976 lines
35 KiB
C#
976 lines
35 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using YooAsset;
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namespace TEngine
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{
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/// <summary>
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/// 资源管理器。
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/// </summary>
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internal sealed partial class ResourceManager : ModuleImp, IResourceManager
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{
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#region Propreties
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/// <summary>
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/// 资源包名称。
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/// </summary>
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public string DefaultPackageName
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{
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get => _defaultPackageName;
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set => _defaultPackageName = value;
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}
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/// <summary>
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/// 资源系统运行模式。
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/// </summary>
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public EPlayMode PlayMode { get; set; }
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/// <summary>
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/// 下载文件校验等级。
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/// </summary>
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public EVerifyLevel VerifyLevel { get; set; }
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/// <summary>
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/// 设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)
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/// </summary>
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public long Milliseconds { get; set; }
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/// <summary>
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/// 获取游戏框架模块优先级。
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/// </summary>
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/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
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internal override int Priority => 4;
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/// <summary>
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/// 实例化的根节点。
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/// </summary>
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public Transform InstanceRoot { get; set; }
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/// <summary>
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/// Propagates notification that operations should be canceled.
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/// </summary>
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public CancellationToken CancellationToken { get; private set; }
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/// <summary>
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/// 资源服务器地址。
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/// </summary>
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public string HostServerURL { get; set; }
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public string FallbackHostServerURL { get; set; }
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private string m_ApplicableGameVersion;
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private int m_InternalResourceVersion;
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private string m_ReadOnlyPath;
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private string m_ReadWritePath;
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private string _defaultPackageName = "DefaultPackage";
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/// <summary>
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/// 获取资源只读区路径。
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/// </summary>
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public string ReadOnlyPath => m_ReadOnlyPath;
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/// <summary>
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/// 获取资源读写区路径。
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/// </summary>
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public string ReadWritePath => m_ReadWritePath;
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/// <summary>
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/// 获取当前资源适用的游戏版本号。
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/// </summary>
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public string ApplicableGameVersion => m_ApplicableGameVersion;
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/// <summary>
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/// 获取当前内部资源版本号。
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/// </summary>
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public int InternalResourceVersion => m_InternalResourceVersion;
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public int DownloadingMaxNum { get; set; }
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public int FailedTryAgain { get; set; }
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/// <summary>
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/// 默认资源包。
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/// </summary>
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internal ResourcePackage DefaultPackage { private set; get; }
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/// <summary>
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/// 资源包列表。
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/// </summary>
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private Dictionary<string, ResourcePackage> PackageMap { get; } = new Dictionary<string, ResourcePackage>();
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/// <summary>
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/// 资源信息列表。
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/// </summary>
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private readonly Dictionary<string, AssetInfo> _assetInfoMap = new Dictionary<string, AssetInfo>();
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/// <summary>
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/// 正在加载的资源列表。
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/// </summary>
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private readonly HashSet<string> _assetLoadingList = new HashSet<string>();
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#endregion
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/// <summary>
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/// 初始化资源管理器的新实例。
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/// </summary>
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public ResourceManager()
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{
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}
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public void Initialize()
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{
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// 初始化资源系统
