mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-25 18:20:15 +00:00
refactor : 重构代码
This commit is contained in:
@@ -15,7 +15,7 @@ namespace YooAsset.Editor
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string buildinRootDirectory = buildParametersContext.GetBuildinRootDirectory();
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string buildPackageName = buildParametersContext.Parameters.PackageName;
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var manifestServices = buildParametersContext.Parameters.ManifestRestoreServices;
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CatalogFileHelper.CreateFile(manifestServices, buildPackageName, buildinRootDirectory);
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CatalogFileTools.CreateFile(manifestServices, buildPackageName, buildinRootDirectory);
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// 刷新目录
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AssetDatabase.Refresh();
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@@ -24,7 +24,7 @@ namespace YooAsset.Editor
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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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EncryptBundleInfo fileInfo = new EncryptBundleInfo();
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BundleEncryptionContext fileInfo = new BundleEncryptionContext();
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fileInfo.BundleName = bundleInfo.BundleName;
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fileInfo.FileLoadPath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
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var encryptResult = encryptionServices.Encrypt(fileInfo);
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@@ -3,7 +3,7 @@ namespace YooAsset.Editor
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{
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public class EncryptionNone : IBundleEncryptionServices
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{
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public EncryptResult Encrypt(EncryptBundleInfo fileInfo)
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public BundleEncryptionResult Encrypt(BundleEncryptionContext fileInfo)
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{
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throw new System.NotImplementedException();
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}
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@@ -57,7 +57,7 @@ namespace YooAsset.Editor
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private EViewMode _viewMode;
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private string _searchKeyWord;
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private DebugReport _currentReport;
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private DiagnosticReport _currentReport;
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private RemotePlayerSession _currentPlayerSession;
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private double _lastRepaintTime = 0;
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@@ -147,9 +147,9 @@ namespace YooAsset.Editor
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EditorConnection.instance.Initialize();
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EditorConnection.instance.RegisterConnection(OnHandleConnectionEvent);
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EditorConnection.instance.RegisterDisconnection(OnHandleDisconnectionEvent);
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EditorConnection.instance.Register(RemoteDebuggerDefine.kMsgPlayerSendToEditor, OnHandlePlayerMessage);
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RemoteEditorConnection.Instance.Initialize();
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RemoteEditorConnection.Instance.Register(RemoteDebuggerDefine.kMsgPlayerSendToEditor, OnHandlePlayerMessage);
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EditorConnection.instance.Register(DiagnosticSystemDefine.PlayerToEditorMessageId, OnHandlePlayerMessage);
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MockEditorConnection.Instance.Initialize();
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MockEditorConnection.Instance.Register(DiagnosticSystemDefine.PlayerToEditorMessageId, OnHandlePlayerMessage);
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}
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catch (Exception e)
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{
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@@ -161,8 +161,8 @@ namespace YooAsset.Editor
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// 远程调试
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EditorConnection.instance.UnregisterConnection(OnHandleConnectionEvent);
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EditorConnection.instance.UnregisterDisconnection(OnHandleDisconnectionEvent);
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EditorConnection.instance.Unregister(RemoteDebuggerDefine.kMsgPlayerSendToEditor, OnHandlePlayerMessage);
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RemoteEditorConnection.Instance.Unregister(RemoteDebuggerDefine.kMsgPlayerSendToEditor);
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EditorConnection.instance.Unregister(DiagnosticSystemDefine.PlayerToEditorMessageId, OnHandlePlayerMessage);
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MockEditorConnection.Instance.Unregister(DiagnosticSystemDefine.PlayerToEditorMessageId);
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_playerSessions.Clear();
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}
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public void Update()
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@@ -192,11 +192,11 @@ namespace YooAsset.Editor
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private void OnHandlePlayerMessage(MessageEventArgs args)
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{
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int playerId = args.playerId;
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var debugReport = DebugReport.Deserialize(args.data);
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var debugReport = DiagnosticReport.Deserialize(args.data);
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if (debugReport.DebuggerVersion != RemoteDebuggerDefine.DebuggerVersion)
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if (debugReport.DebuggerVersion != DiagnosticSystemDefine.DebuggerVersion)
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{
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Debug.LogWarning($"Debugger versions are inconsistent : {debugReport.DebuggerVersion} != {RemoteDebuggerDefine.DebuggerVersion}");
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Debug.LogWarning($"Debugger versions are inconsistent : {debugReport.DebuggerVersion} != {DiagnosticSystemDefine.DebuggerVersion}");
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return;
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}
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@@ -254,23 +254,23 @@ namespace YooAsset.Editor
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private void OnRecordToggleValueChange(ChangeEvent<bool> evt)
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{
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// 发送采集数据的命令
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RemoteCommand command = new RemoteCommand();
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command.CommandType = (int)ERemoteCommand.SampleAuto;
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command.CommandParam = evt.newValue ? "open" : "close";
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byte[] data = RemoteCommand.Serialize(command);
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EditorConnection.instance.Send(RemoteDebuggerDefine.kMsgEditorSendToPlayer, data);
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RemoteEditorConnection.Instance.Send(RemoteDebuggerDefine.kMsgEditorSendToPlayer, data);
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RemoteDebugCommand command = new RemoteDebugCommand();
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command.CommandType = (int)EDebugCommandType.AutoSampling;
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command.Parameter = evt.newValue ? "open" : "close";
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byte[] data = RemoteDebugCommand.Serialize(command);
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EditorConnection.instance.Send(DiagnosticSystemDefine.EditorToPlayerMessageId, data);
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MockEditorConnection.Instance.Send(DiagnosticSystemDefine.EditorToPlayerMessageId, data);
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}
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private void SampleBtn_onClick()
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{
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// 发送采集数据的命令
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RemoteCommand command = new RemoteCommand();
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command.CommandType = (int)ERemoteCommand.SampleOnce;
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command.CommandParam = string.Empty;
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byte[] data = RemoteCommand.Serialize(command);
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EditorConnection.instance.Send(RemoteDebuggerDefine.kMsgEditorSendToPlayer, data);
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RemoteEditorConnection.Instance.Send(RemoteDebuggerDefine.kMsgEditorSendToPlayer, data);
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RemoteDebugCommand command = new RemoteDebugCommand();
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command.CommandType = (int)EDebugCommandType.SampleOnce;
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command.Parameter = string.Empty;
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byte[] data = RemoteDebugCommand.Serialize(command);
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EditorConnection.instance.Send(DiagnosticSystemDefine.EditorToPlayerMessageId, data);
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MockEditorConnection.Instance.Send(DiagnosticSystemDefine.EditorToPlayerMessageId, data);
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}
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private void ExportBtn_clicked()
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{
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@@ -284,16 +284,16 @@ namespace YooAsset.Editor
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if (resultPath != null)
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{
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// 注意:排序保证生成配置的稳定性
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foreach (var packageData in _currentReport.PackageDatas)
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foreach (var packageData in _currentReport.PackageDataList)
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{
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packageData.ProviderInfos.Sort();
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foreach (var providerInfo in packageData.ProviderInfos)
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{
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providerInfo.DependBundles.Sort();
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providerInfo.DependentBundles.Sort();
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}
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}
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string filePath = $"{resultPath}/{nameof(DebugReport)}_{_currentReport.FrameCount}.json";
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string filePath = $"{resultPath}/{nameof(DiagnosticReport)}_{_currentReport.FrameCount}.json";
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string fileContent = JsonUtility.ToJson(_currentReport, true);
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FileUtility.WriteAllText(filePath, fileContent);
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Debug.Log($"Debug report file saved : {filePath}");
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@@ -7,7 +7,7 @@ namespace YooAsset.Editor
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{
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internal class RemotePlayerSession
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{
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private readonly Queue<DebugReport> _reports = new Queue<DebugReport>();
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private readonly Queue<DiagnosticReport> _reports = new Queue<DiagnosticReport>();
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/// <summary>
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/// 用户ID
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@@ -55,7 +55,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 添加一个调试报告
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/// </summary>
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public void AddDebugReport(DebugReport report)
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public void AddDebugReport(DiagnosticReport report)
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{
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if (report == null)
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Debug.LogWarning("Invalid debug report data !");
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@@ -68,7 +68,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取调试报告
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/// </summary>
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public DebugReport GetDebugReport(int rangeIndex)
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public DiagnosticReport GetDebugReport(int rangeIndex)
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{
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if (_reports.Count == 0)
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return null;
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@@ -13,12 +13,12 @@ namespace YooAsset.Editor
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{
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private class ProviderTableData : DefaultTableData
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{
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public DebugPackageData PackageData;
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public DebugProviderInfo ProviderInfo;
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public DiagnosticPackageData PackageData;
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public DiagnosticProviderInfo ProviderInfo;
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}
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private class DependTableData : DefaultTableData
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{
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public DebugBundleInfo BundleInfo;
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public DiagnosticBundleInfo BundleInfo;
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}
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private VisualTreeAsset _visualAsset;
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@@ -296,7 +296,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 填充页面数据
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/// </summary>
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public void FillViewData(DebugReport debugReport)
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public void FillViewData(DiagnosticReport debugReport)
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{
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// 清空旧数据
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_providerTableView.ClearAll(false, true);
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@@ -304,7 +304,7 @@ namespace YooAsset.Editor
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// 填充数据源
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_sourceDatas = new List<ITableData>(1000);
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foreach (var packageData in debugReport.PackageDatas)
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foreach (var packageData in debugReport.PackageDataList)
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{
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foreach (var providerInfo in packageData.ProviderInfos)
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{
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@@ -313,10 +313,10 @@ namespace YooAsset.Editor
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rowData.ProviderInfo = providerInfo;
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rowData.AddAssetPathCell("PackageName", packageData.PackageName);
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rowData.AddStringValueCell("AssetPath", providerInfo.AssetPath);
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rowData.AddStringValueCell("SpawnScene", providerInfo.SpawnScene);
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rowData.AddStringValueCell("BeginTime", providerInfo.BeginTime);
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rowData.AddLongValueCell("LoadingTime", providerInfo.LoadingTime);
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rowData.AddLongValueCell("RefCount", providerInfo.RefCount);
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rowData.AddStringValueCell("SpawnScene", providerInfo.OriginScene);
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rowData.AddStringValueCell("BeginTime", providerInfo.StartTime);
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rowData.AddLongValueCell("LoadingTime", providerInfo.ElapsedMS);
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rowData.AddLongValueCell("RefCount", providerInfo.ReferenceCount);
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rowData.AddStringValueCell("Status", providerInfo.Status.ToString());
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_sourceDatas.Add(rowData);
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}
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@@ -372,18 +372,18 @@ namespace YooAsset.Editor
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private void OnProviderTableViewSelectionChanged(ITableData data)
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{
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var providerTableData = data as ProviderTableData;
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DebugPackageData packageData = providerTableData.PackageData;
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DebugProviderInfo providerInfo = providerTableData.ProviderInfo;
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DiagnosticPackageData packageData = providerTableData.PackageData;
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DiagnosticProviderInfo providerInfo = providerTableData.ProviderInfo;
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// 填充依赖数据
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var sourceDatas = new List<ITableData>(providerInfo.DependBundles.Count);
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foreach (var bundleName in providerInfo.DependBundles)
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var sourceDatas = new List<ITableData>(providerInfo.DependentBundles.Count);
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foreach (var bundleName in providerInfo.DependentBundles)
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{
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var dependBundleInfo = packageData.GetBundleInfo(bundleName);
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var rowData = new DependTableData();
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rowData.BundleInfo = dependBundleInfo;
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rowData.AddStringValueCell("DependBundles", dependBundleInfo.BundleName);
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rowData.AddLongValueCell("RefCount", dependBundleInfo.RefCount);
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rowData.AddLongValueCell("RefCount", dependBundleInfo.ReferenceCount);
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rowData.AddStringValueCell("Status", dependBundleInfo.Status.ToString());
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sourceDatas.Add(rowData);
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}
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@@ -13,16 +13,16 @@ namespace YooAsset.Editor
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{
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private class BundleTableData : DefaultTableData
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{
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public DebugPackageData PackageData;
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public DebugBundleInfo BundleInfo;
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public DiagnosticPackageData PackageData;
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public DiagnosticBundleInfo BundleInfo;
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}
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private class UsingTableData : DefaultTableData
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{
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public DebugProviderInfo ProviderInfo;
