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2025-04-18 19:18:15 +08:00
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class AssetBundleFileLoader : BundleLoaderBase
{
private enum ESteps
{
None = 0,
Download,
CheckDownload,
Unpack,
CheckUnpack,
LoadBundleFile,
LoadDeliveryFile,
CheckLoadFile,
Done,
}
private ESteps _steps = ESteps.None;
private bool _isWaitForAsyncComplete = false;
private bool _isShowWaitForAsyncError = false;
private DownloaderBase _unpacker;
private DownloaderBase _downloader;
private AssetBundleCreateRequest _createRequest;
private Stream _managedStream;
public AssetBundleFileLoader(ResourceManager impl, BundleInfo bundleInfo) : base(impl, bundleInfo)
{
}
/// <summary>
/// 轮询更新
/// </summary>
public override void Update()
{
if (_steps == ESteps.Done)
return;
if (_steps == ESteps.None)
{
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
{
_steps = ESteps.Download;
FileLoadPath = MainBundleInfo.CachedDataFilePath;
}
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
{
#if UNITY_ANDROID
if (MainBundleInfo.Bundle.Encrypted)
{
_steps = ESteps.Unpack;
FileLoadPath = MainBundleInfo.CachedDataFilePath;
}
else
{
_steps = ESteps.LoadBundleFile;
FileLoadPath = MainBundleInfo.BuildinFilePath;
}
#else
_steps = ESteps.LoadBundleFile;
FileLoadPath = MainBundleInfo.BuildinFilePath;
#endif
}
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
_steps = ESteps.LoadBundleFile;
FileLoadPath = MainBundleInfo.CachedDataFilePath;
}
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromDelivery)
{
_steps = ESteps.LoadDeliveryFile;
FileLoadPath = MainBundleInfo.DeliveryFilePath;
}
else
{
throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString());
}
}
// 1. 从服务器下载
if (_steps == ESteps.Download)
{
_downloader = MainBundleInfo.CreateDownloader(int.MaxValue);
_downloader.SendRequest();
_steps = ESteps.CheckDownload;
}
// 2. 检测服务器下载结果
if (_steps == ESteps.CheckDownload)
{
DownloadProgress = _downloader.DownloadProgress;
DownloadedBytes = _downloader.DownloadedBytes;
if (_downloader.IsDone() == false)
return;
if (_downloader.HasError())
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = _downloader.GetLastError();
}
else
{
_steps = ESteps.LoadBundleFile;
return; //下载完毕等待一帧再去加载!
}
}
// 3. 内置文件解压
if (_steps == ESteps.Unpack)
{
int failedTryAgain = 1;
_unpacker = MainBundleInfo.CreateUnpacker(failedTryAgain);
_unpacker.SendRequest();
_steps = ESteps.CheckUnpack;
}
// 4.检测内置文件解压结果
if (_steps == ESteps.CheckUnpack)
{
DownloadProgress = _unpacker.DownloadProgress;
DownloadedBytes = _unpacker.DownloadedBytes;
if (_unpacker.IsDone() == false)
return;
if (_unpacker.HasError())
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = _unpacker.GetLastError();
}
else
{
_steps = ESteps.LoadBundleFile;
}
}
// 5. 加载AssetBundle
if (_steps == ESteps.LoadBundleFile)
{
#if UNITY_EDITOR
// 注意Unity2017.4编辑器模式下如果AssetBundle文件不存在会导致编辑器崩溃这里做了预判。
if (System.IO.File.Exists(FileLoadPath) == false)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Not found assetBundle file : {FileLoadPath}";
YooLogger.Error(LastError);
return;
}
#endif
// 设置下载进度
DownloadProgress = 1f;
DownloadedBytes = (ulong)MainBundleInfo.Bundle.FileSize;
// 加载AssetBundle资源对象
// 注意:解密服务类可能会返回空的对象。
if (_isWaitForAsyncComplete)
CacheBundle = MainBundleInfo.LoadAssetBundle(FileLoadPath, out _managedStream);
else
_createRequest = MainBundleInfo.LoadAssetBundleAsync(FileLoadPath, out _managedStream);
_steps = ESteps.CheckLoadFile;
}
// 6. 加载AssetBundle
if (_steps == ESteps.LoadDeliveryFile)
{
// 设置下载进度
DownloadProgress = 1f;
DownloadedBytes = (ulong)MainBundleInfo.Bundle.FileSize;
// Load assetBundle file
if (_isWaitForAsyncComplete)
CacheBundle = MainBundleInfo.LoadDeliveryAssetBundle(FileLoadPath);
else
_createRequest = MainBundleInfo.LoadDeliveryAssetBundleAsync(FileLoadPath);
_steps = ESteps.CheckLoadFile;
}
// 7. 检测AssetBundle加载结果
if (_steps == ESteps.CheckLoadFile)
{
if (_createRequest != null)
{
if (_isWaitForAsyncComplete || IsForceDestroyComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");
CacheBundle = _createRequest.assetBundle;
}
else
{
if (_createRequest.isDone == false)
return;
CacheBundle = _createRequest.assetBundle;
}
}
// Check error
if (CacheBundle == null)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Failed to load assetBundle : {MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
// 注意当缓存文件的校验等级为Low的时候并不能保证缓存文件的完整性。
// 在AssetBundle文件加载失败的情况下我们需要重新验证文件的完整性
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
var result = MainBundleInfo.VerifySelf();
if (result != EVerifyResult.Succeed)
{
YooLogger.Error($"Found possibly corrupt file ! {MainBundleInfo.Bundle.CacheGUID} Verify result : {result}");
MainBundleInfo.CacheDiscard();
}
}
}
else
{
_steps = ESteps.Done;
Status = EStatus.Succeed;
}
}
}
/// <summary>
/// 销毁
/// </summary>
public override void Destroy()
{
base.Destroy();
if (_managedStream != null)
{
_managedStream.Close();
_managedStream.Dispose();
_managedStream = null;
}
}
/// <summary>
/// 主线程等待异步操作完毕
/// </summary>
public override void WaitForAsyncComplete()
{
_isWaitForAsyncComplete = true;
int frame = 1000;
while (true)
{
// 文件解压
if (_unpacker != null)
{
if (_unpacker.IsDone() == false)
{
_unpacker.WaitForAsyncComplete = true;
_unpacker.Update();
continue;
}
}
// 保险机制
// 注意如果需要从WEB端下载资源可能会触发保险机制
frame--;
if (frame == 0)
{
if (_isShowWaitForAsyncError == false)
{
_isShowWaitForAsyncError = true;
YooLogger.Error($"{nameof(WaitForAsyncComplete)} failed ! Try load bundle : {MainBundleInfo.Bundle.BundleName} from remote with sync load method !");
}
break;
}
// 驱动流程
Update();
// 完成后退出
if (IsDone())
break;
}
}
}
}