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YooAssets.Initialize(new ResourceLogger());
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YooAssets.SetOperationSystemMaxTimeSlice(Milliseconds);
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#if UNITY_WECHAT_GAME && !UNITY_EDITOR
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YooAssets.SetCacheSystemDisableCacheOnWebGL();
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#endif
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// 创建默认的资源包
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string packageName = DefaultPackageName;
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var defaultPackage = YooAssets.TryGetPackage(packageName);
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if (defaultPackage == null)
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{
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defaultPackage = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(defaultPackage);
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DefaultPackage = defaultPackage;
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}
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CancellationToken = InstanceRoot.gameObject.GetCancellationTokenOnDestroy();
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IObjectPoolManager objectPoolManager = ModuleImpSystem.GetModule<IObjectPoolManager>();
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SetObjectPoolManager(objectPoolManager);
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}
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#region 设置接口
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/// <summary>
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/// 设置资源只读区路径。
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/// </summary>
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/// <param name="readOnlyPath">资源只读区路径。</param>
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public void SetReadOnlyPath(string readOnlyPath)
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{
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if (string.IsNullOrEmpty(readOnlyPath))
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{
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throw new GameFrameworkException("Read-only path is invalid.");
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}
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m_ReadOnlyPath = readOnlyPath;
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}
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/// <summary>
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/// 设置资源读写区路径。
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/// </summary>
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/// <param name="readWritePath">资源读写区路径。</param>
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public void SetReadWritePath(string readWritePath)
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{
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if (string.IsNullOrEmpty(readWritePath))
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{
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throw new GameFrameworkException("Read-write path is invalid.");
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}
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m_ReadWritePath = readWritePath;
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}
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#endregion
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public async UniTask<InitializationOperation> InitPackage(string packageName)
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{
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#if UNITY_EDITOR
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//编辑器模式使用。
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EPlayMode playMode = (EPlayMode)UnityEditor.EditorPrefs.GetInt("EditorPlayMode");
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Log.Warning($"Editor Module Used :{playMode}");
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#else
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//运行时使用。
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EPlayMode playMode = (EPlayMode)PlayMode;
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#endif
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if (PackageMap.ContainsKey(packageName))
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{
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Log.Error($"ResourceSystem has already init package : {packageName}");
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return null;
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}
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// 创建资源包裹类
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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{
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package = YooAssets.CreatePackage(packageName);
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}
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PackageMap[packageName] = package;
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// 编辑器下的模拟模式
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InitializationOperation initializationOperation = null;
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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var createParameters = new EditorSimulateModeParameters();
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createParameters.CacheBootVerifyLevel = VerifyLevel;
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createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(EDefaultBuildPipeline.BuiltinBuildPipeline, packageName);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 单机运行模式
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if (playMode == EPlayMode.OfflinePlayMode)
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{
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var createParameters = new OfflinePlayModeParameters();
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createParameters.CacheBootVerifyLevel = VerifyLevel;
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createParameters.DecryptionServices = new FileStreamDecryption();
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 联机运行模式
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if (playMode == EPlayMode.HostPlayMode)
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{
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string defaultHostServer = HostServerURL;
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string fallbackHostServer = FallbackHostServerURL;
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var createParameters = new HostPlayModeParameters();
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createParameters.CacheBootVerifyLevel = VerifyLevel;
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createParameters.DecryptionServices = new FileStreamDecryption();
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createParameters.BuildinQueryServices = new GameQueryServices();
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createParameters.RemoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// WebGL运行模式
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if (playMode == EPlayMode.WebPlayMode)
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{
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string defaultHostServer = HostServerURL;
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string fallbackHostServer = FallbackHostServerURL;
