如何修复Unity 4.6中的程序集安全性错误

时间:2015-01-30 13:58:40

标签: c# facebook unity3d

尝试使用Facebook Unity SDK时遇到错误:

  

无法从中安全地加载程序集   https://integrated-plugin-canvas-rsrc.fbsbx.com/rsrc/unity/lib/sdk_4.0/CanvasFacebook.dll   UnityEngine.Debug:LogError(Object)FbDebug:Error(String)   c__Iterator3:MoveNext()(在Assets / Ultimate GUI上   试剂盒/ Facebook的/脚本/ FB.cs:337)

我知道通常你只需要将{4.6}添加到FB.cs。然而,在我开始使用这个类的模板中没有这一行。那我该怎么办呢?以下是RemoteFacebookLoader文件中FB.cs类的定义:

public abstract class RemoteFacebookLoader: MonoBehaviour {
    public delegate void LoadedDllCallback(IFacebook fb);

    private const string facebookNamespace = "Facebook.";

    private const int maxRetryLoadCount = 3;
    private static int retryLoadCount = 0;

    public static IEnumerator LoadFacebookClass(string className, LoadedDllCallback callback) {
#if UNITY_EDITOR || UNITY_WEBPLAYER
        var url = string.Format(IntegratedPluginCanvasLocation.DllUrl, className);
        var www = new WWW(url);
        FbDebug.Log("loading dll: " + url);
        yield
        return www;

        if (www.error != null) {
            FbDebug.Error(www.error);
            if (retryLoadCount < maxRetryLoadCount) {
                ++retryLoadCount;
#else 
                var www = new WWW("");
                yield
                return www;#endif#
                if UNITY_WEBPLAYER FBComponentFactory.AddComponent < CanvasFacebookLoader > ();#endif#
                if UNITY_EDITOR || UNITY_WEBPLAYER
            }
            www.Dispose();
            yield
            break;
        }

        var assembly = Security.LoadAndVerifyAssembly(www.bytes, );
        if (assembly == null) {
            FbDebug.Error("Could not securely load assembly from " + url);
            www.Dispose();
            yield
            break;
        }

        var facebookClass = assembly.GetType(facebookNamespace + className);
        if (facebookClass == null) {
            FbDebug.Error(className + " not found in assembly!");
            www.Dispose();
            yield
            break;
        }

        // load the Facebook component into the gameobject
        // using the "as" cast so it'll null if it fails to cast, instead of exception
        var fb = typeof(FBComponentFactory)
            .GetMethod("GetComponent")
            .MakeGenericMethod(facebookClass)
            .Invoke(null, new object[] {
            IfNotExist.AddNew
        }) as IFacebook;

        if (fb == null) {
            FbDebug.Error(className + " couldn't be created.");
            www.Dispose();
            yield
            break;
        }

        callback(fb);
        www.Dispose();

#endif
    }

    protected abstract string className {
        get;
    }

    IEnumerator Start() {
        var loader = LoadFacebookClass(className, OnDllLoaded);
        while (loader.MoveNext()) {
            yield
            return loader.Current;
        }
        Destroy(this);
    }

    private void OnDllLoaded(IFacebook fb) {
        FB.facebook = fb;
        FB.OnDllLoaded();
    }
}

更新

看起来我使用的是旧的Facebook SDK(v4.0)。所以我更新了FB.cs文件,现在我又收到了其他错误。他们说OGACTIONTYPE并且团结不能从IFacebook汇编加载此类型。查看统一控制台的screenshot

实际上它说:

  

Assets / Ultimate GUI Kit / Facebook / Scripts / FB.cs(212,13):错误CS0246:   类型或命名空间名称`OGActionType&#39;无法找到。你是   缺少using指令或程序集引用?

