294 lines
10 KiB
C#
294 lines
10 KiB
C#
![]() |
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;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|