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var createParameters = new WebPlayModeParameters();
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createParameters.CacheBootVerifyLevel = VerifyLevel;
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createParameters.DecryptionServices = new FileStreamDecryption();
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createParameters.BuildinQueryServices = new GameQueryServices();
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createParameters.RemoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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await initializationOperation.ToUniTask();
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Log.Info($"Init resource package version : {initializationOperation?.PackageVersion}");
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return initializationOperation;
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}
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internal override void Update(float elapseSeconds, float realElapseSeconds)
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{
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}
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internal override void Shutdown()
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{
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PackageMap.Clear();
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m_AssetPool = null;
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_assetLoadingList.Clear();
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_assetInfoMap.Clear();
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#if !UNITY_WEBGL
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YooAssets.Destroy();
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#endif
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}
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#region Public Methods
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#region 获取资源信息
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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public bool IsNeedDownloadFromRemote(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.IsNeedDownloadFromRemote(location);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.IsNeedDownloadFromRemote(location);
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}
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}
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="assetInfo">资源信息。</param>
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/// <param name="packageName">资源包名称。</param>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.IsNeedDownloadFromRemote(assetInfo);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.IsNeedDownloadFromRemote(assetInfo);
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}
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}
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tag">资源标签。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string tag, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.GetAssetInfos(tag);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.GetAssetInfos(tag);
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}
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}
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tags">资源标签列表。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.GetAssetInfos(tags);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.GetAssetInfos(tags);
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}
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}
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/// <summary>
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/// 获取资源信息。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源信息。</returns>
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public AssetInfo GetAssetInfo(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(location))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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if (string.IsNullOrEmpty(packageName))
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{
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if (_assetInfoMap.TryGetValue(location, out AssetInfo assetInfo))
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{
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return assetInfo;
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}
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assetInfo = YooAssets.GetAssetInfo(location);
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_assetInfoMap[location] = assetInfo;
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return assetInfo;
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}
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else
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{
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string key = $"{packageName}/{location}";
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if (_assetInfoMap.TryGetValue(key, out AssetInfo assetInfo))
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{
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return assetInfo;
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}
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var package = YooAssets.GetPackage(packageName);
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if (package == null)
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{
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throw new GameFrameworkException($"The package does not exist. Package Name :{packageName}");
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}
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assetInfo = package.GetAssetInfo(location);
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_assetInfoMap[key] = assetInfo;
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return assetInfo;
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}
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}
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/// <summary>
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/// 检查资源是否存在。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>检查资源是否存在的结果。</returns>
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public HasAssetResult HasAsset(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(location))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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AssetInfo assetInfo = GetAssetInfo(location, packageName);
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if (!CheckLocationValid(location))
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{
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return HasAssetResult.Valid;
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}
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if (assetInfo == null)
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{
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return HasAssetResult.NotExist;
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}
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if (IsNeedDownloadFromRemote(assetInfo))
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{
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return HasAssetResult.AssetOnline;
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}
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return HasAssetResult.AssetOnDisk;
