145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using System.IO;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace YooAsset
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{
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internal class AssetBundleWebRequest : IWebRequester
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{
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private UnityWebRequest _webRequest;
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private DownloadHandlerAssetBundle _downloadhandler;
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private AssetBundle _cacheAssetBundle;
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private bool _getAssetBundle = false;
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public ERequestStatus Status { private set; get; } = ERequestStatus.None;
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public float DownloadProgress { private set; get; }
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public ulong DownloadedBytes { private set; get; }
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public string RequestNetError { private set; get; }
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public long RequestHttpCode { private set; get; }
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public AssetBundleWebRequest() { }
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public void Create(string requestURL, BundleInfo bundleInfo, params object[] args)
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{
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if (Status != ERequestStatus.None)
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throw new System.Exception("Should never get here !");
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if (args.Length == 0)
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throw new System.Exception("Not found param value");
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// 解析附加参数
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_getAssetBundle = (bool)args[0];
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// 创建下载器
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_webRequest = DownloadHelper.NewRequest(requestURL);
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if (CacheHelper.DisableUnityCacheOnWebGL)
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{
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uint crc = bundleInfo.Bundle.UnityCRC;
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_downloadhandler = new DownloadHandlerAssetBundle(requestURL, crc);
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}
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else
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{
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uint crc = bundleInfo.Bundle.UnityCRC;
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var hash = Hash128.Parse(bundleInfo.Bundle.FileHash);
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_downloadhandler = new DownloadHandlerAssetBundle(requestURL, hash, crc);
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}
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#if UNITY_2020_3_OR_NEWER
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_downloadhandler.autoLoadAssetBundle = false;
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#endif
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_webRequest.downloadHandler = _downloadhandler;
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_webRequest.disposeDownloadHandlerOnDispose = true;
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_webRequest.SendWebRequest();
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Status = ERequestStatus.InProgress;
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}
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public void Update()
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{
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if (Status == ERequestStatus.None)
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return;
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if (IsDone())
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return;
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DownloadProgress = _webRequest.downloadProgress;
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DownloadedBytes = _webRequest.downloadedBytes;
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if (_webRequest.isDone == false)
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return;
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// 检查网络错误
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#if UNITY_2020_3_OR_NEWER
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RequestHttpCode = _webRequest.responseCode;
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if (_webRequest.result != UnityWebRequest.Result.Success)
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{
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RequestNetError = _webRequest.error;
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Status = ERequestStatus.Error;
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}
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else
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{
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Status = ERequestStatus.Success;
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}
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#else
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RequestHttpCode = _webRequest.responseCode;
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if (_webRequest.isNetworkError || _webRequest.isHttpError)
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{
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RequestNetError = _webRequest.error;
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Status = ERequestStatus.Error;
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}
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else
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{
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Status = ERequestStatus.Success;
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}
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#endif
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// 缓存加载的AssetBundle对象
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if (Status == ERequestStatus.Success)
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{
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if (_getAssetBundle)
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{
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_cacheAssetBundle = _downloadhandler.assetBundle;
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if (_cacheAssetBundle == null)
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{
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RequestNetError = "assetBundle is null";
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Status = ERequestStatus.Error;
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}
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}
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}
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// 最终释放下载器
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DisposeWebRequest();
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}
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public void Abort()
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{
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// 如果下载任务还未开始
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if (Status == ERequestStatus.None)
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{
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RequestNetError = "user cancel";
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Status = ERequestStatus.Error;
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}
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else
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{
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// 注意:为了防止同一个文件强制停止之后立马创建新的请求,应该让进行中的请求自然终止。
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if (_webRequest != null)
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{
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if (_webRequest.isDone == false)
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_webRequest.Abort(); // If in progress, halts the UnityWebRequest as soon as possible.
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}
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}
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}
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public bool IsDone()
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{
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if (Status == ERequestStatus.Success || Status == ERequestStatus.Error)
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return true;
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else
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return false;
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}
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public object GetRequestObject()
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{
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return _cacheAssetBundle;
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}
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private void DisposeWebRequest()
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{
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if (_webRequest != null)
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{
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_webRequest.Dispose();
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_webRequest = null;
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}
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}
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}
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} |