2022-04-12 10:53:12 +08:00
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using System;
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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 : AssetBundleLoaderBase
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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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LoadFile,
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CheckFile,
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Done,
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}
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private ESteps _steps = ESteps.None;
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private string _fileLoadPath;
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private bool _isWaitForAsyncComplete = false;
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private bool _isShowWaitForAsyncError = false;
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private DownloaderBase _downloader;
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private AssetBundleCreateRequest _cacheRequest;
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public AssetBundleFileLoader(BundleInfo bundleInfo) : base(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 (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.None)
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2022-04-12 10:53:12 +08:00
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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return;
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}
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2022-04-18 15:08:39 +08:00
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if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
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{
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_steps = ESteps.Download;
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_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
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}
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else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
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{
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_steps = ESteps.LoadFile;
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_fileLoadPath = BundleFileInfo.GetStreamingLoadPath();
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}
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else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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_steps = ESteps.LoadFile;
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_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
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}
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else
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{
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throw new System.NotImplementedException(BundleFileInfo.LoadMode.ToString());
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}
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2022-04-12 10:53:12 +08:00
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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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int failedTryAgain = int.MaxValue;
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_downloader = DownloadSystem.BeginDownload(BundleFileInfo, failedTryAgain);
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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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if (_downloader.IsDone() == false)
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return;
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if (_downloader.HasError())
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{
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_downloader.ReportError();
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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}
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else
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{
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_steps = ESteps.LoadFile;
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}
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}
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// 3. 加载AssetBundle
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if (_steps == ESteps.LoadFile)
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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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YooLogger.Warning($"Not found assetBundle file : {_fileLoadPath}");
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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return;
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}
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#endif
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// Load assetBundle file
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if (BundleFileInfo.IsEncrypted)
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{
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if (AssetSystem.DecryptionServices == null)
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throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {BundleFileInfo.BundleName}");
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ulong offset = AssetSystem.DecryptionServices.GetFileOffset(BundleFileInfo);
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
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else
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_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
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}
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else
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{
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath);
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else
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_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
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2022-04-12 10:53:12 +08:00
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}
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_steps = ESteps.CheckFile;
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}
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// 4. 检测AssetBundle加载结果
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if (_steps == ESteps.CheckFile)
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{
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if (_cacheRequest != null)
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{
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if (_isWaitForAsyncComplete)
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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 = _cacheRequest.assetBundle;
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}
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else
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{
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if (_cacheRequest.isDone == false)
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return;
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CacheBundle = _cacheRequest.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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YooLogger.Error($"Failed to load assetBundle file : {BundleFileInfo.BundleName}");
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EStatus.Succeed;
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}
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}
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}
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/// <summary>
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/// 主线程等待异步操作完毕
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/// </summary>
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public override void WaitForAsyncComplete()
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{
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_isWaitForAsyncComplete = true;
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int frame = 1000;
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while (true)
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{
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// 保险机制
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// 注意:如果需要从WEB端下载资源,可能会触发保险机制!
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frame--;
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if (frame == 0)
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{
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if (_isShowWaitForAsyncError == false)
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{
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_isShowWaitForAsyncError = true;
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YooLogger.Error($"WaitForAsyncComplete failed ! BundleName : {BundleFileInfo.BundleName} States : {Status}");
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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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}
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