3.3.5 - fix Il2Cpp Hashtable, boxed strings

This commit is contained in:
Sinai committed 2021-04-04 03:41:36 +10:00
1 parent 7443f6500e
commit 113f2fd922
27 files changed
+133 -68

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@@ -218,32 +218,37 @@ namespace UnityExplorer.UI.InteractiveValues
private IDictionary EnumerateWithReflection()
{
var valueType = ReflectionUtility.GetType(Value);
var valueType = ReflectionUtility.GetActualType(Value);
// get keys and values
var keys = valueType.GetProperty("Keys").GetValue(Value, null);
var values = valueType.GetProperty("Values").GetValue(Value, null);
// create lists to hold them
var keyList = new List<object>();
var valueList = new List<object>();
// store entries with reflection
EnumerateCollection(keys, keyList);
EnumerateCollection(values, valueList);
var hashtable = Value.Cast(typeof(Il2CppSystem.Collections.Hashtable)) as Il2CppSystem.Collections.Hashtable;
// make actual mono dictionary
var dict = (IDictionary)Activator.CreateInstance(typeof(Dictionary<,>)
.MakeGenericType(m_typeOfKeys, m_typeofValues));
if (hashtable != null)
{
EnumerateCppHashtable(hashtable, keyList, valueList);
}
else
{
var keys = valueType.GetProperty("Keys").GetValue(Value, null);
var values = valueType.GetProperty("Values").GetValue(Value, null);
EnumerateCppIDictionary(keys, keyList);
EnumerateCppIDictionary(values, valueList);
}
var dict = Activator.CreateInstance(typeof(Dictionary<,>)
.MakeGenericType(m_typeOfKeys, m_typeofValues))
as IDictionary;
// finally iterate into mono dictionary
for (int i = 0; i < keyList.Count; i++)
dict.Add(keyList[i], valueList[i]);
return dict;
}
private void EnumerateCollection(object collection, List<object> list)
private void EnumerateCppIDictionary(object collection, List<object> list)
{
// invoke GetEnumerator
var enumerator = collection.GetType().GetMethod("GetEnumerator").Invoke(collection, null);
@@ -258,11 +263,23 @@ namespace UnityExplorer.UI.InteractiveValues
list.Add(current.GetValue(enumerator, null));
}
}
private void EnumerateCppHashtable(Il2CppSystem.Collections.Hashtable hashtable, List<object> keys, List<object> values)
{
for (int i = 0; i < hashtable.buckets.Count; i++)
{
var bucket = hashtable.buckets[i];
if (bucket == null || bucket.key == null)
continue;
keys.Add(bucket.key);
values.Add(bucket.val);
}
}
#endif
#endregion
#endregion
#region UI CONSTRUCTION
#region UI CONSTRUCTION
internal GameObject m_listContent;
internal LayoutElement m_listLayout;