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YooAsset/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleFileLoader.cs

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C#
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class AssetBundleFileLoader : AssetBundleLoaderBase
{
private enum ESteps
{
None = 0,
Download,
CheckDownload,
LoadFile,
CheckFile,
Done,
}
private ESteps _steps = ESteps.None;
private string _fileLoadPath;
private bool _isWaitForAsyncComplete = false;
private bool _isShowWaitForAsyncError = false;
private DownloaderBase _downloader;
private AssetBundleCreateRequest _cacheRequest;
public AssetBundleFileLoader(BundleInfo bundleInfo) : base(bundleInfo)
{
}
/// <summary>
/// 轮询更新
/// </summary>
public override void Update()
{
if (_steps == ESteps.Done)
return;
if (_steps == ESteps.None)
{
if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.None)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
return;
}
if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
{
_steps = ESteps.Download;
_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
{
_steps = ESteps.LoadFile;
_fileLoadPath = BundleFileInfo.GetStreamingLoadPath();
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
_steps = ESteps.LoadFile;
_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
}
else
{
throw new System.NotImplementedException(BundleFileInfo.LoadMode.ToString());
}
}
// 1. 从服务器下载
if (_steps == ESteps.Download)
{
int failedTryAgain = int.MaxValue;
_downloader = DownloadSystem.BeginDownload(BundleFileInfo, failedTryAgain);
_steps = ESteps.CheckDownload;
}
// 2. 检测服务器下载结果
if (_steps == ESteps.CheckDownload)
{
if (_downloader.IsDone() == false)
return;
if (_downloader.HasError())
{
_downloader.ReportError();
_steps = ESteps.Done;
Status = EStatus.Failed;
}
else
{
_steps = ESteps.LoadFile;
}
}
// 3. 加载AssetBundle
if (_steps == ESteps.LoadFile)
{
#if UNITY_EDITOR
// 注意Unity2017.4编辑器模式下如果AssetBundle文件不存在会导致编辑器崩溃这里做了预判。
if (System.IO.File.Exists(_fileLoadPath) == false)
{
YooLogger.Warning($"Not found assetBundle file : {_fileLoadPath}");
_steps = ESteps.Done;
Status = EStatus.Failed;
return;
}
#endif
// Load assetBundle file
if (BundleFileInfo.IsEncrypted)
{
if (AssetSystem.DecryptionServices == null)
throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {BundleFileInfo.BundleName}");
ulong offset = AssetSystem.DecryptionServices.GetFileOffset(BundleFileInfo);
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
}
else
{
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
}
_steps = ESteps.CheckFile;
}
// 4. 检测AssetBundle加载结果
if (_steps == ESteps.CheckFile)
{
if (_cacheRequest != null)
{
if (_isWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");
CacheBundle = _cacheRequest.assetBundle;
}
else
{
if (_cacheRequest.isDone == false)
return;
CacheBundle = _cacheRequest.assetBundle;
}
}
// Check error
if (CacheBundle == null)
{
YooLogger.Error($"Failed to load assetBundle file : {BundleFileInfo.BundleName}");
_steps = ESteps.Done;
Status = EStatus.Failed;
}
else
{
_steps = ESteps.Done;
Status = EStatus.Succeed;
}
}
}
/// <summary>
/// 主线程等待异步操作完毕
/// </summary>
public override void WaitForAsyncComplete()
{
_isWaitForAsyncComplete = true;
int frame = 1000;
while (true)
{
// 保险机制
// 注意如果需要从WEB端下载资源可能会触发保险机制
frame--;
if (frame == 0)
{
if (_isShowWaitForAsyncError == false)
{
_isShowWaitForAsyncError = true;
YooLogger.Error($"WaitForAsyncComplete failed ! BundleName : {BundleFileInfo.BundleName} States : {Status}");
}
break;
}
// 驱动流程
Update();
// 完成后退出
if (IsDone())
break;
}
}
}
}