以下是我刚加载的RemoteFacebookLoader文件中FB.cs类的定义:

public abstract class RemoteFacebookLoader : MonoBehaviour
{
    public delegate void LoadedDllCallback(IFacebook fb);

    private const string facebookNamespace = "Facebook.";

    private const int maxRetryLoadCount = 3;
    private static int retryLoadCount = 0;

    public static IEnumerator LoadFacebookClass(string className, LoadedDllCallback callback)
    {
        var url = string.Format(IntegratedPluginCanvasLocation.DllUrl, className);
        var www = new WWW(url);
        FbDebug.Log("loading dll: " + url);
        yield return www;

        if (www.error != null)
        {
            FbDebug.Error(www.error);
            if (retryLoadCount < maxRetryLoadCount)
            {
                ++retryLoadCount;
#if UNITY_WEBPLAYER
                FBComponentFactory.AddComponent<CanvasFacebookLoader>();
#endif
            }
            www.Dispose();
            yield break;
        }

#if !UNITY_WINRT
#if UNITY_4_5 || UNITY_4_6 || UNITY_5_0
        var authTokenWww = new WWW(IntegratedPluginCanvasLocation.KeyUrl);
        yield return authTokenWww;
        if (authTokenWww.error != null)
        {
            FbDebug.Error("Cannot load from " + IntegratedPluginCanvasLocation.KeyUrl + ": " + authTokenWww.error);
            authTokenWww.Dispose();
            yield break;
        }
        var assembly = Security.LoadAndVerifyAssembly(www.bytes, authTokenWww.text);
#else
        var assembly = Security.LoadAndVerifyAssembly(www.bytes);
#endif
        if (assembly == null)
        {
            FbDebug.Error("Could not securely load assembly from " + url);
            www.Dispose();
            yield break;
        }

        var facebookClass = assembly.GetType(facebookNamespace + className);
        if (facebookClass == null)
        {
            FbDebug.Error(className + " not found in assembly!");
            www.Dispose();
            yield break;
        }

        // load the Facebook component into the gameobject
        // using the "as" cast so it'll null if it fails to cast, instead of exception
        var fb = typeof(FBComponentFactory)
                .GetMethod("GetComponent")
                .MakeGenericMethod(facebookClass)
                .Invoke(null, new object[] { IfNotExist.AddNew }) as IFacebook;

        if (fb == null)
        {
            FbDebug.Error(className + " couldn't be created.");
            www.Dispose();
            yield break;
        }

        callback(fb);
#endif
        www.Dispose();
    }

    protected abstract string className { get; }

    IEnumerator Start()
    {
        var loader = LoadFacebookClass(className, OnDllLoaded);
        while (loader.MoveNext())
        {
            yield return loader.Current;
        }
        Destroy(this);
    }

    private void OnDllLoaded(IFacebook fb)
    {
        FB.facebook = fb;
        FB.OnDllLoaded();
    }
}

1 个答案:

答案 0 :(得分:1)

您的FB.cs似乎已过时。对于Unity 4.6,您应该使用最新版本的Facebook Unity SDk。您可以在official page上下载。

另一个可能的问题 - 您修改了此文件。除非你真的知道自己在做什么,否则你不应该这样做。

回到你的问题。

var assembly = Security.LoadAndVerifyAssembly(www.bytes,);
                                                       ^

此代码已损坏。 ,之后www.bytes符号的作用是什么?

对于Unity 4.6,它应该在尝试加载程序集之前下载unityhash文件。所以实际上这个调用应该是这样的:

var assembly = Security.LoadAndVerifyAssembly(www.bytes, hashValue);

在我的Unity SDK版本中,我有类似

的内容
#if UNITY_4_5 || UNITY_4_6 || UNITY_5_0
var authTokenWww = new WWW(IntegratedPluginCanvasLocation.KeyUrl);
yield return authTokenWww;
if (authTokenWww.error != null)
{
    Debug.LogError("Cannot load from " + IntegratedPluginCanvasLocation.KeyUrl + ": " + authTokenWww.error);
    authTokenWww.Dispose();
    yield break;
}
var assembly = Security.LoadAndVerifyAssembly(www.bytes, authTokenWww.text);
#else
var assembly = Security.LoadAndVerifyAssembly(www.bytes);
#endif

<强>更新

我们在聊天中讨论了一个问题后,我们找到了现有问题的解决方案。我正在为那些可能遇到类似情况的人更新我的问题。

所以解决OP的问题:

  • 删除了与facebook unity sdk相关的所有文件(我的意思是,所有,不只是FB.cs,而是整个Facebook文件夹!)< / LI>
  • 下载新版本的sdk(它将是一个统一资产包)并将其导入项目
  • 配置facebook插件(比如在facebook开发者页面上使用facebook app设置中的正确app app)