlls are next to the main .exe, not in the Plugins folder)
            var loadDir = Directory.GetParent(Application.dataPath).FullName;
            var path    = Environment.GetEnvironmentVariable("PATH");
            path += ";" + loadDir;
            Environment.SetEnvironmentVariable("PATH", path);
#endif

#if UNITY_EDITOR_LINUX
            Environment.SetEnvironmentVariable("ZF_CEF_FORCE_EXE_DIR", Directory.GetParent(dirs.subprocessFile).FullName);
#endif

#if HAND_LOAD_SYMBOLS
            HandLoadSymbols(dirs.binariesPath);
#endif

#if !UNITY_EDITOR
            StandaloneShutdown.Create();
#endif

//		foreach (DictionaryEntry env in Environment.GetEnvironmentVariables()) {
//			Debug.Log("Env var " + env.Key + "=" + env.Value);
//		}
//
// #if true || UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
//      //Add library load paths so we can load our bits
//      var libDir = dirs.binariesPath;
//
////		var path = Environment.GetEnvironmentVariable("DYLD_FRAMEWORK_PATH");
////        if (!string.IsNullOrEmpty(path)) path += ":" + libDir;
////        else path = libDir;
////		Environment.SetEnvironmentVariable("DYLD_FRAMEWORK_PATH", path);
//
//	var	path = Environment.GetEnvironmentVariable("DYLD_LIBRARY_PATH");
//Debug.Log("Start DYLD_LIBRARY_PATH as " + path);
////        if (!string.IsNullOrEmpty(path)) path += ":" + libDir;
////        else path = libDir;
////		Environment.SetEnvironmentVariable("DYLD_LIBRARY_PATH", path);
////
////		Debug.Log("Set DYLD_LIBRARY_PATH to " + path);
//
// #endif

//		var oldCWD = Directory.GetCurrentDirectory();
            try {
//			if (loadDir != null) Directory.SetCurrentDirectory(loadDir);
                // Debug.Log("Current dir " + Directory.GetCurrentDirectory());

                //There never should be any, but just in case, destroy any existing browsers on a re-init
                zfb_destroyAllBrowsers();

                //Caution: Careful with these functions you pass to native. The Unity Editor will
                //reload assemblies, leaving the function pointers dangling. If any native calls try to use them
                //before we load back up and re-register them... *boom*.
                //To prevent this, we call zfb_setCallbacksEnabled to disable callbacks before we get unloaded.
                zfb_setDebugFunc(LogCallback);
                zfb_localRequestFuncs(HeaderCallback, DataCallback);
                zfb_setCallbacksEnabled(true);

                var settings = new ZFBInitialSettings()
                {
                    cefPath        = dirs.resourcesPath,
                    localePath     = dirs.localesPath,
                    subprocessFile = dirs.subprocessFile,
                    userAgent      = UserAgent.GetUserAgent(),
                    logFile        = dirs.logFile,
                    debugPort      = debugPort,

                    /*
                     * This is complicated.
                     * Depending on how this is set, you get to deal with a whole slew of bugs.
                     *
                     * Enabled:
                     *   DCHECK on exit if extensions enabled
                     *   Multithreaded support for various API funcs
                     *
                     * Disabled:
                     *   Have to tick the backend, which tends to munch more CPU than we'd like
                     *   Backend tick eats input events
                     *   Backend tick eats crashes Unity on exit betimes
                     */
                                #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
                    //CEF doesn't have the multithreaded loop implemented on 'cept Windows
                    multiThreadedMessageLoop = 1,
                                #else
                    multiThreadedMessageLoop = 0,
                                #endif
                };

//			Debug.Log("Start CEF on thread " + System.Threading.Thread.CurrentThread.ManagedThreadId);

                var initRes = zfb_init(settings);
                if (!initRes)
                {
                    throw new Exception("Failed to initialize browser system.");
                }


                NativeLoaded = true;

                //System.Diagnostics.Process.Start(dirs.subprocessFile);
            } finally {
//			Directory.SetCurrentDirectory(oldCWD);
            }


            AppDomain.CurrentDomain.DomainUnload += (sender, args) => {
                zfb_destroyAllBrowsers();
                zfb_setCallbacksEnabled(false);
            };
        }
Exemple #3
0
        public static void LoadNative()
        {
            if (NativeLoaded)
            {
                return;
            }

            Profiler.BeginSample("BrowserNative.LoadNative");

            if (webResources == null)
            {
                //if the user hasn't given us a WebResources to use, use the default
#if UNITY_EDITOR
                webResources = new EditorWebResources();
#else
                var swr = new StandaloneWebResources(Application.dataPath + "/" + StandaloneWebResources.DefaultPath);
                swr.LoadIndex();
                webResources = swr;
#endif
            }


            //For Editor/debug builds, we'll open a port you can just http:// to inspect pages.
            //Don't do this for real builds, though. It makes it really, really easy for the end user to call
            //random JS in the page, potentially affecting or bypassing game logic.
            var debugPort = Debug.isDebugBuild ? DebugPort : 0;


            var dirs = FileLocations.Dirs;

#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
            FixProcessPermissions(dirs);
#endif


#if UNITY_STANDALONE_WIN && !UNITY_EDITOR
            //make sure the child processes can be started (their dependent .dlls are next to the main .exe, not in the Plugins folder)
            var loadDir = Directory.GetParent(Application.dataPath).FullName;
            var path    = Environment.GetEnvironmentVariable("PATH");
            path += ";" + loadDir;
            Environment.SetEnvironmentVariable("PATH", path);
#elif UNITY_EDITOR_WIN
            //help it find our .dlls
            var path = Environment.GetEnvironmentVariable("PATH");
            path += ";" + dirs.binariesPath;
            Environment.SetEnvironmentVariable("PATH", path);
#endif

            LoadSymbols();

            StandaloneShutdown.Create();

            //There never should be any, but just in case, destroy any existing browsers on a re-init
            zfb_destroyAllBrowsers();

            //Caution: Careful with these functions you pass to native. The Unity Editor will
            //reload assemblies, leaving the function pointers dangling. If any native calls try to use them
            //before we load back up and re-register them we can crash.
            //To prevent this, we call zfb_setCallbacksEnabled to disable callbacks before we get unloaded.
            zfb_setDebugFunc(LogCallback);
            zfb_setLocalRequestHandler(NewRequestCallback);
            zfb_setCallbacksEnabled(true);

            var settings = new ZFBInitialSettings()
            {
                cefPath                  = dirs.resourcesPath,
                localePath               = dirs.localesPath,
                subprocessFile           = dirs.subprocessFile,
                userAgent                = UserAgent.GetUserAgent(),
                logFile                  = dirs.logFile,
                profilePath              = _profilePath,
                debugPort                = debugPort,
                multiThreadedMessageLoop = 0,        //this argument is pretty much defunct, the slave just blocks on CefRunMessageLoop on all platforms
            };

            foreach (var arg in commandLineSwitches)
            {
                zfb_addCLISwitch(arg);
            }

            var initRes = zfb_init(settings);
            if (!initRes)
            {
                throw new Exception("Failed to initialize browser system.");
            }

            NativeLoaded = true;
            Profiler.EndSample();

            AppDomain.CurrentDomain.DomainUnload += (sender, args) => {
                isAppDomainUnloading = true;

                //Shutdown should happen StandaloneShutdown, but in some cases, like the Unity Editor
                //reloading assemblies, we don't get OnApplicationQuit because we didn't "quit", even though
                //everything gets shut down.
                //Make sure the backend shuts down, in this case, or it will crash when we try to start it again.
                UnloadNative();
            };
        }