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}
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/// <summary>
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/// 检查资源定位地址是否有效。
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="packageName">资源包名称。</param>
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public bool CheckLocationValid(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.CheckLocationValid(location);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.CheckLocationValid(location);
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}
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}
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#endregion
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#region 资源加载
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#region 获取资源句柄
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/// <summary>
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/// 获取同步资源句柄。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">资源类型。</typeparam>
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/// <returns>资源句柄。</returns>
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private AssetHandle GetHandleSync<T>(string location, string packageName = "") where T : UnityEngine.Object
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{
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return GetHandleSync(location,typeof(T), packageName);
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}
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private AssetHandle GetHandleSync(string location, Type assetType, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.LoadAssetSync(location, assetType);
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}
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var package = YooAssets.GetPackage(packageName);
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return package.LoadAssetSync(location, assetType);
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}
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/// <summary>
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/// 获取异步资源句柄。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">资源类型。</typeparam>
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/// <returns>资源句柄。</returns>
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private AssetHandle GetHandleAsync<T>(string location, string packageName = "") where T : UnityEngine.Object
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{
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return GetHandleAsync(location, typeof(T), packageName);
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}
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private AssetHandle GetHandleAsync(string location, Type assetType, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.LoadAssetAsync(location, assetType);
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}
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var package = YooAssets.GetPackage(packageName);
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return package.LoadAssetAsync(location, assetType);
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}
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#endregion
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/// <summary>
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/// 获取资源定位地址的缓存Key。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源定位地址的缓存Key。</returns>
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private string GetCacheKey(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName) || packageName.Equals(DefaultPackageName))
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{
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return location;
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}
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return $"{packageName}/{location}";
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}
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public T LoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object
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{
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if (string.IsNullOrEmpty(location))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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string assetObjectKey = GetCacheKey(location, packageName);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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return assetObject.Target as T;
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}
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AssetHandle handle = GetHandleSync<T>(location, packageName: packageName);
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T ret = handle.AssetObject as T;
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|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
return ret;
|
|
}
|
|
|
|
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "")
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
return AssetsReference.Instantiate(assetObject.Target as GameObject, parent, this).gameObject;
|
|
}
|
|
|
|
AssetHandle handle = GetHandleSync<GameObject>(location, packageName: packageName);
|
|
|
|
GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent, this).gameObject;
|
|
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
return gameObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步加载资源。
|
|
/// </summary>
|
|
/// <param name="location">资源的定位地址。</param>
|
|
/// <param name="callback">回调函数。</param>
|
|
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
|
public async UniTaskVoid LoadAsset<T>(string location, Action<T> callback, string packageName = "") where T : UnityEngine.Object
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return;
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
|
|
await TryWaitingLoading(assetObjectKey);
|
|
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
await UniTask.Yield();
|
|
callback?.Invoke(assetObject.Target as T);
|
|
return;
|
|
}
|
|
|
|
_assetLoadingList.Add(assetObjectKey);
|
|
|
|
AssetHandle handle = GetHandleAsync<T>(location, packageName: packageName);
|
|
|
|
handle.Completed += assetHandle =>
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
if (assetHandle.AssetObject != null)
|
|
{
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
callback?.Invoke(assetObject.Target as T);
|
|
}
|
|
else
|
|
{
|
|
callback?.Invoke(null);
|
|
}
|
|
};
|
|
}
|
|
|
|
public TObject[] LoadSubAssetsSync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public UniTask<TObject[]> LoadSubAssetsAsync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
|
|
await TryWaitingLoading(assetObjectKey);
|
|
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
await UniTask.Yield();
|
|
return assetObject.Target as T;
|
|
}
|
|
|
|
_assetLoadingList.Add(assetObjectKey);
|
|
|
|
AssetHandle handle = GetHandleAsync<T>(location, packageName: packageName);
|
|
|
|
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
|
|
|
if (cancelOrFailed)
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
return null;
|
|
}
|
|
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
return handle.AssetObject as T;
|
|
}
|
|
|
|
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "")
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
|
|
await TryWaitingLoading(assetObjectKey);
|
|
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
await UniTask.Yield();
|
|
return AssetsReference.Instantiate(assetObject.Target as GameObject, parent, this).gameObject;