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public DiagnosticProviderInfo ProviderInfo;
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}
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private class ReferenceTableData : DefaultTableData
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{
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public DebugBundleInfo BundleInfo;
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public DiagnosticBundleInfo BundleInfo;
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}
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private VisualTreeAsset _visualAsset;
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@@ -357,7 +357,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 填充页面数据
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/// </summary>
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public void FillViewData(DebugReport debugReport)
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public void FillViewData(DiagnosticReport debugReport)
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{
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// 清空旧数据
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_bundleTableView.ClearAll(false, true);
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@@ -366,7 +366,7 @@ namespace YooAsset.Editor
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// 填充数据源
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_sourceDatas = new List<ITableData>(1000);
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foreach (var packageData in debugReport.PackageDatas)
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foreach (var packageData in debugReport.PackageDataList)
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{
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foreach (var bundleInfo in packageData.BundleInfos)
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{
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@@ -375,7 +375,7 @@ namespace YooAsset.Editor
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rowData.BundleInfo = bundleInfo;
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rowData.AddAssetPathCell("PackageName", packageData.PackageName);
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rowData.AddStringValueCell("BundleName", bundleInfo.BundleName);
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rowData.AddLongValueCell("RefCount", bundleInfo.RefCount);
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rowData.AddLongValueCell("RefCount", bundleInfo.ReferenceCount);
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rowData.AddStringValueCell("Status", bundleInfo.Status.ToString());
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_sourceDatas.Add(rowData);
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}
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@@ -443,16 +443,16 @@ namespace YooAsset.Editor
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var sourceDatas = new List<ITableData>(1000);
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foreach (var providerInfo in packageData.ProviderInfos)
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{
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foreach (var dependBundleName in providerInfo.DependBundles)
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foreach (var dependBundleName in providerInfo.DependentBundles)
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{
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if (dependBundleName == selectBundleInfo.BundleName)
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{
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var rowData = new UsingTableData();
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rowData.ProviderInfo = providerInfo;
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rowData.AddStringValueCell("UsingAssets", providerInfo.AssetPath);
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rowData.AddStringValueCell("SpawnScene", providerInfo.SpawnScene);
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rowData.AddStringValueCell("BeginTime", providerInfo.BeginTime);
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rowData.AddLongValueCell("RefCount", providerInfo.RefCount);
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rowData.AddStringValueCell("SpawnScene", providerInfo.OriginScene);
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rowData.AddStringValueCell("BeginTime", providerInfo.StartTime);
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rowData.AddLongValueCell("RefCount", providerInfo.ReferenceCount);
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rowData.AddStringValueCell("Status", providerInfo.Status);
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sourceDatas.Add(rowData);
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break;
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@@ -466,13 +466,13 @@ namespace YooAsset.Editor
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// 填充ReferenceTableView
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{
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var sourceDatas = new List<ITableData>(1000);
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foreach (string referenceBundleName in selectBundleInfo.ReferenceBundles)
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foreach (string referenceBundleName in selectBundleInfo.ReferencedByBundles)
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{
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var bundleInfo = packageData.GetBundleInfo(referenceBundleName);
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var rowData = new ReferenceTableData();
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rowData.BundleInfo = bundleInfo;
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rowData.AddStringValueCell("BundleName", bundleInfo.BundleName);
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rowData.AddLongValueCell("RefCount", bundleInfo.RefCount);
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rowData.AddLongValueCell("RefCount", bundleInfo.ReferenceCount);
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rowData.AddStringValueCell("Status", bundleInfo.Status.ToString());
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sourceDatas.Add(rowData);
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}
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@@ -13,8 +13,8 @@ namespace YooAsset.Editor
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{
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private class OperationTableData : DefaultTableData
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{
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public DebugPackageData PackageData;
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public DebugOperationInfo OperationInfo;
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public DiagnosticPackageData PackageData;
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public DiagnosticOperationInfo OperationInfo;
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}
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private VisualTreeAsset _visualAsset;
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@@ -299,7 +299,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 填充页面数据
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/// </summary>
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public void FillViewData(DebugReport debugReport)
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public void FillViewData(DiagnosticReport debugReport)
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{
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// 清空旧数据
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_operationTableView.ClearAll(false, true);
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@@ -308,7 +308,7 @@ namespace YooAsset.Editor
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// 填充数据源
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_sourceDatas = new List<ITableData>(1000);
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foreach (var packageData in debugReport.PackageDatas)
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foreach (var packageData in debugReport.PackageDataList)
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{
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foreach (var operationInfo in packageData.OperationInfos)
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{
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@@ -319,8 +319,8 @@ namespace YooAsset.Editor
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rowData.AddStringValueCell("OperationName", operationInfo.OperationName);
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rowData.AddLongValueCell("Priority", operationInfo.Priority);
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rowData.AddDoubleValueCell("Progress", operationInfo.Progress);
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rowData.AddStringValueCell("BeginTime", operationInfo.BeginTime);
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rowData.AddLongValueCell("LoadingTime", operationInfo.ProcessTime);
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rowData.AddStringValueCell("BeginTime", operationInfo.StartTime);
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rowData.AddLongValueCell("LoadingTime", operationInfo.ElapsedMS);
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rowData.AddStringValueCell("Status", operationInfo.Status.ToString());
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rowData.AddStringValueCell("Desc", operationInfo.OperationDesc);
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_sourceDatas.Add(rowData);
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@@ -377,8 +377,8 @@ namespace YooAsset.Editor
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private void OnOperationTableViewSelectionChanged(ITableData data)
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{
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var operationTableData = data as OperationTableData;
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DebugPackageData packageData = operationTableData.PackageData;
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DebugOperationInfo operationInfo = operationTableData.OperationInfo;
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DiagnosticPackageData packageData = operationTableData.PackageData;
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DiagnosticOperationInfo operationInfo = operationTableData.OperationInfo;
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TreeNode rootNode = new TreeNode(operationInfo);
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FillTreeData(operationInfo, rootNode);
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@@ -450,7 +450,7 @@ namespace YooAsset.Editor
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}
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private void BindTreeViewItem(VisualElement container, object userData)
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{
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var operationInfo = (DebugOperationInfo)userData;
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var operationInfo = (DiagnosticOperationInfo)userData;
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// OperationName
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{
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@@ -467,13 +467,13 @@ namespace YooAsset.Editor
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// BeginTime
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{
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var label = container.Q<Label>("BeginTime");
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label.text = operationInfo.BeginTime;
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label.text = operationInfo.StartTime;
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}
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// ProcessTime
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{
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var label = container.Q<Label>("ProcessTime");
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label.text = operationInfo.ProcessTime.ToString();
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label.text = operationInfo.ElapsedMS.ToString();
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}
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// Status
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@@ -495,9 +495,9 @@ namespace YooAsset.Editor
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label.text = operationInfo.OperationDesc;
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}
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}
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private void FillTreeData(DebugOperationInfo parentOperation, TreeNode rootNode)
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private void FillTreeData(DiagnosticOperationInfo parentOperation, TreeNode rootNode)
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{
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foreach (var childOperation in parentOperation.Childs)
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foreach (var childOperation in parentOperation.Children)
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{
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var childNode = new TreeNode(childOperation);
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rootNode.AddChild(childNode);
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@@ -1,54 +0,0 @@
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using System;
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using System.Text;
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using System.Collections;
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using System.Collections.Generic;
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||||
namespace YooAsset
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||||
{
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||||
[Serializable]
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||||
internal class DebugPackageData
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||||
{
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||||
/// <summary>
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||||
/// 包裹名称
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||||
/// </summary>
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||||
public string PackageName;
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||||
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||||
public List<DebugProviderInfo> ProviderInfos = new List<DebugProviderInfo>(1000);
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||||
public List<DebugBundleInfo> BundleInfos = new List<DebugBundleInfo>(1000);
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public List<DebugOperationInfo> OperationInfos = new List<DebugOperationInfo>(1000);
|
||||
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|
||||
[NonSerialized]
|
||||
public Dictionary<string, DebugBundleInfo> BundleInfoDic = new Dictionary<string, DebugBundleInfo>();
|
||||
private bool _isParse = false;
|
||||
|
||||
/// <summary>
|
||||
/// 获取调试资源包信息类
|
||||
/// </summary>
|
||||
public DebugBundleInfo GetBundleInfo(string bundleName)
|
||||
{
|
||||
// 解析数据
|
||||
if (_isParse == false)
|
||||
{
|
||||
_isParse = true;
|
||||
foreach (var bundleInfo in BundleInfos)
|
||||
{
|
||||
if (BundleInfoDic.ContainsKey(bundleInfo.BundleName) == false)
|
||||
{
|
||||
BundleInfoDic.Add(bundleInfo.BundleName, bundleInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (BundleInfoDic.TryGetValue(bundleName, out DebugBundleInfo value))
|
||||
{
|
||||
return value;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Can not found {nameof(DebugBundleInfo)} : {bundleName}");
|
||||
return default;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,8 +4,11 @@ using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 描述资源包的运行时诊断信息
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal struct DebugBundleInfo : IComparer<DebugBundleInfo>, IComparable<DebugBundleInfo>
|
||||
internal struct DiagnosticBundleInfo : IComparer<DiagnosticBundleInfo>, IComparable<DiagnosticBundleInfo>
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源包名称
|
||||
@@ -15,23 +18,23 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 引用计数
|
||||
/// </summary>
|
||||
public int RefCount;
|
||||
public int ReferenceCount;
|
||||
|
||||
/// <summary>
|
||||
/// 加载状态
|
||||
/// 当前状态
|
||||
/// </summary>
|
||||
public string Status;
|
||||
|
||||
/// <summary>
|
||||
/// 谁引用了该资源包
|
||||
/// 该资源包被谁引用
|
||||
/// </summary>
|
||||
public List<string> ReferenceBundles;
|
||||
public List<string> ReferencedByBundles;
|
||||
|
||||
public int CompareTo(DebugBundleInfo other)
|
||||
public int CompareTo(DiagnosticBundleInfo other)
|
||||
{
|
||||
return Compare(this, other);
|
||||
}
|
||||
public int Compare(DebugBundleInfo a, DebugBundleInfo b)
|
||||
public int Compare(DiagnosticBundleInfo a, DiagnosticBundleInfo b)
|
||||
{
|
||||
return string.CompareOrdinal(a.BundleName, b.BundleName);
|
||||
}
|
||||
@@ -4,8 +4,11 @@ using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 描述异步操作的运行时诊断信息
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal struct DebugOperationInfo : IComparer<DebugOperationInfo>, IComparable<DebugOperationInfo>
|
||||
internal struct DiagnosticOperationInfo : IComparer<DiagnosticOperationInfo>, IComparable<DiagnosticOperationInfo>
|
||||
{
|
||||
/// <summary>
|
||||
/// 任务名称
|
||||
@@ -21,7 +24,7 @@ namespace YooAsset
|
||||
/// 优先级
|
||||
/// </summary>
|
||||
public uint Priority;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 任务进度
|
||||
/// </summary>
|
||||
@@ -30,12 +33,12 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 任务开始的时间
|
||||
/// </summary>
|
||||
public string BeginTime;
|
||||
public string StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// 处理耗时(单位:毫秒)
|
||||
/// </summary>
|
||||
public long ProcessTime;
|
||||
public long ElapsedMS;
|
||||
|
||||
/// <summary>
|
||||
/// 任务状态
|
||||
@@ -46,13 +49,13 @@ namespace YooAsset
|
||||
/// 子任务列表
|
||||
/// TODO : Serialization depth limit 10 exceeded
|
||||
/// </summary>
|
||||
public List<DebugOperationInfo> Childs;
|
||||
public List<DiagnosticOperationInfo> Children;
|
||||
|
||||
public int CompareTo(DebugOperationInfo other)
|
||||
public int CompareTo(DiagnosticOperationInfo other)
|
||||
{
|
||||
return Compare(this, other);
|
||||
}
|
||||
public int Compare(DebugOperationInfo a, DebugOperationInfo b)
|
||||
public int Compare(DiagnosticOperationInfo a, DiagnosticOperationInfo b)
|
||||
{
|
||||
return string.CompareOrdinal(a.OperationName, b.OperationName);
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 包裹的诊断数据容器
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class DiagnosticPackageData
|
||||
{
|
||||
/// <summary>
|
||||
/// 包裹名称
|
||||
/// </summary>
|
||||
public string PackageName;
|
||||
|
||||
/// <summary>
|
||||
/// 资源加载的诊断信息列表
|
||||
/// </summary>
|
||||
public List<DiagnosticProviderInfo> ProviderInfos = new List<DiagnosticProviderInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 资源包的诊断信息列表
|
||||
/// </summary>
|
||||
public List<DiagnosticBundleInfo> BundleInfos = new List<DiagnosticBundleInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 异步操作的诊断信息列表
|
||||
/// </summary>
|
||||
public List<DiagnosticOperationInfo> OperationInfos = new List<DiagnosticOperationInfo>(1000);
|
||||
|
||||
private readonly Dictionary<string, DiagnosticBundleInfo> _bundleInfoDict = new Dictionary<string, DiagnosticBundleInfo>();
|
||||
private bool _isParsed = false;
|
||||
|
||||
/// <summary>
|
||||
/// 获取调试资源包信息类
|
||||
/// </summary>
|
||||
public DiagnosticBundleInfo GetBundleInfo(string bundleName)
|
||||
{
|
||||
// 解析数据
|
||||
if (_isParsed == false)
|
||||
{
|
||||
_isParsed = true;
|
||||
foreach (var bundleInfo in BundleInfos)
|
||||
{
|
||||
if (_bundleInfoDict.ContainsKey(bundleInfo.BundleName) == false)
|
||||
{
|
||||
_bundleInfoDict.Add(bundleInfo.BundleName, bundleInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_bundleInfoDict.TryGetValue(bundleName, out DiagnosticBundleInfo value))
|
||||
{
|
||||
return value;
|
||||
}
|
||||
else
|
||||
{
|
||||
UnityEngine.Debug.LogError($"Cannot find {nameof(DiagnosticBundleInfo)} : {bundleName}");
|
||||
return default;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,14 +4,12 @@ using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 描述资源加载的运行时诊断信息
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal struct DebugProviderInfo : IComparer<DebugProviderInfo>, IComparable<DebugProviderInfo>
|
||||
internal struct DiagnosticProviderInfo : IComparer<DiagnosticProviderInfo>, IComparable<DiagnosticProviderInfo>
|
||||
{
|
||||
/// <summary>
|
||||
/// 包裹名
|
||||
/// </summary>
|
||||
public string PackageName { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 资源对象路径
|
||||
/// </summary>
|
||||
@@ -20,22 +18,22 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 资源出生的场景
|
||||
/// </summary>
|
||||
public string SpawnScene;
|
||||
public string OriginScene;
|
||||
|
||||
/// <summary>
|
||||
/// 资源加载开始时间
|
||||
/// </summary>
|
||||
public string BeginTime;
|
||||
public string StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// 加载耗时(单位:毫秒)
|
||||
/// </summary>
|
||||
public long LoadingTime;
|
||||
public long ElapsedMS;
|
||||
|
||||
/// <summary>
|
||||
/// 引用计数
|
||||
/// </summary>
|
||||
public int RefCount;
|
||||
