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