|
|
}
|
|
|
|
_assetLoadingList.Add(assetObjectKey);
|
|
|
|
AssetHandle handle = GetHandleAsync<GameObject>(location, packageName: packageName);
|
|
|
|
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
|
|
|
if (cancelOrFailed)
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
return null;
|
|
}
|
|
|
|
GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent, this).gameObject;
|
|
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
return gameObject;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// 异步加载资源。
|
|
/// </summary>
|
|
/// <param name="location">资源的定位地址。</param>
|
|
/// <param name="assetType">要加载资源的类型。</param>
|
|
/// <param name="priority">加载资源的优先级。</param>
|
|
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
|
|
public async void LoadAssetAsync(string location, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "")
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
if (loadAssetCallbacks == null)
|
|
{
|
|
throw new GameFrameworkException("Load asset callbacks is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
|
|
await TryWaitingLoading(assetObjectKey);
|
|
|
|
float duration = Time.time;
|
|
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
await UniTask.Yield();
|
|
loadAssetCallbacks.LoadAssetSuccessCallback(location, assetObject.Target, Time.time - duration, userData);
|
|
return;
|
|
}
|
|
|
|
_assetLoadingList.Add(assetObjectKey);
|
|
|
|
AssetInfo assetInfo = GetAssetInfo(location, packageName);
|
|
|
|
if (!string.IsNullOrEmpty(assetInfo.Error))
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
string errorMessage = Utility.Text.Format("Can not load asset '{0}' because :'{1}'.", location, assetInfo.Error);
|
|
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
|
{
|
|
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotExist, errorMessage, userData);
|
|
return;
|
|
}
|
|
|
|
throw new GameFrameworkException(errorMessage);
|
|
}
|
|
|
|
AssetHandle handle = GetHandleAsync(location, assetType, packageName: packageName);
|
|
|
|
if (loadAssetCallbacks.LoadAssetUpdateCallback != null)
|
|
{
|
|
InvokeProgress(location, handle, loadAssetCallbacks.LoadAssetUpdateCallback, userData).Forget();
|
|
}
|
|
|
|
await handle.ToUniTask();
|
|
|
|
if (handle.AssetObject == null || handle.Status == EOperationStatus.Failed)
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
string errorMessage = Utility.Text.Format("Can not load asset '{0}'.", location);
|
|
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
|
{
|
|
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotReady, errorMessage, userData);
|
|
return;
|
|
}
|
|
|
|
throw new GameFrameworkException(errorMessage);
|
|
}
|
|
else
|
|
{
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
if (loadAssetCallbacks.LoadAssetSuccessCallback != null)
|
|
{
|
|
duration = Time.time - duration;
|
|
|
|
loadAssetCallbacks.LoadAssetSuccessCallback(location, handle.AssetObject, duration, userData);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步加载资源。
|
|
/// </summary>
|
|
/// <param name="location">资源的定位地址。</param>
|
|
/// <param name="priority">加载资源的优先级。</param>
|
|
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
|
|
public async void LoadAssetAsync(string location, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "")
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
if (loadAssetCallbacks == null)
|
|
{
|
|
throw new GameFrameworkException("Load asset callbacks is invalid.");
|
|
}
|
|
|
|
string assetObjectKey = GetCacheKey(location, packageName);
|
|
|
|
await TryWaitingLoading(assetObjectKey);
|
|
|
|
float duration = Time.time;
|
|
|
|
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
|
if (assetObject != null)
|
|
{
|
|
await UniTask.Yield();
|
|
loadAssetCallbacks.LoadAssetSuccessCallback(location, assetObject.Target, Time.time - duration, userData);
|
|
return;
|
|
}
|
|
|
|
_assetLoadingList.Add(assetObjectKey);
|
|
|
|
AssetInfo assetInfo = GetAssetInfo(location, packageName);
|
|
|
|
if (!string.IsNullOrEmpty(assetInfo.Error))
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
string errorMessage = Utility.Text.Format("Can not load asset '{0}' because :'{1}'.", location, assetInfo.Error);
|
|
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
|
{
|
|
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotExist, errorMessage, userData);
|
|
return;
|
|
}
|
|
|
|
throw new GameFrameworkException(errorMessage);
|
|
}
|
|
|
|
AssetHandle handle = GetHandleAsync(location, assetInfo.AssetType, packageName: packageName);
|
|
|
|
if (loadAssetCallbacks.LoadAssetUpdateCallback != null)
|
|
{
|
|
InvokeProgress(location, handle, loadAssetCallbacks.LoadAssetUpdateCallback, userData).Forget();
|
|
}
|
|
|
|
await handle.ToUniTask();
|
|
|
|
if (handle.AssetObject == null || handle.Status == EOperationStatus.Failed)
|
|
{
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
string errorMessage = Utility.Text.Format("Can not load asset '{0}'.", location);
|
|
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
|
{
|
|
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotReady, errorMessage, userData);
|
|
return;
|
|
}
|
|
|
|
throw new GameFrameworkException(errorMessage);
|
|
}
|
|
else
|
|
{
|
|
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle,this);
|
|
m_AssetPool.Register(assetObject, true);
|
|
|
|
_assetLoadingList.Remove(assetObjectKey);
|
|
|
|
if (loadAssetCallbacks.LoadAssetSuccessCallback != null)
|
|
{
|
|
duration = Time.time - duration;
|
|
|
|
loadAssetCallbacks.LoadAssetSuccessCallback(location, handle.AssetObject, duration, userData);
|
|
}
|
|
}
|
|
}
|
|
|
|
private async UniTaskVoid InvokeProgress(string location, AssetHandle assetHandle, LoadAssetUpdateCallback loadAssetUpdateCallback, object userData)
|
|
{
|
|
if (string.IsNullOrEmpty(location))
|
|
{
|
|
throw new GameFrameworkException("Asset name is invalid.");
|
|
}
|
|
|
|
if (loadAssetUpdateCallback != null)
|
|
{
|
|
while (assetHandle is { IsValid: true, IsDone: false })
|
|
{
|
|
await UniTask.Yield();
|
|
|
|
loadAssetUpdateCallback.Invoke(location, assetHandle.Progress, userData);
|
|
}
|
|
}
|
|
}
|
|
|
|
private readonly TimeoutController _timeoutController = new TimeoutController();
|
|
|
|
private async UniTask TryWaitingLoading(string assetObjectKey)
|
|
{
|
|
if (_assetLoadingList.Contains(assetObjectKey))
|
|
{
|
|
try
|
|
{
|
|
await UniTask.WaitUntil(
|
|
() => !_assetLoadingList.Contains(assetObjectKey),
|
|
cancellationToken:CancellationToken)
|
|
#if UNITY_EDITOR
|
|
.AttachExternalCancellation(_timeoutController.Timeout(TimeSpan.FromSeconds(60)));
|
|
_timeoutController.Reset();
|
|
#else
|
|
;
|
|
#endif
|
|
|
|
}
|
|
catch (OperationCanceledException ex)
|
|
{
|
|
if (_timeoutController.IsTimeout())
|
|
{
|
|
Log.Error($"LoadAssetAsync Waiting {assetObjectKey} timeout. reason:{ex.Message}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region 资源回收
|
|
public void UnloadUnusedAssets()
|
|
{
|
|
m_AssetPool.ReleaseAllUnused();
|
|
foreach (var package in PackageMap.Values)
|
|
{
|
|
if (package is { InitializeStatus: EOperationStatus.Succeed })
|
|
{
|
|
package.UnloadUnusedAssets();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ForceUnloadAllAssets()
|
|
{
|
|
#if UNITY_WEBGL
|
|
Log.Warning($"WebGL not support invoke {nameof(ForceUnloadAllAssets)}");
|
|
return;
|
|
#else
|
|
|
|
foreach (var package in PackageMap.Values)
|
|
{
|
|
if (package is { InitializeStatus: EOperationStatus.Succeed })
|
|
{
|
|
package.ForceUnloadAllAssets();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
#endregion
|
|
}
|
|
} |