public int ReferenceCount;
|
||||
|
||||
/// <summary>
|
||||
/// 加载状态
|
||||
@@ -45,13 +43,13 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 依赖的资源包列表
|
||||
/// </summary>
|
||||
public List<string> DependBundles;
|
||||
public List<string> DependentBundles;
|
||||
|
||||
public int CompareTo(DebugProviderInfo other)
|
||||
public int CompareTo(DiagnosticProviderInfo other)
|
||||
{
|
||||
return Compare(this, other);
|
||||
}
|
||||
public int Compare(DebugProviderInfo a, DebugProviderInfo b)
|
||||
public int Compare(DiagnosticProviderInfo a, DiagnosticProviderInfo b)
|
||||
{
|
||||
return string.CompareOrdinal(a.AssetPath, b.AssetPath);
|
||||
}
|
||||
@@ -7,15 +7,15 @@ using UnityEngine;
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源系统调试信息
|
||||
/// 资源系统的诊断报告
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class DebugReport
|
||||
internal class DiagnosticReport
|
||||
{
|
||||
/// <summary>
|
||||
/// 调试器版本
|
||||
/// </summary>
|
||||
public string DebuggerVersion = RemoteDebuggerDefine.DebuggerVersion;
|
||||
public string DebuggerVersion = DiagnosticSystemDefine.DebuggerVersion;
|
||||
|
||||
/// <summary>
|
||||
/// 游戏帧
|
||||
@@ -25,22 +25,22 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 调试的包裹数据列表
|
||||
/// </summary>
|
||||
public List<DebugPackageData> PackageDatas = new List<DebugPackageData>(10);
|
||||
public List<DiagnosticPackageData> PackageDataList = new List<DiagnosticPackageData>(10);
|
||||
|
||||
/// <summary>
|
||||
/// 序列化
|
||||
/// </summary>
|
||||
public static byte[] Serialize(DebugReport debugReport)
|
||||
public static byte[] Serialize(DiagnosticReport report)
|
||||
{
|
||||
return Encoding.UTF8.GetBytes(JsonUtility.ToJson(debugReport));
|
||||
return Encoding.UTF8.GetBytes(JsonUtility.ToJson(report));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 反序列化
|
||||
/// </summary>
|
||||
public static DebugReport Deserialize(byte[] data)
|
||||
public static DiagnosticReport Deserialize(byte[] data)
|
||||
{
|
||||
return JsonUtility.FromJson<DebugReport>(Encoding.UTF8.GetString(data));
|
||||
return JsonUtility.FromJson<DiagnosticReport>(Encoding.UTF8.GetString(data));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
using System;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 诊断系统的常量定义
|
||||
/// </summary>
|
||||
internal class DiagnosticSystemDefine
|
||||
{
|
||||
/// <summary>
|
||||
/// 调试器版本号
|
||||
/// </summary>
|
||||
public const string DebuggerVersion = "2026.1.20";
|
||||
|
||||
/// <summary>
|
||||
/// Player 向 Editor 发送消息的标识符
|
||||
/// </summary>
|
||||
public static readonly Guid PlayerToEditorMessageId = new Guid("e34a5702dd353724aa315fb8011f08c3");
|
||||
|
||||
/// <summary>
|
||||
/// Editor 向 Player 发送消息的标识符
|
||||
/// </summary>
|
||||
public static readonly Guid EditorToPlayerMessageId = new Guid("4d1926c9df5b052469a1c63448b7609a");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal enum EDebugCommandType
|
||||
{
|
||||
/// <summary>
|
||||
/// 采样一次
|
||||
/// </summary>
|
||||
SampleOnce = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 持续采样
|
||||
/// </summary>
|
||||
AutoSampling = 1,
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6d4ba58bf1a1bb4db469b2cdd741ad0
|
||||
guid: 773cefd0e4f22f745b88d25c930f6493
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -6,7 +6,11 @@ using UnityEngine;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class RemoteEditorConnection
|
||||
/// <summary>
|
||||
/// 模拟的 Editor 连接
|
||||
/// 在 Editor 模式下模拟 EditorConnection 的行为,用于本地调试
|
||||
/// </summary>
|
||||
internal class MockEditorConnection
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
@@ -16,35 +20,35 @@ namespace YooAsset
|
||||
}
|
||||
#endif
|
||||
|
||||
private static RemoteEditorConnection _instance;
|
||||
public static RemoteEditorConnection Instance
|
||||
private static MockEditorConnection _instance;
|
||||
public static MockEditorConnection Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
_instance = new RemoteEditorConnection();
|
||||
_instance = new MockEditorConnection();
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageCallbacks = new Dictionary<Guid, UnityAction<MessageEventArgs>>();
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageHandlers = new Dictionary<Guid, UnityAction<MessageEventArgs>>();
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_messageCallbacks.Clear();
|
||||
_messageHandlers.Clear();
|
||||
}
|
||||
public void Register(Guid messageID, UnityAction<MessageEventArgs> callback)
|
||||
{
|
||||
if (messageID == Guid.Empty)
|
||||
throw new ArgumentException("messageID is empty.");
|
||||
|
||||
if (_messageCallbacks.ContainsKey(messageID) == false)
|
||||
_messageCallbacks.Add(messageID, callback);
|
||||
if (_messageHandlers.ContainsKey(messageID) == false)
|
||||
_messageHandlers.Add(messageID, callback);
|
||||
}
|
||||
public void Unregister(Guid messageID)
|
||||
{
|
||||
if (_messageCallbacks.ContainsKey(messageID))
|
||||
_messageCallbacks.Remove(messageID);
|
||||
if (_messageHandlers.ContainsKey(messageID))
|
||||
_messageHandlers.Remove(messageID);
|
||||
}
|
||||
public void Send(Guid messageID, byte[] data)
|
||||
{
|
||||
@@ -52,12 +56,12 @@ namespace YooAsset
|
||||
throw new ArgumentException("messageID is empty.");
|
||||
|
||||
// 接收对方的消息
|
||||
RemotePlayerConnection.Instance.HandleEditorMessage(messageID, data);
|
||||
MockPlayerConnection.Instance.HandleEditorMessage(messageID, data);
|
||||
}
|
||||
|
||||
internal void HandlePlayerMessage(Guid messageID, byte[] data)
|
||||
{
|
||||
if (_messageCallbacks.TryGetValue(messageID, out UnityAction<MessageEventArgs> value))
|
||||
if (_messageHandlers.TryGetValue(messageID, out UnityAction<MessageEventArgs> value))
|
||||
{
|
||||
var args = new MessageEventArgs();
|
||||
args.playerId = 0;
|
||||
@@ -6,7 +6,11 @@ using UnityEngine;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class RemotePlayerConnection
|
||||
/// <summary>
|
||||
/// 模拟的 Player 连接
|
||||
/// 在 Editor 模式下模拟 PlayerConnection 的行为,用于本地调试
|
||||
/// </summary>
|
||||
internal class MockPlayerConnection
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
@@ -16,35 +20,35 @@ namespace YooAsset
|
||||
}
|
||||
#endif
|
||||
|
||||
private static RemotePlayerConnection _instance;
|
||||
public static RemotePlayerConnection Instance
|
||||
private static MockPlayerConnection _instance;
|
||||
public static MockPlayerConnection Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
_instance = new RemotePlayerConnection();
|
||||
_instance = new MockPlayerConnection();
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageCallbacks = new Dictionary<Guid, UnityAction<MessageEventArgs>>();
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageHandlers = new Dictionary<Guid, UnityAction<MessageEventArgs>>();
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_messageCallbacks.Clear();
|
||||
_messageHandlers.Clear();
|
||||
}
|
||||
public void Register(Guid messageID, UnityAction<MessageEventArgs> callback)
|
||||
{
|
||||
if (messageID == Guid.Empty)
|
||||
throw new ArgumentException("messageID is empty.");
|
||||
|
||||
if (_messageCallbacks.ContainsKey(messageID) == false)
|
||||
_messageCallbacks.Add(messageID, callback);
|
||||
if (_messageHandlers.ContainsKey(messageID) == false)
|
||||
_messageHandlers.Add(messageID, callback);
|
||||
}
|
||||
public void Unregister(Guid messageID)
|
||||
{
|
||||
if (_messageCallbacks.ContainsKey(messageID))
|
||||
_messageCallbacks.Remove(messageID);
|
||||
if (_messageHandlers.ContainsKey(messageID))
|
||||
_messageHandlers.Remove(messageID);
|
||||
}
|
||||
public void Send(Guid messageID, byte[] data)
|
||||
{
|
||||
@@ -52,12 +56,12 @@ namespace YooAsset
|
||||
throw new ArgumentException("messageID is empty.");
|
||||
|
||||
// 接收对方的消息
|
||||
RemoteEditorConnection.Instance.HandlePlayerMessage(messageID, data);
|
||||
MockEditorConnection.Instance.HandlePlayerMessage(messageID, data);
|
||||
}
|
||||
|
||||
internal void HandleEditorMessage(Guid messageID, byte[] data)
|
||||
{
|
||||
if (_messageCallbacks.TryGetValue(messageID, out UnityAction<MessageEventArgs> value))
|
||||
if (_messageHandlers.TryGetValue(messageID, out UnityAction<MessageEventArgs> value))
|
||||
{
|
||||
var args = new MessageEventArgs();
|
||||
args.playerId = 0;
|
||||
@@ -1,945 +0,0 @@
|
||||
# DiagnosticSystem 诊断系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DiagnosticSystem 是 YooAsset 的**远程调试诊断系统**,提供运行时资源管理状态的实时可视化和性能分析能力。该系统通过编辑器窗口与运行时游戏进行双向通信,实时采集和展示资源加载、Bundle 管理、异步操作等调试信息。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **实时远程调试**:在 Unity 编辑器中查看游戏运行时的资源管理状态
|
||||
- **完整状态快照**:采集所有资源、Bundle、异步操作的实时信息
|
||||
- **历史数据回溯**:缓存最近 500 帧数据,支持时间回溯分析
|
||||
- **双模式采样**:支持单次采样和自动连续采样
|
||||
- **低性能开销**:按需采样,无需连续监控
|
||||
|
||||
### 模块统计
|
||||
|
||||
| 组件 | 职责 |
|
||||
|------|------|
|
||||
| 核心通信 | RemoteDebuggerInRuntime + 双连接层 |
|
||||
| 数据结构 | 5 个调试信息结构体 |
|
||||
| 命令系统 | RemoteCommand 命令定义 |
|
||||
| **总计** | 10 个核心文件,完整的远程诊断框架 |
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **实时可视化** | 在编辑器中实时查看运行时资源状态 |
|
||||
| **性能监控** | 收集加载耗时、引用计数、下载进度等性能指标 |
|
||||
| **内存诊断** | 追踪资源出生场景、引用计数,识别潜在内存泄漏 |
|
||||
| **操作追踪** | 显示异步操作树,包括嵌套和依赖关系 |
|
||||
| **低开销设计** | 按需采样而非连续监控,DEBUG 模式自动启用 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DiagnosticSystem/
|
||||
├── RemoteDebuggerDefine.cs # 全局定义和常量
|
||||
├── RemoteCommand.cs # 命令定义和序列化
|
||||
├── DebugReport.cs # 调试报告(顶层容器)
|
||||
├── DebugPackageData.cs # 包级调试数据
|
||||
├── DebugProviderInfo.cs # 资源加载器调试信息
|
||||
├── DebugBundleInfo.cs # 资源包调试信息
|
||||
├── DebugOperationInfo.cs # 异步操作调试信息
|
||||
├── RemoteDebuggerInRuntime.cs # 运行时调试器主类
|
||||
├── RemotePlayerConnection.cs # 编辑器模拟连接层
|
||||
└── RemoteEditorConnection.cs # 运行时模拟连接层
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### RemoteDebuggerDefine
|
||||
|
||||
全局定义类,包含调试器版本和通信协议的 GUID 标识符。
|
||||
|
||||
```csharp
|
||||
internal class RemoteDebuggerDefine
|
||||
{
|
||||
// 调试器版本(用于版本校验)
|
||||
public const string DebuggerVersion = "2.3.3";
|
||||
|
||||
// 消息标识符(GUID)
|
||||
public static readonly Guid kMsgPlayerSendToEditor =
|
||||
new Guid("e34a5702dd353724aa315fb8011f08c3"); // 运行时→编辑器
|
||||
|
||||
public static readonly Guid kMsgEditorSendToPlayer =
|
||||
new Guid("4d1926c9df5b052469a1c63448b7609a"); // 编辑器→运行时
|
||||
}
|
||||
```
|
||||
|
||||
### RemoteCommand
|
||||
|
||||
命令定义类,用于编辑器向运行时发送采样指令。
|
||||
|
||||
```csharp
|
||||
internal enum ERemoteCommand
|
||||
{
|
||||
SampleOnce = 0, // 单次采样
|
||||
SampleAuto = 1, // 自动采样(连续)
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
internal class RemoteCommand
|
||||
{
|
||||
public int CommandType; // ERemoteCommand 枚举值
|
||||
public string CommandParam; // 命令参数
|
||||
|
||||
// 序列化/反序列化(JSON 格式)
|
||||
public static byte[] Serialize(RemoteCommand command)
|
||||
{
|
||||
return Encoding.UTF8.GetBytes(JsonUtility.ToJson(command));
|
||||
}
|
||||
|
||||
public static RemoteCommand Deserialize(byte[] data)
|
||||
{
|
||||
return JsonUtility.FromJson<RemoteCommand>(Encoding.UTF8.GetString(data));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**命令示例:**
|
||||
|
||||
```json
|
||||
// 单次采样
|
||||
{
|
||||
"CommandType": 0,
|
||||
"CommandParam": ""
|
||||
}
|
||||
|
||||
// 开启自动采样
|
||||
{
|
||||
"CommandType": 1,
|
||||
"CommandParam": "open"
|
||||
}
|
||||
|
||||
// 关闭自动采样
|
||||
{
|
||||
"CommandType": 1,
|
||||
"CommandParam": "close"
|
||||
}
|
||||
```
|
||||
|
||||
### DebugReport
|
||||
|
||||
调试报告容器,包含完整的系统状态快照。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal class DebugReport
|
||||
{
|
||||
// 调试器版本(用于版本校验)
|
||||
public string DebuggerVersion = RemoteDebuggerDefine.DebuggerVersion;
|
||||
|
||||
// 游戏帧数
|
||||
public int FrameCount;
|
||||
|
||||
// 包级调试数据列表(一个游戏可能有多个资源包)
|
||||
public List<DebugPackageData> PackageDatas = new List<DebugPackageData>(10);
|
||||
|
||||
// 序列化/反序列化
|
||||
public static byte[] Serialize(DebugReport debugReport);
|
||||
public static DebugReport Deserialize(byte[] data);
|
||||
}
|
||||
```
|
||||
|
||||
### DebugPackageData
|
||||
|
||||
包级调试数据,包含单个资源包的所有诊断信息。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal class DebugPackageData
|
||||
{
|
||||
// 资源包名称
|
||||
public string PackageName;
|
||||
|
||||
// 资源加载器列表
|
||||
public List<DebugProviderInfo> ProviderInfos = new List<DebugProviderInfo>(1000);
|
||||
|
||||
// 资源包列表
|
||||
public List<DebugBundleInfo> BundleInfos = new List<DebugBundleInfo>(1000);
|
||||
|
||||
// 异步操作列表
|
||||
public List<DebugOperationInfo> OperationInfos = new List<DebugOperationInfo>(1000);
|
||||
|
||||
// 运行时查询字典(非序列化,按需构建)
|
||||
[NonSerialized]
|
||||
public Dictionary<string, DebugBundleInfo> BundleInfoDic;
|
||||
|
||||
// 延迟解析字典
|
||||
public DebugBundleInfo GetBundleInfo(string bundleName);
|
||||
}
|
||||
```
|
||||
|
||||
### DebugProviderInfo
|
||||
|
||||
资源加载器(Provider)的调试信息。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal struct DebugProviderInfo : IComparer<DebugProviderInfo>, IComparable<DebugProviderInfo>
|
||||
{
|
||||
public string PackageName; // 所属包名
|
||||
public string AssetPath; // 资源路径(如 "Assets/Prefabs/Player.prefab")
|
||||
public string SpawnScene; // 资源加载时的活跃场景名
|
||||
public string BeginTime; // 加载开始时间(格式:HH:mm:ss.fff)
|
||||
public long LoadingTime; // 加载耗时(单位:毫秒)
|
||||
public int RefCount; // 引用计数
|
||||
public string Status; // 加载状态(None/Processing/Succeed/Failed)
|
||||
public List<string> DependBundles; // 依赖的资源包名列表
|
||||
|
||||
// 按 AssetPath 字母排序
|
||||
public int CompareTo(DebugProviderInfo other);
|
||||
}
|
||||
```
|
||||
|
||||
**关键诊断价值:**
|
||||
- `SpawnScene`:追踪资源在哪个场景被加载,帮助识别资源泄漏
|
||||
- `LoadingTime`:性能分析,识别加载慢的资源
|
||||
- `RefCount`:引用计数监控,RefCount > 0 表示资源仍在使用
|
||||
- `DependBundles`:依赖分析,理解资源加载的完整依赖链
|
||||
|
||||
### DebugBundleInfo
|
||||
|
||||
资源包(Bundle)的调试信息。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal struct DebugBundleInfo : IComparer<DebugBundleInfo>, IComparable<DebugBundleInfo>
|
||||
{
|
||||
public string BundleName; // 资源包名称
|
||||
public int RefCount; // 引用计数(当前有多少个 Provider 在使用)
|
||||
public string Status; // 加载状态
|
||||
public List<string> ReferenceBundles; // 反向依赖(谁引用了我)
|
||||
|
||||
// 按 BundleName 字母排序
|
||||
public int CompareTo(DebugBundleInfo other);
|
||||
}
|
||||
```
|
||||
|
||||
**关键诊断价值:**
|
||||
- `RefCount`:Bundle 引用计数,为 0 时可以被卸载
|
||||
- `ReferenceBundles`:反向依赖分析,了解 Bundle 被哪些其他 Bundle 依赖
|
||||
|
||||
### DebugOperationInfo
|
||||
|
||||
异步操作的调试信息,支持递归树结构。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal struct DebugOperationInfo : IComparer<DebugOperationInfo>, IComparable<DebugOperationInfo>
|
||||
{
|
||||
public string OperationName; // 操作类名(如 "LoadAssetOperation")
|
||||
public string OperationDesc; // 操作说明(自定义描述)
|
||||
public uint Priority; // 优先级(用于操作排序)
|
||||
public float Progress; // 进度(0.0 - 1.0)
|
||||
public string BeginTime; // 操作开始时间
|
||||
public long ProcessTime; // 处理耗时(单位:毫秒)
|
||||
public string Status; // 操作状态(None/Processing/Succeed/Failed)
|
||||
public List<DebugOperationInfo> Childs; // 子操作列表(支持嵌套树结构)
|
||||
|
||||
public int CompareTo(DebugOperationInfo other);
|
||||
}
|
||||
```
|
||||
|
||||
**递归树结构示例:**
|
||||
```
|
||||
InitializationOperation
|
||||
├─ LoadManifestOperation
|
||||
│ ├─ LoadBundleFileOperation (manifest.bundle)
|
||||
│ └─ DeserializeManifestOperation
|
||||
└─ InitFileSystemOperation
|
||||
```
|
||||
|
||||
**关键诊断价值:**
|
||||
- `OperationName`:操作类型识别
|
||||
- `ProcessTime`:性能瓶颈分析
|
||||
- `Childs`:操作依赖关系可视化
|
||||
|
||||
---
|
||||
|
||||
## 通信系统
|
||||
|
||||
### RemoteDebuggerInRuntime
|
||||
|
||||
运行时调试器主类,负责接收命令、采样数据、发送报告。
|
||||
|
||||
```csharp
|
||||
internal class RemoteDebuggerInRuntime : MonoBehaviour
|
||||
{
|
||||
// 采样控制标志
|
||||
private static bool _sampleOnce = false; // 单次采样
|
||||
private static bool _autoSample = false; // 连续采样
|
||||
|
||||
// 运行时初始化
|
||||
[RuntimeInitializeOnLoadMethod]
|
||||
private static void RuntimeInitializeOnLoad()
|
||||
{
|
||||
_sampleOnce = false;
|
||||
_autoSample = false;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
RemotePlayerConnection.Instance.Initialize();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// 注册命令接收回调
|
||||
RemotePlayerConnection.Instance.Register(
|
||||
RemoteDebuggerDefine.kMsgEditorSendToPlayer,
|
||||
OnHandleEditorMessage);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
// 采样逻辑(在一帧的最后执行)
|
||||
if (_autoSample || _sampleOnce)
|
||||
{
|
||||
_sampleOnce = false;
|
||||
var debugReport = YooAssets.GetDebugReport();
|
||||
var data = DebugReport.Serialize(debugReport);
|
||||
|
||||
RemotePlayerConnection.Instance.Send(
|
||||
RemoteDebuggerDefine.kMsgPlayerSendToEditor,
|
||||
data);
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnHandleEditorMessage(MessageEventArgs args)
|
||||
{
|
||||
var command = RemoteCommand.Deserialize(args.data);
|
||||
|
||||
if (command.CommandType == (int)ERemoteCommand.SampleOnce)
|
||||
{
|
||||
_sampleOnce = true;
|
||||
}
|
||||
else if (command.CommandType == (int)ERemoteCommand.SampleAuto)
|
||||
{
|
||||
_autoSample = (command.CommandParam == "open");
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**关键设计点:**
|
||||
1. **LateUpdate 时机**:确保该帧所有资源加载完成后再采样
|
||||
2. **状态重置**:`[RuntimeInitializeOnLoadMethod]` 确保编辑器重新编译时重置状态
|
||||
3. **DEBUG 模式自动启用**:通过 `#if DEBUG` 条件编译自动添加组件
|
||||
|
||||
### 双连接层架构
|
||||
|
||||
YooAsset 支持两种通信模式:
|
||||
|
||||
| 模式 | 使用场景 | 实现方式 |
|
||||
|------|----------|----------|
|
||||
| **编辑器模拟模式** | 开发调试 | `RemotePlayerConnection` + `RemoteEditorConnection`(虚拟连接) |
|
||||
| **发布版本** | 运营期监控 | Unity 的 `PlayerConnection` API(真实网络) |
|
||||
|
||||
#### RemotePlayerConnection(编辑器模拟模式)
|
||||
|
||||
```csharp
|
||||
internal class RemotePlayerConnection
|
||||
{
|
||||
private static RemotePlayerConnection _instance;
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageCallbacks;
|
||||
|
||||
public static RemotePlayerConnection Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
_instance = new RemotePlayerConnection();
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public void Register(Guid messageID, UnityAction<MessageEventArgs> callback)
|
||||
{
|
||||
_messageCallbacks.Add(messageID, callback);
|
||||
}
|
||||
|
||||
public void Send(Guid messageID, byte[] data)
|
||||
{
|
||||
// 在编辑器模拟模式下,发送给虚拟编辑器连接
|
||||
RemoteEditorConnection.Instance.HandlePlayerMessage(messageID, data);
|
||||
}
|
||||
|
||||
internal void HandleEditorMessage(Guid messageID, byte[] data)
|
||||
{
|
||||
if (_messageCallbacks.TryGetValue(messageID, out var callback))
|
||||
{
|
||||
callback.Invoke(new MessageEventArgs { playerId = 0, data = data });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### RemoteEditorConnection(运行时模拟模式)
|
||||
|
||||
```csharp
|
||||
internal class RemoteEditorConnection
|
||||
{
|
||||
private static RemoteEditorConnection _instance;
|
||||
private readonly Dictionary<Guid, UnityAction<MessageEventArgs>> _messageCallbacks;
|
||||
|
||||
public static RemoteEditorConnection Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
_instance = new RemoteEditorConnection();
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public void Register(Guid messageID, UnityAction<MessageEventArgs> callback)
|
||||
{
|
||||
_messageCallbacks.Add(messageID, callback);
|
||||
}
|
||||
|
||||
public void Send(Guid messageID, byte[] data)
|
||||
{
|
||||
// 发送给虚拟运行时连接
|
||||
RemotePlayerConnection.Instance.HandleEditorMessage(messageID, data);
|
||||
}
|
||||
|
||||
internal void HandlePlayerMessage(Guid messageID, byte[] data)
|
||||
{
|
||||
if (_messageCallbacks.TryGetValue(messageID, out var callback))
|
||||
{
|
||||
callback.Invoke(new MessageEventArgs { playerId = 0, data = data });
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 通信协议
|
||||
|
||||
### 协议规范
|
||||
|
||||
**协议版本:** 2.3.3
|
||||
|
||||
**编码格式:**
|
||||
```
|
||||
C# 对象 → JsonUtility.ToJson() → JSON 字符串 → Encoding.UTF8.GetBytes() → byte[]
|
||||
```
|
||||
|
||||
**消息类型:**
|
||||
|
||||
| 方向 | GUID | 数据类型 | 说明 |
|
||||
|------|------|----------|------|
|
||||
| 编辑器→运行时 | `4d1926c9df5b052469a1c63448b7609a` | `RemoteCommand` | 采样命令 |
|
||||
| 运行时→编辑器 | `e34a5702dd353724aa315fb8011f08c3` | `DebugReport` | 调试报告 |
|
||||
|
||||
### 双向通信流程
|
||||
|
||||
```
|
||||
[编辑器 UI]
|
||||
│
|
||||
├─ 用户点击 "Sample" 按钮
|
||||
│ └─ 发送 RemoteCommand (SampleOnce)
|
||||
│
|
||||
└─ 用户开启 "Record" 开关
|
||||
└─ 发送 RemoteCommand (SampleAuto, "open")
|
||||
|
||||
↓ RemoteEditorConnection.Send()
|
||||
↓
|
||||
RemotePlayerConnection.HandleEditorMessage()
|
||||
↓ 触发回调
|
||||
|
||||
[运行时]
|
||||
RemoteDebuggerInRuntime.OnHandleEditorMessage()
|
||||
↓
|
||||
设置采样标志 (_sampleOnce 或 _autoSample)
|
||||
↓
|
||||
LateUpdate 中采样
|
||||
↓
|
||||
YooAssets.GetDebugReport()
|
||||
├─ 收集所有 ResourcePackage 数据
|
||||
├─ DebugProviderInfo[] (从 ProviderDic)
|
||||
├─ DebugBundleInfo[] (从 LoaderDic)
|
||||
└─ DebugOperationInfo[] (从 _operations)
|
||||
↓
|
||||
DebugReport.Serialize()
|
||||
↓
|
||||
RemotePlayerConnection.Send()
|
||||
↓
|
||||
RemoteEditorConnection.HandlePlayerMessage()
|
||||
↓
|
||||
|
||||
[编辑器]
|
||||
AssetBundleDebuggerWindow.OnHandlePlayerMessage()
|
||||
↓
|
||||
版本校验 (DebuggerVersion)
|
||||
↓
|
||||
RemotePlayerSession.AddDebugReport()
|
||||
↓
|
||||
缓存到历史记录 (最多 500 帧)
|
||||
↓
|
||||
UI 刷新显示
|
||||
```
|
||||
|
||||
### 版本校验机制
|
||||
|
||||
```csharp
|
||||
// 编辑器端版本校验
|
||||
private void OnHandlePlayerMessage(MessageEventArgs args)
|
||||
{
|
||||
var debugReport = DebugReport.Deserialize(args.data);
|
||||
|
||||
// 版本校验
|
||||
if (debugReport.DebuggerVersion != RemoteDebuggerDefine.DebuggerVersion)
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"Debugger versions are inconsistent : " +
|
||||
$"{debugReport.DebuggerVersion} != {RemoteDebuggerDefine.DebuggerVersion}");
|
||||
return; // 丢弃不兼容的数据
|
||||
}
|
||||
|
||||
// 处理数据...
|
||||
}
|
||||
```
|
||||
|
||||
**设计意图:** 防止编辑器和运行时的调试器版本不一致导致的数据格式错误。
|
||||
|
||||
---
|
||||
|
||||
## 数据收集流程
|
||||
|
||||
### 完整采样流程
|
||||
|
||||
```
|
||||
RemoteDebuggerInRuntime.LateUpdate()
|
||||
↓
|
||||
检查 _sampleOnce 或 _autoSample 标志
|
||||
↓ YES
|
||||
调用 YooAssets.GetDebugReport()
|
||||
│
|
||||
├─ 初始化 DebugReport
|
||||
├─ 设置 FrameCount = Time.frameCount
|
||||
├─ 遍历每个 ResourcePackage:
|
||||
│ │
|
||||
│ └─ package.GetDebugPackageData()
|
||||
│ │
|
||||
│ ├─ 创建 DebugPackageData
|
||||
│ ├─ 设置 PackageName
|
||||
│ │
|
||||
│ ├─ 收集 ProviderInfos:
|
||||
│ │ ResourceManager.GetDebugProviderInfos()
|
||||
│ │ 遍历 ProviderDic:
|
||||
│ │ └─ 每个 ProviderOperation 提供:
|
||||
│ │ - MainAssetInfo.AssetPath
|
||||
│ │ - SpawnScene(场景名)
|
||||
│ │ - BeginTime(开始时间)
|
||||
│ │ - ProcessTime(耗时)
|
||||
│ │ - RefCount(引用计数)
|
||||
│ │ - Status(加载状态)
|
||||
│ │ - GetDebugDependBundles()(依赖列表)
|
||||
│ │
|
||||
│ ├─ 收集 BundleInfos:
|
||||
│ │ ResourceManager.GetDebugBundleInfos()
|
||||
│ │ 遍历 LoaderDic:
|
||||
│ │ └─ 每个 LoadBundleFileOperation 提供:
|
||||
│ │ - BundleName
|
||||
│ │ - RefCount
|
||||
│ │ - Status
|
||||
│ │ - FilterReferenceBundles()(反向依赖)
|
||||
│ │
|
||||
│ └─ 收集 OperationInfos:
|
||||
│ OperationSystem.GetDebugOperationInfos(PackageName)
|
||||
│ 遍历 _operations(按 PackageName 过滤):
|
||||
│ └─ 递归构建操作树:
|
||||
│ - GetType().Name(操作类名)
|
||||
│ - GetOperationDesc()(自定义描述)
|
||||
│ - Priority(优先级)
|
||||
│ - Progress(进度)
|
||||
│ - BeginTime(开始时间)
|
||||
│ - ProcessTime(耗时)
|
||||
│ - Status(状态)
|
||||
│ - Childs(子操作列表)
|
||||
│
|
||||
└─ 返回 DebugReport
|
||||
```
|
||||
|
||||
### 性能指标收集
|
||||
|
||||
#### 资源加载耗时
|
||||
|
||||
```csharp
|
||||
// AsyncOperationBase 中的自动计时
|
||||
private Stopwatch _watch = null;
|
||||
|
||||
internal void InternalStart()
|
||||
{
|
||||
if (_watch == null)
|
||||
{
|
||||
BeginTime = SpawnTimeToString(UnityEngine.Time.realtimeSinceStartup);
|
||||
_watch = Stopwatch.StartNew();
|
||||
}
|
||||
}
|
||||
|
||||
internal void InternalUpdate()
|
||||
{
|
||||
ProcessTime = _watch.ElapsedMilliseconds;
|
||||
// ... 持续计时
|
||||
}
|
||||
```
|
||||
|
||||
#### 场景信息追踪
|
||||
|
||||
```csharp
|
||||
// ProviderOperation.cs
|
||||
[Conditional("DEBUG")] // 仅在 DEBUG 模式下启用
|
||||
public void InitProviderDebugInfo()
|
||||
{
|
||||
SpawnScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
||||
}
|
||||
```
|
||||
|
||||
#### 引用计数监控
|
||||
|
||||
```csharp
|
||||
// ProviderOperation 和 LoadBundleFileOperation 都维护 RefCount
|
||||
public int RefCount { get; } // 当前被引用的次数
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与其他模块的交互
|
||||
|
||||
```
|
||||
YooAssets (全局入口)
|
||||
│
|
||||
├─ 初始化阶段:
|
||||
│ #if DEBUG
|
||||
│ _driver.AddComponent<RemoteDebuggerInRuntime>();
|
||||
│ #endif
|
||||
│
|
||||
└─ 数据收集入口:
|
||||
GetDebugReport()
|
||||
├─ 遍历所有 ResourcePackage
|
||||
└─ 构建 DebugReport
|
||||
|
||||
ResourcePackage (资源包)
|
||||
│
|
||||
└─ GetDebugPackageData()
|
||||
├─ 调用 ResourceManager.GetDebugProviderInfos()
|
||||
├─ 调用 ResourceManager.GetDebugBundleInfos()
|
||||
└─ 调用 OperationSystem.GetDebugOperationInfos()
|
||||
|
||||
ResourceManager (资源管理器)
|
||||
│
|
||||
├─ GetDebugProviderInfos()
|
||||
│ └─ 遍历 ProviderDic (Dictionary<string, ProviderOperation>)
|
||||
│
|
||||
└─ GetDebugBundleInfos()
|
||||
└─ 遍历 LoaderDic (Dictionary<string, LoadBundleFileOperation>)
|
||||
|
||||
OperationSystem (操作系统)
|
||||
│
|
||||
└─ GetDebugOperationInfos(packageName)
|
||||
└─ 遍历 _operations (List<AsyncOperationBase>)
|
||||
└─ 递归收集子操作 (Childs)
|
||||
|
||||
AsyncOperationBase (异步操作基类)
|
||||
│
|
||||
├─ BeginTime:操作开始时间
|
||||
├─ ProcessTime:累计处理耗时
|
||||
├─ Status:操作状态
|
||||
├─ Progress:进度
|
||||
└─ GetOperationDesc():自定义描述
|
||||
|
||||
ProviderOperation (资源提供者)
|
||||
│
|
||||
├─ SpawnScene:加载时的活跃场景
|
||||
└─ GetDebugDependBundles():依赖包列表
|
||||
|
||||
LoadBundleFileOperation (Bundle 加载器)
|
||||
│
|
||||
├─ RefCount:引用计数
|
||||
└─ LoadBundleInfo:Bundle 信息
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 使用场景
|
||||
|
||||
### 场景 1:运行时资源泄漏诊断
|
||||
|
||||
**问题:** 游戏切换场景后内存持续增长,怀疑有资源未释放。
|
||||
|
||||
**诊断步骤:**
|
||||
1. 打开 AssetBundle Debugger 窗口
|
||||
2. 开启 Record 模式(自动采样)
|
||||
3. 切换场景前后观察 ProviderInfos 列表
|
||||
4. 检查 `RefCount > 0` 且 `SpawnScene` 为旧场景的资源
|
||||
5. 定位未释放的资源和对应的代码位置
|
||||
|
||||
**关键字段:**
|
||||
- `SpawnScene`:资源在哪个场景被加载
|
||||
- `RefCount`:引用计数,应该为 0
|
||||
- `AssetPath`:资源路径,定位具体资源
|
||||
|
||||
### 场景 2:资源加载性能分析
|
||||
|
||||
**问题:** 首次加载场景卡顿严重。
|
||||
|
||||
**诊断步骤:**
|
||||
1. 单次采样(Sample Once)
|
||||
2. 切换到 Asset View
|
||||
3. 按 `LoadingTime` 降序排序
|
||||
4. 识别加载耗时最长的资源
|
||||
5. 分析 `DependBundles` 了解依赖链
|
||||
|
||||
**关键字段:**
|
||||
- `LoadingTime`:加载耗时(毫秒)
|
||||
- `DependBundles`:依赖的 Bundle 列表
|
||||
- `Status`:加载状态
|
||||
|
||||
### 场景 3:Bundle 引用分析
|
||||
|
||||
**问题:** 某个 Bundle 无法被卸载。
|
||||
|
||||
**诊断步骤:**
|
||||
1. 切换到 Bundle View
|
||||
2. 搜索目标 Bundle
|
||||
3. 检查 `RefCount` 和 `ReferenceBundles`
|
||||
4. 追踪哪些资源正在使用该 Bundle
|
||||
5. 定位未释放的资源引用
|
||||
|
||||
**关键字段:**
|
||||
- `RefCount`:Bundle 引用计数
|
||||
- `ReferenceBundles`:反向依赖列表
|
||||
- `Status`:Bundle 加载状态
|
||||
|
||||
### 场景 4:异步操作监控
|
||||
|
||||
**问题:** 复杂的初始化流程卡住,不知道在哪个步骤。
|
||||
|
||||
**诊断步骤:**
|
||||
1. 切换到 Operation View
|
||||
2. 查看操作树结构
|
||||
3. 检查 `Status` 为 `Processing` 的操作
|
||||
4. 分析 `Progress` 了解进度
|
||||
5. 通过 `Childs` 了解操作依赖关系
|
||||
|
||||
**关键字段:**
|
||||
- `OperationName`:操作类型
|
||||
- `OperationDesc`:操作描述
|
||||
- `Progress`:进度(0.0 - 1.0)
|
||||
- `Childs`:子操作列表
|
||||
|
||||
---
|
||||
|
||||
## 数据导出
|
||||
|
||||
### JSON 导出功能
|
||||
|
||||
编辑器窗口支持导出当前帧的完整调试数据为 JSON 文件。
|
||||
|
||||
**导出示例:**
|
||||
|
||||
```json
|
||||
{
|
||||
"DebuggerVersion": "2.3.3",
|
||||
"FrameCount": 1234,
|
||||
"PackageDatas": [
|
||||
{
|
||||
"PackageName": "DefaultPackage",
|
||||
"ProviderInfos": [
|
||||
{
|
||||
"PackageName": "DefaultPackage",
|
||||
"AssetPath": "Assets/Prefabs/Player.prefab",
|
||||
"SpawnScene": "GameScene",
|
||||
"BeginTime": "12:34:56.789",
|
||||
"LoadingTime": 45,
|
||||
"RefCount": 1,
|
||||
"Status": "Succeed",
|
||||
"DependBundles": [
|
||||
"assets_prefabs.bundle"
|
||||
]
|
||||
}
|
||||
],
|
||||
"BundleInfos": [
|
||||
{
|
||||
"BundleName": "assets_prefabs.bundle",
|
||||
"RefCount": 1,
|
||||
"Status": "Succeed",
|
||||
"ReferenceBundles": []
|
||||
}
|
||||
],
|
||||
"OperationInfos": [
|
||||
{
|
||||
"OperationName": "LoadAssetOperation",
|
||||
"OperationDesc": "Load assets_prefabs.bundle",
|
||||
"Priority": 0,
|
||||
"Progress": 1.0,
|
||||
"BeginTime": "12:34:56.745",
|
||||
"ProcessTime": 44,
|
||||
"Status": "Succeed",
|
||||
"Childs": []
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
**用途:**
|
||||
- 离线分析和归档
|
||||
- 性能数据对比
|
||||
- 问题复现和追踪
|
||||
|
||||
---
|
||||
|
||||
## 系统架构图
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────────┐
|
||||
│ Unity Editor Window │
|
||||
│ AssetBundleDebuggerWindow │
|
||||
│ ┌──────────────────────────────────────────────────────────────┐ │
|
||||
│ │ UI Controls: │ │
|
||||
│ │ - Sample Button (SampleOnce) │ │
|
||||
│ │ - Record Toggle (SampleAuto) │ │
|
||||
│ │ - View Mode Menu (Asset/Bundle/Operation View) │ │
|
||||
│ │ - Frame Slider (历史帧导航) │ │
|
||||
│ │ - Search Field (关键词搜索) │ │
|
||||
│ │ - Export Button (JSON 导出) │ │
|
||||
│ └──────────────────────────────────────────────────────────────┘ │
|
||||
└────────────┬──────────────────────────────────────────────────────────┘
|
||||
│
|
||||
┌─────▼───────────────────────────────────┐
|
||||
│ RemoteEditorConnection (虚拟连接) │
|
||||
│ - Register callbacks │
|
||||
│ - Send/Receive commands & reports │
|
||||
└─────┬──────────────────────────────┬────┘
|
||||
│ │
|
||||
┌────────▼─────────────┐ ┌──────────▼───────────────┐
|
||||
│ RemoteCommand │ │ DebugReport │
|
||||
│ (Serialize) │ │ (Deserialize) │
|
||||
│ ↓ JSON │ │ ← JSON │
|
||||
│ ↓ UTF-8 bytes │ │ ← UTF-8 bytes │
|
||||
└────────┬─────────────┘ └──────────┬───────────────┘
|
||||
│ │
|
||||
│ ═══════════════════════ │
|
||||
│ Internet / Emulation │
|
||||
│ ═══════════════════════ │
|
||||
│ │
|
||||
┌────────▼─────────────┐ ┌──────────▼───────────────┐
|
||||
│ PlayerConnection │ │ RemotePlayerConnection │
|
||||
│ (真实连接) │ │ (虚拟连接) │
|
||||
│ 或模拟连接 │ │ │
|
||||
└────────┬─────────────┘ └──────────┬───────────────┘
|
||||
│ │
|
||||
└──────────────┬───────────────┘
|
||||
│
|
||||
┌──────▼──────────────────────────────┐
|
||||
│ RemoteDebuggerInRuntime │
|
||||
│ (MonoBehaviour) │
|
||||
│ ┌──────────────────────────────┐ │
|
||||
│ │ _sampleOnce (bool) │ │
|
||||
│ │ _autoSample (bool) │ │
|
||||
│ └──────────────────────────────┘ │
|
||||
│ ┌──────────────────────────────┐ │
|
||||
│ │ Awake() - 初始化连接 │ │
|
||||
│ │ OnEnable() - 注册回调 │ │
|
||||
│ │ LateUpdate() - 采样触发 │ │
|
||||
│ │ OnHandleEditorMessage() - 收命令│ │
|
||||
│ └──────────────────────────────┘ │
|
||||
└──────────┬──────────────────────────┘
|
||||
│
|
||||
┌──────▼────────────────────┐
|
||||
│ YooAssets.GetDebugReport() │
|
||||
│ (全系统数据收集入口) │
|
||||
└──────┬────────────────────┘
|
||||
│
|
||||
┌───────────┼───────────┐
|
||||
│ │ │
|
||||
┌──────────▼──┐ ┌─────▼────┐ ┌──▼─────────────┐
|
||||
│ResourcePkg 1│ │ResourcePkg2 │ResourcePackageN│
|
||||
└──────┬──────┘ └────┬─────┘ └──┬──────────┘
|
||||
│ │ │
|
||||
└───────────────┼──────────┘
|
||||
│
|
||||
┌───────────▼──────────┐
|
||||
│ DebugPackageData │
|
||||
│ ┌─────────────────┐ │
|
||||
│ │ PackageName │ │
|
||||
│ │ ProviderInfos[] │ │
|
||||
│ │ BundleInfos[] │ │
|
||||
│ │ OperationInfos[]│ │
|
||||
│ └─────────────────┘ │
|
||||
└─────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **DEBUG 模式自动启用**
|
||||
- 诊断系统仅在 `DEBUG` 模式下启用(通过 `#if DEBUG` 条件编译)
|
||||
- Release 构建中不会包含诊断代码,无性能开销
|
||||
|
||||
2. **版本兼容性**
|
||||
- 编辑器和运行时的调试器版本必须一致
|
||||
- 版本不一致的数据会被自动丢弃
|
||||
|
||||
3. **历史数据限制**
|
||||
- 最多缓存 500 帧历史数据(可配置)
|
||||
- 超过限制后,最早的数据会被移除
|
||||
|
||||
4. **JSON 序列化深度限制**
|
||||
- Unity JsonUtility 序列化深度限制为 10 层
|
||||
- 操作树(Childs)嵌套过深可能导致序列化失败
|
||||
|
||||
5. **性能开销**
|
||||
- 单次采样:低开销,仅在需要时采集
|
||||
- 自动采样:每帧采集,有一定性能开销,建议仅在需要时开启
|
||||
|
||||
6. **LateUpdate 时机**
|
||||
- 采样在 LateUpdate 中执行,确保该帧所有操作已更新
|
||||
- 避免在采样过程中资源状态发生变化
|
||||
|
||||
7. **非序列化字典**
|
||||
- `DebugPackageData.BundleInfoDic` 使用 `[NonSerialized]` 标记
|
||||
- 字典在首次查询时才构建,减少序列化开销
|
||||
|
||||
8. **场景追踪条件编译**
|
||||
- `SpawnScene` 字段仅在 DEBUG 模式下赋值(`[Conditional("DEBUG")]`)
|
||||
- Release 构建中该字段为空字符串
|
||||
|
||||
---
|
||||
|
||||
## 性能优化建议
|
||||
|
||||
1. **按需采样**
|
||||
- 优先使用单次采样(Sample Once)
|
||||
- 仅在需要连续监控时开启自动采样(Record)
|
||||
|
||||
2. **及时关闭 Record**
|
||||
- 分析完成后及时关闭自动采样
|
||||
- 避免不必要的性能开销
|
||||
|
||||
3. **合理设置历史缓存**
|
||||
- 根据内存情况调整 `MaxReportCount`
|
||||
- 默认 500 帧已足够大多数分析场景
|
||||
|
||||
4. **导出数据离线分析**
|
||||
- 对于复杂的性能问题,导出 JSON 数据
|
||||
- 在编辑器外使用专业工具进行分析
|
||||
|
||||
5. **Release 构建移除诊断代码**
|
||||
- 确保 Release 构建使用 Release 配置
|
||||
- 诊断代码通过 `#if DEBUG` 自动移除
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5fa2b66c20800124c8dd5cb77e854ce3
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking.PlayerConnection;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 远程调试行为组件
|
||||
/// 负责接收 Editor 命令并发送诊断数据
|
||||
/// </summary>
|
||||
internal class RemoteDebugBehaviour : MonoBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void OnRuntimeInitialize()
|
||||
{
|
||||
_sampleOnce = false;
|
||||
_autoSampling = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
private static bool _sampleOnce = false;
|
||||
private static bool _autoSampling = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
MockPlayerConnection.Instance.Initialize();
|
||||
#endif
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
MockPlayerConnection.Instance.Register(DiagnosticSystemDefine.EditorToPlayerMessageId, HandleEditorMessage);
|
||||
#else
|
||||
PlayerConnection.instance.Register(DiagnosticSystemDefine.EditorToPlayerMessageId, HandleEditorMessage);
|
||||
#endif
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
MockPlayerConnection.Instance.Unregister(DiagnosticSystemDefine.EditorToPlayerMessageId);
|
||||
#else
|
||||
PlayerConnection.instance.Unregister(DiagnosticSystemDefine.EditorToPlayerMessageId, HandleEditorMessage);
|
||||
#endif
|
||||
}
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (_autoSampling || _sampleOnce)
|
||||
{
|
||||
_sampleOnce = false;
|
||||
var debugReport = YooAssets.GetDebugReport();
|
||||
var data = DiagnosticReport.Serialize(debugReport);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
MockPlayerConnection.Instance.Send(DiagnosticSystemDefine.PlayerToEditorMessageId, data);
|
||||
#else
|
||||
PlayerConnection.instance.Send(DiagnosticSystemDefine.PlayerToEditorMessageId, data);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
private static void HandleEditorMessage(MessageEventArgs args)
|
||||
{
|
||||
var command = RemoteDebugCommand.Deserialize(args.data);
|
||||
YooLogger.Log($"Handle remote command: {command.CommandType} Param: {command.Parameter}");
|
||||
if (command.CommandType == (int)EDebugCommandType.SampleOnce)
|
||||
{
|
||||
_sampleOnce = true;
|
||||
}
|
||||
else if (command.CommandType == (int)EDebugCommandType.AutoSampling)
|
||||
{
|
||||
if (command.Parameter == "open")
|
||||
_autoSampling = true;
|
||||
else
|
||||
_autoSampling = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException(command.CommandType.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,21 +4,12 @@ using UnityEngine;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal enum ERemoteCommand
|
||||
{
|
||||
/// <summary>
|
||||
/// 采样一次
|
||||
/// </summary>
|
||||
SampleOnce = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 自动采集
|
||||
/// </summary>
|
||||
SampleAuto = 1,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 远程调试命令
|
||||
/// 用于 Editor 向 Player 发送调试指令
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class RemoteCommand
|
||||
internal class RemoteDebugCommand
|
||||
{
|
||||
/// <summary>
|
||||
/// 命令类型
|
||||
@@ -28,13 +19,13 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 命令附加参数
|
||||
/// </summary>
|
||||
public string CommandParam;
|
||||
public string Parameter;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 序列化
|
||||
/// </summary>
|
||||
public static byte[] Serialize(RemoteCommand command)
|
||||
public static byte[] Serialize(RemoteDebugCommand command)
|
||||
{
|
||||
return Encoding.UTF8.GetBytes(JsonUtility.ToJson(command));
|
||||
}
|
||||
@@ -42,9 +33,9 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 反序列化
|
||||
/// </summary>
|
||||
public static RemoteCommand Deserialize(byte[] data)
|
||||
public static RemoteDebugCommand Deserialize(byte[] data)
|
||||
{
|
||||
return JsonUtility.FromJson<RemoteCommand>(Encoding.UTF8.GetString(data));
|
||||
return JsonUtility.FromJson<RemoteDebugCommand>(Encoding.UTF8.GetString(data));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using System;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class RemoteDebuggerDefine
|
||||
{
|
||||
public const string DebuggerVersion = "2.3.3";
|
||||
public static readonly Guid kMsgPlayerSendToEditor = new Guid("e34a5702dd353724aa315fb8011f08c3");
|
||||
public static readonly Guid kMsgEditorSendToPlayer = new Guid("4d1926c9df5b052469a1c63448b7609a");
|
||||
}
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
using System;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking.PlayerConnection;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class RemoteDebuggerInRuntime : MonoBehaviour
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void OnRuntimeInitialize()
|
||||
{
|
||||
_sampleOnce = false;
|
||||
_autoSample = false;
|
||||
}
|
||||
#endif
|
||||
|
||||
private static bool _sampleOnce = false;
|
||||
private static bool _autoSample = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
RemotePlayerConnection.Instance.Initialize();
|
||||
#endif
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
RemotePlayerConnection.Instance.Register(RemoteDebuggerDefine.kMsgEditorSendToPlayer, OnHandleEditorMessage);
|
||||
#else
|
||||
PlayerConnection.instance.Register(RemoteDebuggerDefine.kMsgEditorSendToPlayer, OnHandleEditorMessage);
|
||||
#endif
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
RemotePlayerConnection.Instance.Unregister(RemoteDebuggerDefine.kMsgEditorSendToPlayer);
|
||||
#else
|
||||
PlayerConnection.instance.Unregister(RemoteDebuggerDefine.kMsgEditorSendToPlayer, OnHandleEditorMessage);
|
||||
#endif
|
||||
}
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (_autoSample || _sampleOnce)
|
||||
{
|
||||
_sampleOnce = false;
|
||||
var debugReport = YooAssets.GetDebugReport();
|
||||
var data = DebugReport.Serialize(debugReport);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
RemotePlayerConnection.Instance.Send(RemoteDebuggerDefine.kMsgPlayerSendToEditor, data);
|
||||
#else
|
||||
PlayerConnection.instance.Send(RemoteDebuggerDefine.kMsgPlayerSendToEditor, data);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnHandleEditorMessage(MessageEventArgs args)
|
||||
{
|
||||
var command = RemoteCommand.Deserialize(args.data);
|
||||
YooLogger.Log($"On handle remote command : {command.CommandType} Param : {command.CommandParam}");
|
||||
if (command.CommandType == (int)ERemoteCommand.SampleOnce)
|
||||
{
|
||||
_sampleOnce = true;
|
||||
}
|
||||
else if (command.CommandType == (int)ERemoteCommand.SampleAuto)
|
||||
{
|
||||
if (command.CommandParam == "open")
|
||||
_autoSample = true;
|
||||
else
|
||||
_autoSample = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException(command.CommandType.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,39 +9,39 @@ namespace YooAsset
|
||||
/// 线程安全:内部使用 Dictionary 且未加锁,约定只在 Unity 主线程调用。
|
||||
/// 如需在多线程/回调线程调用,请在外层加锁或改为并发容器实现。
|
||||
/// </remarks>
|
||||
internal class WebRequestCounter
|
||||
internal class DownloadFailureCounter
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void OnRuntimeInitialize()
|
||||
{
|
||||
_requestFailedRecorder.Clear();
|
||||
_failureRecords.Clear();
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// 失败计数记录表(key = $"{packageName}_{eventName}")
|
||||
/// </summary>
|
||||
private static readonly Dictionary<string, int> _requestFailedRecorder = new Dictionary<string, int>(1000);
|
||||
private static readonly Dictionary<string, int> _failureRecords = new Dictionary<string, int>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 记录一次失败
|
||||
/// </summary>
|
||||
public static void RecordRequestFailed(string packageName, string eventName)
|
||||
public static void RecordFailure(string packageName, string eventName)
|
||||
{
|
||||
string key = $"{packageName}_{eventName}";
|
||||
if (_requestFailedRecorder.ContainsKey(key) == false)
|
||||
_requestFailedRecorder.Add(key, 0);
|
||||
_requestFailedRecorder[key]++;
|
||||
if (_failureRecords.ContainsKey(key) == false)
|
||||
_failureRecords.Add(key, 0);
|
||||
_failureRecords[key]++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取失败次数
|
||||
/// </summary>
|
||||
public static int GetRequestFailedCount(string packageName, string eventName)
|
||||
public static int GetFailureCount(string packageName, string eventName)
|
||||
{
|
||||
string key = $"{packageName}_{eventName}";
|
||||
if (_requestFailedRecorder.TryGetValue(key, out int count))
|
||||
if (_failureRecords.TryGetValue(key, out int count))
|
||||
return count;
|
||||
return 0;
|
||||
}
|
||||
@@ -2,59 +2,6 @@ using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 导入的资源包信息
|
||||
/// </summary>
|
||||
public struct ImportBundleInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 本地文件路径
|
||||
/// </summary>
|
||||
public string FilePath;
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名称
|
||||
/// </summary>
|
||||
public string BundleName;
|
||||
|
||||
/// <summary>
|
||||
/// 资源包GUID
|
||||
/// </summary>
|
||||
public string BundleGUID;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 下载请求状态
|
||||
/// </summary>
|
||||
internal enum EDownloadRequestStatus
|
||||
{
|
||||
/// <summary>
|
||||
/// 未开始
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// 进行中
|
||||
/// </summary>
|
||||
Running,
|
||||
|
||||
/// <summary>
|
||||
/// 已成功
|
||||
/// </summary>
|
||||
Succeed,
|
||||
|
||||
/// <summary>
|
||||
/// 已失败
|
||||
/// </summary>
|
||||
Failed,
|
||||
|
||||
/// <summary>
|
||||
/// 已中止
|
||||
/// </summary>
|
||||
Aborted,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 文件下载请求参数
|
||||
/// </summary>
|
||||
@@ -88,7 +35,7 @@ namespace YooAsset
|
||||
/// 2. 每次接收到下载数据时,看门狗计时器会重置。
|
||||
/// 3. 若在设定的时间范围内未收到任何数据,任务将被自动终止。
|
||||
/// </remarks>
|
||||
public readonly int WatchdogTime;
|
||||
public readonly int WatchdogTimeout;
|
||||
|
||||
/// <summary>
|
||||
/// 文件保存路径
|
||||
@@ -99,7 +46,7 @@ namespace YooAsset
|
||||
/// 是否追加写入文件
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// 配合 ResumeFromBytes 使用,用于断点续传场景。
|
||||
/// 配合 ResumeOffset 使用,用于断点续传场景。
|
||||
/// </remarks>
|
||||
public readonly bool AppendToFile;
|
||||
|
||||
@@ -112,9 +59,9 @@ namespace YooAsset
|
||||
/// 断点续传的起始字节(小于等于 0 表示不启用)
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// 推荐由后端自动设置 Range 请求头:"bytes={ResumeFromBytes}-"。
|
||||
/// 推荐由后端自动设置 Range 请求头:"bytes={ResumeOffset}-"。
|
||||
/// </remarks>
|
||||
public readonly long ResumeFromBytes;
|
||||
public readonly long ResumeOffset;
|
||||
|
||||
/// <summary>
|
||||
/// 自定义请求头(可选)
|
||||
@@ -128,18 +75,18 @@ namespace YooAsset
|
||||
string url,
|
||||
string savePath,
|
||||
int timeout,
|
||||
int watchdogTime,
|
||||
int watchdogTimeout,
|
||||
bool appendToFile = false,
|
||||
bool removeFileOnAbort = true,
|
||||
long resumeFromBytes = 0)
|
||||
long resumeOffset = 0)
|
||||
{
|
||||
URL = url;
|
||||
SavePath = savePath;
|
||||
Timeout = timeout;
|
||||
WatchdogTime = watchdogTime;
|
||||
WatchdogTimeout = watchdogTimeout;
|
||||
AppendToFile = appendToFile;
|
||||
RemoveFileOnAbort = removeFileOnAbort;
|
||||
ResumeFromBytes = resumeFromBytes;
|
||||
ResumeOffset = resumeOffset;
|
||||
Headers = null;
|
||||
}
|
||||
|
||||
@@ -187,7 +134,7 @@ namespace YooAsset
|
||||
/// 2. 每次接收到下载数据时,看门狗计时器会重置。
|
||||
/// 3. 若在设定的时间范围内未收到任何数据,任务将被自动终止。
|
||||
/// </remarks>
|
||||
public readonly int WatchdogTime;
|
||||
public readonly int WatchdogTimeout;
|
||||
|
||||
/// <summary>
|
||||
/// 自定义请求头(可选)
|
||||
@@ -197,13 +144,11 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 构造数据下载请求参数
|
||||
/// </summary>
|
||||
/// <param name="url">请求地址</param>
|
||||
/// <param name="options">通用请求参数</param>
|
||||
public DownloadDataRequestArgs(string url, int timeout, int watchdogTime)
|
||||
public DownloadDataRequestArgs(string url, int timeout, int watchdogTimeout)
|
||||
{
|
||||
URL = url;
|
||||
Timeout = timeout;
|
||||
WatchdogTime = watchdogTime;
|
||||
WatchdogTimeout = watchdogTimeout;
|
||||
Headers = null;
|
||||
}
|
||||
|
||||
@@ -251,7 +196,7 @@ namespace YooAsset
|
||||
/// 2. 每次接收到下载数据时,看门狗计时器会重置。
|
||||
/// 3. 若在设定的时间范围内未收到任何数据,任务将被自动终止。
|
||||
/// </remarks>
|
||||
public readonly int WatchdogTime;
|
||||
public readonly int WatchdogTimeout;
|
||||
|
||||
/// <summary>
|
||||
/// 禁用 Unity 的网络缓存
|
||||
@@ -282,14 +227,14 @@ namespace YooAsset
|
||||
public DownloadAssetBundleRequestArgs(
|
||||
string url,
|
||||
int timeout,
|
||||
int watchdogTime,
|
||||
int watchdogTimeout,
|
||||
bool disableUnityWebCache = true,
|
||||
string fileHash = null,
|
||||
uint unityCrc = 0)
|
||||
{
|
||||
URL = url;
|
||||
Timeout = timeout;
|
||||
WatchdogTime = watchdogTime;
|
||||
WatchdogTimeout = watchdogTimeout;
|
||||
DisableUnityWebCache = disableUnityWebCache;
|
||||
FileHash = fileHash;
|
||||
UnityCRC = unityCrc;
|
||||
@@ -1,14 +1,12 @@
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class DownloadSystemHelper
|
||||
internal class DownloadSystemTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取WWW加载本地资源的路径
|
||||
/// 转换为本地文件请求地址
|
||||
/// </summary>
|
||||
public static string ConvertToWWWPath(string path)
|
||||
public static string ToLocalURL(string path)
|
||||
{
|
||||
string url;
|
||||
|
||||
@@ -57,7 +55,7 @@ namespace YooAsset
|
||||
#elif UNITY_STANDALONE_LINUX
|
||||
url = StringUtility.Format("file:///root/{0}", path);
|
||||
#else
|
||||
throw new System.NotSupportedException($"[{nameof(DownloadSystemHelper.ConvertToWWWPath)}] Platform '{UnityEngine.Application.platform}' is not supported.");
|
||||
throw new System.NotSupportedException($"Platform '{UnityEngine.Application.platform}' is not supported.");
|
||||
#endif
|
||||
|
||||
// For some special cases when users have special characters in their devices, url paths can not be identified correctly.
|
||||
@@ -67,7 +65,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 是否请求的本地文件
|
||||
/// </summary>
|
||||
public static bool IsRequestLocalFile(string url)
|
||||
public static bool IsLocalFileURL(string url)
|
||||
{
|
||||
//TODO UNITY_STANDALONE_OSX平台目前无法确定
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
/// <summary>
|
||||
/// 下载请求状态
|
||||
/// </summary>
|
||||
internal enum EDownloadRequestStatus
|
||||
{
|
||||
/// <summary>
|
||||
/// 未开始
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// 进行中
|
||||
/// </summary>
|
||||
Running,
|
||||
|
||||
/// <summary>
|
||||
/// 已成功
|
||||
/// </summary>
|
||||
Succeed,
|
||||
|
||||
/// <summary>
|
||||
/// 已失败
|
||||
/// </summary>
|
||||
Failed,
|
||||
|
||||
/// <summary>
|
||||
/// 已中止
|
||||
/// </summary>
|
||||
Aborted,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8f72782591f59046a052b566bfa865e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,6 +4,10 @@
|
||||
|
||||
DownloadSystem 是 YooAsset 资源管理系统的**底层网络下载层**,负责处理所有 HTTP 网络请求。该模块提供了统一的下载接口抽象,支持文件下载、断点续传、并发请求(由上层调度)、看门狗监控等功能。
|
||||
|
||||
### 可见性说明
|
||||
|
||||
DownloadSystem 属于 YooAsset Runtime 的内部基础模块,目录内大多数类型为 `internal`(仅供 YooAsset Runtime 内部程序集使用)。本文示例以“模块内部调用方式”展示;业务层建议优先通过 `ResourcePackage / FileSystem / ResourceManager` 等上层接口使用下载能力,避免直接依赖本模块的内部类型。
|
||||
|
||||
### 核心职责
|
||||
|
||||
- HTTP/HTTPS 文件下载
|
||||
@@ -106,7 +110,7 @@ DownloadSystem/
|
||||
定义网络库实现的合约,通过工厂方法创建各类下载请求。
|
||||
|
||||
```csharp
|
||||
public interface IDownloadBackend
|
||||
internal interface IDownloadBackend : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// 后端标识名称(用于日志/调试)
|
||||
@@ -133,7 +137,7 @@ public interface IDownloadBackend
|
||||
所有下载请求的通用接口,定义生命周期和状态管理。
|
||||
|
||||
```csharp
|
||||
public interface IDownloadRequest : IDisposable
|
||||
internal interface IDownloadRequest : IDisposable
|
||||
{
|
||||
// 元信息
|
||||
string URL { get; }
|
||||
@@ -159,9 +163,9 @@ public interface IDownloadRequest : IDisposable
|
||||
|
||||
### 专化请求接口
|
||||
|
||||
| 接口 | 用途 | 特有属性 |
|
||||
| 接口 | 用途 | 特有能力 |
|
||||
|------|------|----------|
|
||||
| `IDownloadHeadRequest` | HEAD 请求,获取响应头 | `ETag`, `LastModified`, `ContentLength`, `ContentType` |
|
||||
| `IDownloadHeadRequest` | HEAD 请求,获取响应头 | `ETag`, `LastModified`, `ContentLength`, `ContentType`, `GetResponseHeader(name)` |
|
||||
| `IDownloadFileRequest` | 文件下载到本地 | `SavePath` |
|
||||
| `IDownloadBytesRequest` | 下载到内存(字节数组) | `byte[] Result` |
|
||||
| `IDownloadTextRequest` | 下载文本内容 | `string Result` |
|
||||
@@ -174,7 +178,7 @@ public interface IDownloadRequest : IDisposable
|
||||
### 请求状态枚举
|
||||
|
||||
```csharp
|
||||
public enum EDownloadRequestStatus
|
||||
internal enum EDownloadRequestStatus
|
||||
{
|
||||
None, // 未开始
|
||||
Running, // 进行中
|
||||
@@ -189,58 +193,107 @@ public enum EDownloadRequestStatus
|
||||
#### DownloadFileRequestArgs(文件下载参数)
|
||||
|
||||
```csharp
|
||||
public struct DownloadFileRequestArgs
|
||||
internal struct DownloadFileRequestArgs
|
||||
{
|
||||
public string URL; // 请求地址
|
||||
public int Timeout; // 响应超时(秒),0=无限制
|
||||
public int WatchdogTime; // 看门狗超时(秒)
|
||||
public readonly string URL; // 请求地址
|
||||
public readonly int Timeout; // 响应超时(秒),0=不应用超时
|
||||
public readonly int WatchdogTime; // 看门狗超时(秒),0=禁用
|
||||
|
||||
public string SavePath; // 文件保存路径
|
||||
public bool AppendToFile; // 追加写入(断点续传)
|
||||
public bool RemoveFileOnAbort; // 中止时删除文件
|
||||
public long ResumeFromBytes; // 断点续传起始位置
|
||||
public readonly string SavePath; // 文件保存路径
|
||||
public readonly bool AppendToFile; // 追加写入(断点续传)
|
||||
public readonly bool RemoveFileOnAbort; // 中止时删除文件
|
||||
public readonly long ResumeFromBytes; // 断点续传起始位置(>0 时推荐由后端设置 Range 头)
|
||||
|
||||
public Dictionary<string, string> Headers; // 自定义请求头
|
||||
public Dictionary<string, string> Headers; // 自定义请求头(可选)
|
||||
|
||||
public DownloadFileRequestArgs(
|
||||
string url,
|
||||
string savePath,
|
||||
int timeout,
|
||||
int watchdogTime,
|
||||
bool appendToFile = false,
|
||||
bool removeFileOnAbort = true,
|
||||
long resumeFromBytes = 0);
|
||||
|
||||
/// <summary>
|
||||
/// 添加请求头(注意:相同 key 重复添加会抛异常)
|
||||
/// </summary>
|
||||
public void AddRequestHeader(string name, string value);
|
||||
}
|
||||
```
|
||||
|
||||
#### DownloadDataRequestArgs(数据下载参数)
|
||||
|
||||
```csharp
|
||||
public struct DownloadDataRequestArgs
|
||||
internal struct DownloadDataRequestArgs
|
||||
{
|
||||
public string URL; // 请求地址
|
||||
public int Timeout; // 响应超时(秒)
|
||||
public int WatchdogTime; // 看门狗超时(秒)
|
||||
public Dictionary<string, string> Headers; // 自定义请求头
|
||||
public readonly string URL; // 请求地址
|
||||
public readonly int Timeout; // 响应超时(秒),0=不应用超时
|
||||
public readonly int WatchdogTime; // 看门狗超时(秒),0=禁用
|
||||
public Dictionary<string, string> Headers; // 自定义请求头(可选)
|
||||
|
||||
public DownloadDataRequestArgs(string url, int timeout, int watchdogTime);
|
||||
|
||||
/// <summary>
|
||||
/// 添加请求头(注意:相同 key 重复添加会抛异常)
|
||||
/// </summary>
|
||||
public void AddRequestHeader(string name, string value);
|
||||
}
|
||||
```
|
||||
|
||||
#### DownloadAssetBundleRequestArgs(AssetBundle 下载参数)
|
||||
|
||||
```csharp
|
||||
public struct DownloadAssetBundleRequestArgs
|
||||
internal struct DownloadAssetBundleRequestArgs
|
||||
{
|
||||
public string URL; // 请求地址
|
||||
public int Timeout; // 响应超时
|
||||
public int WatchdogTime; // 看门狗超时
|
||||
public readonly string URL; // 请求地址
|
||||
public readonly int Timeout; // 响应超时(秒),0=不应用超时
|
||||
public readonly int WatchdogTime; // 看门狗超时(秒),0=禁用
|
||||
|
||||
public bool DisableUnityWebCache; // 禁用 Unity 缓存(推荐 true)
|
||||
public string FileHash; // 文件哈希(缓存启用时需要)
|
||||
public uint UnityCRC; // Unity CRC 校验值
|
||||
public readonly bool DisableUnityWebCache; // 禁用 Unity 缓存(默认 true)
|
||||
public readonly string FileHash; // 文件哈希(缓存启用时需要,且不能为空)
|
||||
public readonly uint UnityCRC; // Unity CRC 校验值
|
||||
|
||||
public Dictionary<string, string> Headers;
|
||||
public Dictionary<string, string> Headers; // 自定义请求头(可选)
|
||||
|
||||
public DownloadAssetBundleRequestArgs(
|
||||
string url,
|
||||
int timeout,
|
||||
int watchdogTime,
|
||||
bool disableUnityWebCache = true,
|
||||
string fileHash = null,
|
||||
uint unityCrc = 0);
|
||||
|
||||
/// <summary>
|
||||
/// 添加请求头(注意:相同 key 重复添加会抛异常)
|
||||
/// </summary>
|
||||
public void AddRequestHeader(string name, string value);
|
||||
}
|
||||
```
|
||||
|
||||
#### DownloadSimulateRequestArgs(模拟下载参数)
|
||||
|
||||
```csharp
|
||||
public struct DownloadSimulateRequestArgs
|
||||
internal struct DownloadSimulateRequestArgs
|
||||
{
|
||||
public string URL; // 标识符
|
||||
public long FileSize; // 模拟文件大小
|
||||
public long DownloadSpeed; // 模拟速度(字节/秒),默认 1MB/s
|
||||
public readonly string URL; // 标识符
|
||||
public readonly long FileSize; // 模拟文件大小
|
||||
public readonly long DownloadSpeed; // 模拟速度(字节/秒),默认 1MB/s
|
||||
|
||||
public DownloadSimulateRequestArgs(string url, long fileSize, long downloadSpeed = 1024 * 1024);
|
||||
}
|
||||
```
|
||||
|
||||
#### ImportBundleInfo(导入资源包信息)
|
||||
|
||||
> 说明:该结构体位于 `DownloadSystemDefine.cs`,主要用于资源包导入(离线文件导入)相关流程,并不参与具体的网络请求参数配置。
|
||||
|
||||
```csharp
|
||||
public struct ImportBundleInfo
|
||||
{
|
||||
public string FilePath; // 本地文件路径
|
||||
public string BundleName; // 资源包名称
|
||||
public string BundleGUID; // 资源包GUID
|
||||
}
|
||||
```
|
||||
|
||||
@@ -304,36 +357,38 @@ None ──► SendRequest() ──► Running ──► PollingRequest() ──
|
||||
### 基础文件下载
|
||||
|
||||
```csharp
|
||||
// 1. 创建后端和请求
|
||||
IDownloadBackend backend = new UnityWebRequestBackend();
|
||||
var args = new DownloadFileRequestArgs(
|
||||
url: "https://example.com/file.zip",
|
||||
savePath: "/path/to/save/file.zip",
|
||||
timeout: 30,
|
||||
watchdogTime: 0);
|
||||
IDownloadFileRequest request = backend.CreateFileRequest(args);
|
||||
|
||||
// 2. 发起并轮询
|
||||
request.SendRequest();
|
||||
while (!request.IsDone)
|
||||
IDownloadFileRequest request = null;
|
||||
try
|
||||
{
|
||||
await Task.Yield();
|
||||
// 可选:显示进度
|
||||
float progress = request.DownloadProgress;
|
||||
}
|
||||
// 1. 创建请求
|
||||
var args = new DownloadFileRequestArgs(
|
||||
url: "https://example.com/file.zip",
|
||||
savePath: "/path/to/save/file.zip",
|
||||
timeout: 30,
|
||||
watchdogTime: 0);
|
||||
request = backend.CreateFileRequest(args);
|
||||
|
||||
// 3. 检查结果
|
||||
if (request.Status == EDownloadRequestStatus.Succeed)
|
||||
{
|
||||
Debug.Log("下载成功");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"下载失败: {request.Error}");
|
||||
}
|
||||
// 2. 发起并轮询
|
||||
request.SendRequest();
|
||||
while (!request.IsDone)
|
||||
{
|
||||
await Task.Yield();
|
||||
float progress = request.DownloadProgress;
|
||||
}
|
||||
|
||||
// 4. 清理资源
|
||||
request.Dispose();
|
||||
// 3. 检查结果
|
||||
if (request.Status == EDownloadRequestStatus.Succeed)
|
||||
Debug.Log("下载成功");
|
||||
else
|
||||
Debug.LogError($"下载失败: {request.Error}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 4. 清理资源
|
||||
request?.Dispose();
|
||||
backend.Dispose();
|
||||
}
|
||||
```
|
||||
|
||||
### 断点续传
|
||||
@@ -547,6 +602,7 @@ int count = WebRequestCounter.GetRequestFailedCount(packageName, eventName);
|
||||
|
||||
1. **资源释放**:使用完毕后务必调用 `Dispose()` 释放资源
|
||||
- `AbortRequest()` 仅用于中止请求与切换状态,不等同于释放资源;无论成功/失败/中止都需要 `Dispose()`
|
||||
- 第三方 `IDownloadBackend` 可能持有原生资源/线程/连接池等,上层在不再使用时也应调用 `backend.Dispose()`
|
||||
- 推荐使用 `try/finally` 确保释放(尤其是上层可能提前中止的场景)
|
||||
2. **断点续传**:需要服务器支持 `Range` 请求头和 `206 Partial Content` 响应
|
||||
- 若服务端不支持 Range 仍返回 200,全量内容可能会被追加写入,导致文件损坏
|
||||
@@ -555,3 +611,4 @@ int count = WebRequestCounter.GetRequestFailedCount(packageName, eventName);
|
||||
5. **驱动更新**:部分第三方网络库实现的 backend 可能需要每帧调用 `IDownloadBackend.Update()` 进行驱动
|
||||
6. **中止语义**:`Aborted` 可能来自用户主动 `AbortRequest()` 或看门狗超时;中止场景下 `HttpCode/Error` 可能为默认值(例如 0/空)
|
||||
7. **线程安全**:所有下载请求的创建和轮询应在主线程进行
|
||||
8. **模拟下载器**:`VirtualFileDownloader` 仅用于模拟进度,不会落盘,且 `SavePath` 始终为 `null`;成功时 `HttpCode` 固定为 `200`
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadHeadRequest CreateHeadRequest(DownloadDataRequestArgs args)
|
||||
{
|
||||
return new UnityWebRequestHeadDownloader(args, _webRequestCreator);
|
||||
return new UnityWebRequestHead(args, _webRequestCreator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -72,7 +72,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadFileRequest CreateFileRequest(DownloadFileRequestArgs args)
|
||||
{
|
||||
return new UnityWebRequestFileDownloader(args, _webRequestCreator);
|
||||
return new UnityWebRequestFile(args, _webRequestCreator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -80,7 +80,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadBytesRequest CreateBytesRequest(DownloadDataRequestArgs args)
|
||||
{
|
||||
return new UnityWebRequestBytesDownloader(args, _webRequestCreator);
|
||||
return new UnityWebRequestBytes(args, _webRequestCreator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -88,7 +88,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadTextRequest CreateTextRequest(DownloadDataRequestArgs args)
|
||||
{
|
||||
return new UnityWebRequestTextDownloader(args, _webRequestCreator);
|
||||
return new UnityWebRequestText(args, _webRequestCreator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -96,7 +96,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadAssetBundleRequest CreateAssetBundleRequest(DownloadAssetBundleRequestArgs args)
|
||||
{
|
||||
return new UnityWebRequestAssetBundleDownloader(args, _webRequestCreator);
|
||||
return new UnityWebRequestAssetBundle(args, _webRequestCreator);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -104,7 +104,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public IDownloadFileRequest CreateSimulateRequest(DownloadSimulateRequestArgs args)
|
||||
{
|
||||
return new VirtualFileDownloader(args);
|
||||
return new SimulateRequestFile(args);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using UnityEngine.Networking;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
@@ -9,10 +9,10 @@ namespace YooAsset
|
||||
/// 用于编辑器模式下模拟下载进度,不进行实际网络请求。
|
||||
/// 根据配置的下载速度模拟进度变化。
|
||||
/// </remarks>
|
||||
internal sealed class VirtualFileDownloader : IDownloadFileRequest
|
||||
internal sealed class SimulateRequestFile : IDownloadFileRequest
|
||||
{
|
||||
private readonly DownloadSimulateRequestArgs _args;
|
||||
private double _lastUpdateTime;
|
||||
private double _lastTickTime;
|
||||
|
||||
/// <summary>
|
||||
/// 文件保存路径(模拟下载不需要)
|
||||
@@ -72,7 +72,7 @@ namespace YooAsset
|
||||
/// 构造模拟下载器
|
||||
/// </summary>
|
||||
/// <param name="args">模拟下载参数</param>
|
||||
public VirtualFileDownloader(DownloadSimulateRequestArgs args)
|
||||
public SimulateRequestFile(DownloadSimulateRequestArgs args)
|
||||
{
|
||||
_args = args;
|
||||
URL = args.URL;
|
||||
@@ -87,7 +87,7 @@ namespace YooAsset
|
||||
if (Status == EDownloadRequestStatus.None)
|
||||
{
|
||||
Status = EDownloadRequestStatus.Running;
|
||||
_lastUpdateTime = TimeUtility.RealtimeSinceStartup;
|
||||
_lastTickTime = TimeUtility.RealtimeSinceStartup;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,8 +100,8 @@ namespace YooAsset
|
||||
return;
|
||||
|
||||
double currentTime = TimeUtility.RealtimeSinceStartup;
|
||||
double deltaTime = currentTime - _lastUpdateTime;
|
||||
_lastUpdateTime = currentTime;
|
||||
double deltaTime = currentTime - _lastTickTime;
|
||||
_lastTickTime = currentTime;
|
||||
|
||||
// 计算本帧下载的字节数
|
||||
long downloadBytes = (long)(_args.DownloadSpeed * deltaTime);
|
||||
@@ -11,7 +11,7 @@ namespace YooAsset
|
||||
/// 下载并加载 Unity AssetBundle 资源包。
|
||||
/// 支持 Unity 内置缓存机制和 CRC 校验。
|
||||
/// </remarks>
|
||||
internal sealed class UnityWebRequestAssetBundleDownloader : UnityWebRequestDownloaderBase, IDownloadAssetBundleRequest
|
||||
internal sealed class UnityWebRequestAssetBundle : UnityWebRequestBase, IDownloadAssetBundleRequest
|
||||
{
|
||||
private readonly DownloadAssetBundleRequestArgs _args;
|
||||
private DownloadHandlerAssetBundle _downloadHandler;
|
||||
@@ -26,7 +26,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="args">AssetBundle 下载参数</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
public UnityWebRequestAssetBundleDownloader(DownloadAssetBundleRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
public UnityWebRequestAssetBundle(DownloadAssetBundleRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
: base(args.URL, webRequestCreator)
|
||||
{
|
||||
_args = args;
|
||||
@@ -38,10 +38,10 @@ namespace YooAsset
|
||||
protected override void CreateWebRequest()
|
||||
{
|
||||
_downloadHandler = CreateAssetBundleDownloadHandler();
|
||||
_webRequest = CreateUnityWebRequestGet(URL);
|
||||
_webRequest = CreateGetRequest(URL);
|
||||
_webRequest.downloadHandler = _downloadHandler;
|
||||
_webRequest.disposeDownloadHandlerOnDispose = true;
|
||||
ApplyRequestOptions(_args.Timeout, _args.WatchdogTime, _args.Headers);
|
||||
ConfigureRequest(_args.Timeout, _args.WatchdogTimeout, _args.Headers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -11,16 +11,16 @@ namespace YooAsset
|
||||
/// 封装 UnityWebRequest 的通用下载逻辑,包括状态管理、进度追踪等。
|
||||
/// 子类只需实现 CreateWebRequest 方法来创建特定类型的下载请求。
|
||||
/// </remarks>
|
||||
internal abstract class UnityWebRequestDownloaderBase : IDownloadRequest
|
||||
internal abstract class UnityWebRequestBase : IDownloadRequest
|
||||
{
|
||||
private readonly UnityWebRequestCreator _webRequestCreator;
|
||||
protected UnityWebRequest _webRequest;
|
||||
|
||||
// 看门狗相关
|
||||
private int _watchdogTime = 0;
|
||||
private int _watchdogTimeout = 0;
|
||||
private bool _watchdogAborted = false;
|
||||
private long _lastDownloadBytes = -1;
|
||||
private double _lastGetDataTime;
|
||||
private double _lastDataReceivedTime;
|
||||
|
||||
#region 接口实现
|
||||
/// <summary>
|
||||
@@ -76,7 +76,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="url">请求地址</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
protected UnityWebRequestDownloaderBase(string url, UnityWebRequestCreator webRequestCreator)
|
||||
protected UnityWebRequestBase(string url, UnityWebRequestCreator webRequestCreator)
|
||||
{
|
||||
URL = url;
|
||||
_webRequestCreator = webRequestCreator;
|
||||
@@ -125,7 +125,7 @@ namespace YooAsset
|
||||
DownloadProgress = _webRequest.downloadProgress;
|
||||
DownloadedBytes = (long)_webRequest.downloadedBytes;
|
||||
|
||||
CheckWatchdog();
|
||||
TickWatchdog();
|
||||
if (_webRequest.isDone == false)
|
||||
return;
|
||||
|
||||
@@ -149,7 +149,7 @@ namespace YooAsset
|
||||
}
|
||||
|
||||
// 完成后释放
|
||||
DisposeWebRequest();
|
||||
CleanupWebRequest();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -170,7 +170,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
DisposeWebRequest();
|
||||
CleanupWebRequest();
|
||||
}
|
||||
|
||||
|
||||
@@ -199,7 +199,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="requestUrl">请求地址</param>
|
||||
/// <returns>UnityWebRequest 实例</returns>
|
||||
protected UnityWebRequest CreateUnityWebRequestGet(string requestUrl)
|
||||
protected UnityWebRequest CreateGetRequest(string requestUrl)
|
||||
{
|
||||
if (_webRequestCreator != null)
|
||||
return _webRequestCreator.Invoke(requestUrl, UnityWebRequest.kHttpVerbGET);
|
||||
@@ -212,7 +212,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="requestUrl">请求地址</param>
|
||||
/// <returns>UnityWebRequest 实例</returns>
|
||||
protected UnityWebRequest CreateUnityWebRequestHead(string requestUrl)
|
||||
protected UnityWebRequest CreateHeadRequest(string requestUrl)
|
||||
{
|
||||
if (_webRequestCreator != null)
|
||||
return _webRequestCreator.Invoke(requestUrl, UnityWebRequest.kHttpVerbHEAD);
|
||||
@@ -223,19 +223,19 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 应用通用请求参数
|
||||
/// </summary>
|
||||
protected void ApplyRequestOptions(int timeout, int watchdogTime, Dictionary<string, string> headers)
|
||||
protected void ConfigureRequest(int timeout, int watchdogTimeout, Dictionary<string, string> headers)
|
||||
{
|
||||
if (_webRequest == null)
|
||||
throw new YooInternalException("Web request is null.");
|
||||
|
||||
// 设置看门狗超时时间
|
||||
_watchdogTime = watchdogTime;
|
||||
_watchdogTimeout = watchdogTimeout;
|
||||
|
||||
// 设置响应的超时时间
|
||||
if (timeout > 0)
|
||||
_webRequest.timeout = timeout;
|
||||
|
||||
// 设置响应头
|
||||
// 设置请求头
|
||||
if (headers != null)
|
||||
{
|
||||
foreach (var header in headers)
|
||||
@@ -248,9 +248,9 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 检测看门狗
|
||||
/// </summary>
|
||||
private void CheckWatchdog()
|
||||
private void TickWatchdog()
|
||||
{
|
||||
if (_watchdogTime == 0)
|
||||
if (_watchdogTimeout == 0)
|
||||
return;
|
||||
if (_watchdogAborted)
|
||||
return;
|
||||
@@ -259,12 +259,12 @@ namespace YooAsset
|
||||
if (DownloadedBytes != _lastDownloadBytes)
|
||||
{
|
||||
_lastDownloadBytes = DownloadedBytes;
|
||||
_lastGetDataTime = realtimeSinceStartup;
|
||||
_lastDataReceivedTime = realtimeSinceStartup;
|
||||
}
|
||||
else
|
||||
{
|
||||
double deltaTime = realtimeSinceStartup - _lastGetDataTime;
|
||||
if (deltaTime > _watchdogTime)
|
||||
double deltaTime = realtimeSinceStartup - _lastDataReceivedTime;
|
||||
if (deltaTime > _watchdogTimeout)
|
||||
{
|
||||
_watchdogAborted = true;
|
||||
AbortRequest(); //看门狗终止网络请求
|
||||
@@ -275,7 +275,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 释放资源
|
||||
/// </summary>
|
||||
private void DisposeWebRequest()
|
||||
private void CleanupWebRequest()
|
||||
{
|
||||
if (_webRequest != null)
|
||||
{
|
||||
@@ -9,7 +9,7 @@ namespace YooAsset
|
||||
/// <remarks>
|
||||
/// 将下载内容保存到内存中的字节数组。
|
||||
/// </remarks>
|
||||
internal sealed class UnityWebRequestBytesDownloader : UnityWebRequestDownloaderBase, IDownloadBytesRequest
|
||||
internal sealed class UnityWebRequestBytes : UnityWebRequestBase, IDownloadBytesRequest
|
||||
{
|
||||
private readonly DownloadDataRequestArgs _args;
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="args">数据下载参数</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
public UnityWebRequestBytesDownloader(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
public UnityWebRequestBytes(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
: base(args.URL, webRequestCreator)
|
||||
{
|
||||
_args = args;
|
||||
@@ -35,10 +35,10 @@ namespace YooAsset
|
||||
protected override void CreateWebRequest()
|
||||
{
|
||||
var handler = new DownloadHandlerBuffer();
|
||||
_webRequest = CreateUnityWebRequestGet(URL);
|
||||
_webRequest = CreateGetRequest(URL);
|
||||
_webRequest.downloadHandler = handler;
|
||||
_webRequest.disposeDownloadHandlerOnDispose = true;
|
||||
ApplyRequestOptions(_args.Timeout, _args.WatchdogTime, _args.Headers);
|
||||
ConfigureRequest(_args.Timeout, _args.WatchdogTimeout, _args.Headers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -9,7 +9,7 @@ namespace YooAsset
|
||||
/// <remarks>
|
||||
/// 将下载内容保存到本地文件,支持断点续传和追加写入。
|
||||
/// </remarks>
|
||||
internal sealed class UnityWebRequestFileDownloader : UnityWebRequestDownloaderBase, IDownloadFileRequest
|
||||
internal sealed class UnityWebRequestFile : UnityWebRequestBase, IDownloadFileRequest
|
||||
{
|
||||
private readonly DownloadFileRequestArgs _args;
|
||||
|
||||
@@ -26,7 +26,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="args">文件下载参数</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
public UnityWebRequestFileDownloader(DownloadFileRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
public UnityWebRequestFile(DownloadFileRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
: base(args.URL, webRequestCreator)
|
||||
{
|
||||
_args = args;
|
||||
@@ -40,17 +40,17 @@ namespace YooAsset
|
||||
var handler = new DownloadHandlerFile(_args.SavePath, _args.AppendToFile);
|
||||
handler.removeFileOnAbort = _args.RemoveFileOnAbort;
|
||||
|
||||
_webRequest = CreateUnityWebRequestGet(URL);
|
||||
_webRequest = CreateGetRequest(URL);
|
||||
_webRequest.downloadHandler = handler;
|
||||
_webRequest.disposeDownloadHandlerOnDispose = true;
|
||||
|
||||
// 断点续传:设置 Range 请求头
|
||||
if (_args.ResumeFromBytes > 0)
|
||||
if (_args.ResumeOffset > 0)
|
||||
{
|
||||
_webRequest.SetRequestHeader("Range", $"bytes={_args.ResumeFromBytes}-");
|
||||
_webRequest.SetRequestHeader("Range", $"bytes={_args.ResumeOffset}-");
|
||||
}
|
||||
|
||||
ApplyRequestOptions(_args.Timeout, _args.WatchdogTime, _args.Headers);
|
||||
ConfigureRequest(_args.Timeout, _args.WatchdogTimeout, _args.Headers);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -11,7 +11,7 @@ namespace YooAsset
|
||||
/// 仅获取响应头信息,不下载实际内容。
|
||||
/// 用于检查资源是否存在、获取资源大小、检查缓存有效性等场景。
|
||||
/// </remarks>
|
||||
internal sealed class UnityWebRequestHeadDownloader : UnityWebRequestDownloaderBase, IDownloadHeadRequest
|
||||
internal sealed class UnityWebRequestHead : UnityWebRequestBase, IDownloadHeadRequest
|
||||
{
|
||||
// 注意:缓存响应头(因为 WebRequest 释放后无法获取)
|
||||
private Dictionary<string, string> _cachedResponseHeaders;
|
||||
@@ -69,7 +69,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="args">数据下载参数</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
public UnityWebRequestHeadDownloader(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
public UnityWebRequestHead(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
: base(args.URL, webRequestCreator)
|
||||
{
|
||||
_args = args;
|
||||
@@ -98,9 +98,9 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
protected override void CreateWebRequest()
|
||||
{
|
||||
_webRequest = CreateUnityWebRequestHead(URL);
|
||||
_webRequest = CreateHeadRequest(URL);
|
||||
_webRequest.downloadHandler = null; // HEAD 请求不需要 DownloadHandler
|
||||
ApplyRequestOptions(_args.Timeout, _args.WatchdogTime, _args.Headers);
|
||||
ConfigureRequest(_args.Timeout, _args.WatchdogTimeout, _args.Headers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -9,7 +9,7 @@ namespace YooAsset
|
||||
/// <remarks>
|
||||
/// 将下载内容解析为 UTF-8 文本字符串。
|
||||
/// </remarks>
|
||||
internal sealed class UnityWebRequestTextDownloader : UnityWebRequestDownloaderBase, IDownloadTextRequest
|
||||
internal sealed class UnityWebRequestText : UnityWebRequestBase, IDownloadTextRequest
|
||||
{
|
||||
private readonly DownloadDataRequestArgs _args;
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
/// <param name="args">数据下载参数</param>
|
||||
/// <param name="webRequestCreator">UnityWebRequest 创建器(可选)</param>
|
||||
public UnityWebRequestTextDownloader(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
public UnityWebRequestText(DownloadDataRequestArgs args, UnityWebRequestCreator webRequestCreator)
|
||||
: base(args.URL, webRequestCreator)
|
||||
{
|
||||
_args = args;
|
||||
@@ -35,10 +35,10 @@ namespace YooAsset
|
||||
protected override void CreateWebRequest()
|
||||
{
|
||||
var handler = new DownloadHandlerBuffer();
|
||||
_webRequest = CreateUnityWebRequestGet(URL);
|
||||
_webRequest = CreateGetRequest(URL);
|
||||
_webRequest.downloadHandler = handler;
|
||||
_webRequest.disposeDownloadHandlerOnDispose = true;
|
||||
ApplyRequestOptions(_args.Timeout, _args.WatchdogTime, _args.Headers);
|
||||
ConfigureRequest(_args.Timeout, _args.WatchdogTimeout, _args.Headers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -1,89 +0,0 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class DBFSLoadPackageManifestOperation : FSLoadPackageManifestOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
RequestBuildinPackageHash,
|
||||
LoadBuildinPackageManifest,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly DefaultBuildinFileSystem _fileSystem;
|
||||
private readonly string _packageVersion;
|
||||
private RequestBuildinPackageHashOperation _requestBuildinPackageHashOp;
|
||||
private LoadBuildinPackageManifestOperation _loadBuildinPackageManifestOp;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
|
||||
public DBFSLoadPackageManifestOperation(DefaultBuildinFileSystem fileSystem, string packageVersion)
|
||||
{
|
||||
_fileSystem = fileSystem;
|
||||
_packageVersion = packageVersion;
|
||||
}
|
||||
internal override void InternalStart()
|
||||
{
|
||||
_steps = ESteps.RequestBuildinPackageHash;
|
||||
}
|
||||
internal override void InternalUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.RequestBuildinPackageHash)
|
||||
{
|
||||
if (_requestBuildinPackageHashOp == null)
|
||||
{
|
||||
_requestBuildinPackageHashOp = new RequestBuildinPackageHashOperation(_fileSystem, _packageVersion);
|
||||
_requestBuildinPackageHashOp.StartOperation();
|
||||
AddChildOperation(_requestBuildinPackageHashOp);
|
||||
}
|
||||
|
||||
_requestBuildinPackageHashOp.UpdateOperation();
|
||||
if (_requestBuildinPackageHashOp.IsDone == false)
|
||||
return;
|
||||
|
||||
if (_requestBuildinPackageHashOp.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
_steps = ESteps.LoadBuildinPackageManifest;
|
||||
}
|
||||
else
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _requestBuildinPackageHashOp.Error;
|
||||
}
|
||||
}
|
||||
|
||||
if (_steps == ESteps.LoadBuildinPackageManifest)
|
||||
{
|
||||
if (_loadBuildinPackageManifestOp == null)
|
||||
{
|
||||
string packageHash = _requestBuildinPackageHashOp.PackageHash;
|
||||
_loadBuildinPackageManifestOp = new LoadBuildinPackageManifestOperation(_fileSystem, _packageVersion, packageHash);
|
||||
_loadBuildinPackageManifestOp.StartOperation();
|
||||
AddChildOperation(_loadBuildinPackageManifestOp);
|
||||
}
|
||||
|
||||
_loadBuildinPackageManifestOp.UpdateOperation();
|
||||
if (_loadBuildinPackageManifestOp.IsDone == false)
|
||||
return;
|
||||
|
||||
if (_loadBuildinPackageManifestOp.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Manifest = _loadBuildinPackageManifestOp.Manifest;
|
||||
Status = EOperationStatus.Succeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _loadBuildinPackageManifestOp.Error;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,488 +0,0 @@
|
||||
# DefaultBuildinFileSystem 内置文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultBuildinFileSystem 是 YooAsset 的**内置资源文件系统**,用于管理打包到应用程序中的资源文件(StreamingAssets)。该文件系统支持 AssetBundle 和原生文件的加载,并内置解压文件系统以处理 Android/OpenHarmony 平台的特殊需求。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **内置资源管理**:管理 StreamingAssets 目录下的资源文件
|
||||
- **Catalog 目录系统**:使用目录文件快速查询内置资源
|
||||
- **自动解压机制**:Android/OpenHarmony 平台自动解压加密和原生文件
|
||||
- **清单拷贝功能**:支持将内置清单拷贝到沙盒目录
|
||||
- **加密资源支持**:通过解密服务接口支持加密资源加载
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **跨平台支持** | 统一处理各平台 StreamingAssets 的访问差异 |
|
||||
| **高效查询** | 通过 Catalog 文件快速判断资源是否内置 |
|
||||
| **自动解压** | 自动处理 Android 平台无法直接访问的资源 |
|
||||
| **灵活配置** | 支持多种参数配置适应不同需求 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultBuildinFileSystem/
|
||||
├── DefaultBuildinFileSystem.cs # 文件系统主类
|
||||
├── DefaultBuildinFileSystemDefine.cs # 常量定义
|
||||
├── DefaultBuildinFileCatalog.cs # 内置资源目录结构
|
||||
├── CatalogDefine.cs # Catalog 文件格式定义
|
||||
├── CatalogTools.cs # Catalog 序列化工具
|
||||
└── Operation/ # 操作类
|
||||
├── DBFSInitializeOperation.cs # 初始化操作
|
||||
├── DBFSRequestPackageVersionOperation.cs # 请求版本操作
|
||||
├── DBFSLoadPackageManifestOperation.cs # 加载清单操作
|
||||
├── DBFSLoadBundleOperation.cs # 加载资源包操作
|
||||
└── internal/ # 内部操作类
|
||||
├── CopyBuildinFileOperation.cs # 拷贝内置文件操作
|
||||
├── LoadBuildinCatalogFileOperation.cs # 加载 Catalog 文件操作
|
||||
├── LoadBuildinPackageManifestOperation.cs# 加载清单文件操作
|
||||
├── RequestBuildinPackageHashOperation.cs # 请求哈希文件操作
|
||||
└── RequestBuildinPackageVersionOperation.cs # 请求版本文件操作
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultBuildinFileSystem
|
||||
|
||||
内置文件系统的主类,实现 `IFileSystem` 接口。
|
||||
|
||||
#### 基本属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `PackageName` | `string` | 包裹名称 |
|
||||
| `FileRoot` | `string` | 文件根目录(StreamingAssets 下的包裹目录) |
|
||||
| `FileCount` | `int` | 已记录的内置文件数量 |
|
||||
| `DownloadBackend` | `IDownloadBackend` | 下载后台接口 |
|
||||
|
||||
#### 自定义参数
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `InstallClearMode` | `EOverwriteInstallClearMode` | `ClearAllManifestFiles` | 覆盖安装时的缓存清理模式 |
|
||||
| `FileVerifyLevel` | `EFileVerifyLevel` | `Middle` | 文件校验级别 |
|
||||
| `FileVerifyMaxConcurrency` | `int` | `32` | 文件校验最大并发数 |
|
||||
| `AppendFileExtension` | `bool` | `false` | 是否追加文件扩展名 |
|
||||
| `DisableCatalogFile` | `bool` | `false` | 禁用 Catalog 目录文件 |
|
||||
| `CopyBuildinPackageManifest` | `bool` | `false` | 是否拷贝内置清单到沙盒 |
|
||||
| `CopyBuildinPackageManifestDestRoot` | `string` | `null` | 清单拷贝目标目录 |
|
||||
| `UnpackFileSystemRoot` | `string` | `null` | 解压文件系统根目录 |
|
||||
| `DecryptionServices` | `IDecryptionServices` | `null` | 解密服务接口 |
|
||||
| `ManifestServices` | `IManifestRestoreServices` | `null` | 清单恢复服务接口 |
|
||||
| `CopyLocalFileServices` | `ICopyLocalFileServices` | `null` | 本地文件拷贝服务接口 |
|
||||
|
||||
#### 核心方法
|
||||
|
||||
```csharp
|
||||
// 生命周期
|
||||
void OnCreate(string packageName, string packageRoot);
|
||||
void OnDestroy();
|
||||
void SetParameter(string name, object value);
|
||||
|
||||
// 异步操作
|
||||
FSInitializeFileSystemOperation InitializeFileSystemAsync();
|
||||
FSRequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks, int timeout);
|
||||
FSLoadPackageManifestOperation LoadPackageManifestAsync(string packageVersion, int timeout);
|
||||
FSLoadBundleOperation LoadBundleFile(PackageBundle bundle);
|
||||
FSDownloadFileOperation DownloadFileAsync(PackageBundle bundle, DownloadFileOptions options);
|
||||
FSClearCacheFilesOperation ClearCacheFilesAsync(PackageManifest manifest, ClearCacheFilesOptions options);
|
||||
|
||||
// 文件查询
|
||||
bool Belong(PackageBundle bundle); // 检查是否属于内置文件
|
||||
bool Exists(PackageBundle bundle); // 检查文件是否存在
|
||||
bool NeedDownload(PackageBundle bundle);// 始终返回 false
|
||||
bool NeedUnpack(PackageBundle bundle); // 检查是否需要解压
|
||||
bool NeedImport(PackageBundle bundle); // 始终返回 false
|
||||
|
||||
// 文件访问
|
||||
string GetBundleFilePath(PackageBundle bundle);
|
||||
byte[] ReadBundleFileData(PackageBundle bundle);
|
||||
string ReadBundleFileText(PackageBundle bundle);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Catalog 目录系统
|
||||
|
||||
### DefaultBuildinFileCatalog
|
||||
|
||||
内置资源目录结构,记录所有内置资源文件的信息。
|
||||
|
||||
```csharp
|
||||
[Serializable]
|
||||
internal class DefaultBuildinFileCatalog
|
||||
{
|
||||
[Serializable]
|
||||
public class FileWrapper
|
||||
{
|
||||
public string BundleGUID; // 资源包 GUID
|
||||
public string FileName; // 文件名
|
||||
}
|
||||
|
||||
public string FileVersion; // 文件版本
|
||||
public string PackageName; // 包裹名称
|
||||
public string PackageVersion; // 包裹版本
|
||||
public List<FileWrapper> Wrappers; // 文件列表
|
||||
}
|
||||
```
|
||||
|
||||
### CatalogDefine
|
||||
|
||||
Catalog 文件格式常量定义。
|
||||
|
||||
```csharp
|
||||
internal class CatalogDefine
|
||||
{
|
||||
public const int FileMaxSize = 104857600; // 文件极限大小(100MB)
|
||||
public const uint FileSign = 0x133C5EE; // 文件头标记
|
||||
public const string FileVersion = "1.0.0"; // 文件格式版本
|
||||
}
|
||||
```
|
||||
|
||||
### CatalogTools
|
||||
|
||||
Catalog 文件的序列化和反序列化工具。
|
||||
|
||||
| 方法 | 说明 |
|
||||
|------|------|
|
||||
| `CreateCatalogFile()` | 生成包裹的内置资源目录文件(编辑器) |
|
||||
| `CreateEmptyCatalogFile()` | 生成空的内置资源目录文件(编辑器) |
|
||||
| `SerializeToJson()` | 序列化为 JSON 文件 |
|
||||
| `DeserializeFromJson()` | 从 JSON 文件反序列化 |
|
||||
| `SerializeToBinary()` | 序列化为二进制文件 |
|
||||
| `DeserializeFromBinary()` | 从二进制文件反序列化 |
|
||||
|
||||
---
|
||||
|
||||
## 操作类说明
|
||||
|
||||
### DBFSInitializeOperation
|
||||
|
||||
初始化操作,执行以下步骤:
|
||||
|
||||
```
|
||||
状态流程:
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ CopyBuildinPackageManifest = true ? │
|
||||
│ │ │
|
||||
│ ├── Yes ──► LoadBuildinPackageVersion │
|
||||
│ │ └── RequestBuildinPackageVersionOp │
|
||||
│ │ ↓ │
|
||||
│ │ CopyBuildinPackageHash │
|
||||
│ │ └── CopyBuildinFileOperation │
|
||||
│ │ ↓ │
|
||||
│ │ CopyBuildinPackageManifest │
|
||||
│ │ └── CopyBuildinFileOperation │
|
||||
│ │ ↓ │
|
||||
│ └── No ─────────────────┘ │
|
||||
│ ↓ │
|
||||
│ InitUnpackFileSystem │
|
||||
│ └── DefaultUnpackFileSystem.Init │
|
||||
│ ↓ │
|
||||
│ DisableCatalogFile = true ? │
|
||||
│ ├── Yes ──► Done (Succeed) │
|
||||
│ └── No ──► LoadCatalogFile │
|
||||
│ └── LoadBuildinCatalog │
|
||||
│ ↓ │
|
||||
│ RecordCatalogFile │
|
||||
│ ↓ │
|
||||
│ Done (Succeed) │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### DBFSLoadBundleOperation
|
||||
|
||||
加载资源包操作,支持多种资源类型。
|
||||
|
||||
#### DBFSLoadAssetBundleOperation
|
||||
|
||||
加载 AssetBundle 文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadAssetBundle
|
||||
├── 加密资源 ──► DecryptionServices.LoadAssetBundle[Async]
|
||||
└── 普通资源 ──► AssetBundle.LoadFromFile[Async]
|
||||
↓
|
||||
CheckResult
|
||||
├── 成功 ──► AssetBundleResult
|
||||
└── 失败 ──► Error
|
||||
```
|
||||
|
||||
#### DBFSLoadRawBundleOperation
|
||||
|
||||
加载原生文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadBuildinRawBundle
|
||||
├── Android 平台 ──► Error(不支持直接读取)
|
||||
└── 其他平台 ──► RawBundleResult
|
||||
```
|
||||
|
||||
#### DBFSLoadInstantBundleOperation
|
||||
|
||||
加载团结引擎(Tuanjie)专用资源包(需要 `TUANJIE_1_7_OR_NEWER` 宏)。
|
||||
|
||||
---
|
||||
|
||||
## 内部操作类
|
||||
|
||||
### LoadBuildinCatalogFileOperation
|
||||
|
||||
加载 Catalog 目录文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
TryLoadFileData
|
||||
├── 文件存在 ──► File.ReadAllBytes
|
||||
└── 文件不存在 ──► RequestFileData (UnityWebRequest)
|
||||
↓
|
||||
LoadCatalog
|
||||
└── CatalogTools.DeserializeFromBinary
|
||||
```
|
||||
|
||||
### CopyBuildinFileOperation
|
||||
|
||||
拷贝内置文件到目标路径。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CheckFileExist
|
||||
├── 目标已存在 ──► Done (Succeed)
|
||||
└── 目标不存在 ──► TryCopyFile
|
||||
↓
|
||||
TryCopyFile
|
||||
├── 源文件存在 ──► File.Copy
|
||||
└── 源文件不存在 ──► UnpackFile (UnityWebRequest)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 解压机制
|
||||
|
||||
### 自动解压条件
|
||||
|
||||
在 Android/OpenHarmony 平台上,以下情况需要解压到沙盒:
|
||||
|
||||
```csharp
|
||||
protected virtual bool IsUnpackBundleFile(PackageBundle bundle)
|
||||
{
|
||||
#if UNITY_ANDROID || UNITY_OPENHARMONY
|
||||
if (bundle.Encrypted) // 加密资源
|
||||
return true;
|
||||
if (bundle.BundleType == RawBundle) // 原生文件
|
||||
return true;
|
||||
return false;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
```
|
||||
|
||||
### 解压文件系统
|
||||
|
||||
内置文件系统在创建时会自动创建一个 `DefaultUnpackFileSystem` 实例:
|
||||
|
||||
```csharp
|
||||
public virtual void OnCreate(string packageName, string packageRoot)
|
||||
{
|
||||
// 创建解压文件系统
|
||||
var remoteServices = new DefaultUnpackRemoteServices(_packageRoot);
|
||||
_unpackFileSystem = new DefaultUnpackFileSystem();
|
||||
_unpackFileSystem.SetParameter(REMOTE_SERVICES, remoteServices);
|
||||
_unpackFileSystem.SetParameter(FILE_VERIFY_LEVEL, FileVerifyLevel);
|
||||
// ... 其他参数
|
||||
_unpackFileSystem.OnCreate(packageName, UnpackFileSystemRoot);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 平台差异处理
|
||||
|
||||
### Android 平台限制
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Android 平台特殊处理 │
|
||||
├─────────────────────────────────────────────────────────────┤
|
||||
│ StreamingAssets 文件位于 APK 压缩包内,无法直接访问: │
|
||||
│ │
|
||||
│ ✓ AssetBundle.LoadFromFile 支持(Unity 内部处理) │
|
||||
│ ✗ File.ReadAllBytes 不支持 │
|
||||
│ ✗ File.Exists 不支持 │
|
||||
│ ✓ UnityWebRequest 支持(jar:file:// 协议) │
|
||||
│ │
|
||||
│ 解决方案: │
|
||||
│ 1. 加密资源 → 自动解压到沙盒 │
|
||||
│ 2. 原生文件 → 自动解压到沙盒 │
|
||||
│ 3. Catalog → 使用 UnityWebRequest 读取 │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### WebGL 平台
|
||||
|
||||
```csharp
|
||||
#if UNITY_WEBGL
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"{nameof(DefaultBuildinFileSystem)} is not support WEBGL platform !";
|
||||
#endif
|
||||
```
|
||||
|
||||
WebGL 平台不支持 DefaultBuildinFileSystem,应使用 `DefaultWebServerFileSystem`。
|
||||
|
||||
---
|
||||
|
||||
## 使用示例
|
||||
|
||||
### 基础配置
|
||||
|
||||
```csharp
|
||||
// 创建内置文件系统参数
|
||||
var buildinParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
|
||||
// 初始化包裹
|
||||
var initParams = new OfflinePlayModeParameters();
|
||||
initParams.BuildinFileSystemParameters = buildinParams;
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
### 配置解密服务
|
||||
|
||||
```csharp
|
||||
var buildinParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
|
||||
// 设置解密服务
|
||||
buildinParams.AddParameter(
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES,
|
||||
new MyDecryptionServices()
|
||||
);
|
||||
```
|
||||
|
||||
### 配置清单拷贝
|
||||
|
||||
```csharp
|
||||
var buildinParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
|
||||
// 启用清单拷贝(用于离线模式切换到联机模式)
|
||||
buildinParams.AddParameter(
|
||||
FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST,
|
||||
true
|
||||
);
|
||||
|
||||
// 可选:指定拷贝目标目录
|
||||
buildinParams.AddParameter(
|
||||
FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT,
|
||||
"/custom/path"
|
||||
);
|
||||
```
|
||||
|
||||
### 禁用 Catalog 文件
|
||||
|
||||
```csharp
|
||||
var buildinParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
|
||||
// 禁用 Catalog(所有资源视为内置)
|
||||
buildinParams.AddParameter(
|
||||
FileSystemParametersDefine.DISABLE_CATALOG_FILE,
|
||||
true
|
||||
);
|
||||
```
|
||||
|
||||
### 配置解压文件系统根目录
|
||||
|
||||
```csharp
|
||||
var buildinParams = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
|
||||
// 设置解压文件系统的根目录
|
||||
buildinParams.AddParameter(
|
||||
FileSystemParametersDefine.UNPACK_FILE_SYSTEM_ROOT,
|
||||
"/custom/unpack/path"
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 参数常量
|
||||
|
||||
```csharp
|
||||
// 安装清理
|
||||
FileSystemParametersDefine.INSTALL_CLEAR_MODE // EOverwriteInstallClearMode
|
||||
|
||||
// 文件校验
|
||||
FileSystemParametersDefine.FILE_VERIFY_LEVEL // EFileVerifyLevel
|
||||
FileSystemParametersDefine.FILE_VERIFY_MAX_CONCURRENCY // int
|
||||
|
||||
// 文件配置
|
||||
FileSystemParametersDefine.APPEND_FILE_EXTENSION // bool
|
||||
FileSystemParametersDefine.DISABLE_CATALOG_FILE // bool
|
||||
|
||||
// 清单拷贝
|
||||
FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST // bool
|
||||
FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT // string
|
||||
|
||||
// 解压配置
|
||||
FileSystemParametersDefine.UNPACK_FILE_SYSTEM_ROOT // string
|
||||
|
||||
// 服务接口
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES // IDecryptionServices
|
||||
FileSystemParametersDefine.MANIFEST_SERVICES // IManifestRestoreServices
|
||||
FileSystemParametersDefine.COPY_LOCAL_FILE_SERVICES // ICopyLocalFileServices
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultBuildinFileSystem
|
||||
└── (内部持有) DefaultUnpackFileSystem
|
||||
|
||||
FSInitializeFileSystemOperation
|
||||
└── DBFSInitializeOperation
|
||||
|
||||
FSRequestPackageVersionOperation
|
||||
└── DBFSRequestPackageVersionOperation
|
||||
|
||||
FSLoadPackageManifestOperation
|
||||
└── DBFSLoadPackageManifestOperation
|
||||
|
||||
FSLoadBundleOperation
|
||||
├── DBFSLoadAssetBundleOperation
|
||||
├── DBFSLoadRawBundleOperation
|
||||
└── DBFSLoadInstantBundleOperation (Tuanjie)
|
||||
|
||||
AsyncOperationBase
|
||||
├── LoadBuildinCatalogFileOperation
|
||||
├── CopyBuildinFileOperation
|
||||
├── LoadBuildinPackageManifestOperation
|
||||
├── RequestBuildinPackageHashOperation
|
||||
└── RequestBuildinPackageVersionOperation
|
||||
|
||||
BundleResult
|
||||
├── AssetBundleResult ← AssetBundle 资源
|
||||
└── RawBundleResult ← 原生文件
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **WebGL 不支持**:DefaultBuildinFileSystem 不支持 WebGL 平台
|
||||
2. **Android 限制**:Android 平台无法直接读取 StreamingAssets 中的原生文件
|
||||
3. **Catalog 文件**:构建时需要生成 Catalog 文件,否则需要禁用 Catalog 功能
|
||||
4. **解压目录**:解压的文件存储在 `UnpackFileSystemRoot` 指定的目录
|
||||
5. **加密资源**:加密资源在 Android/OpenHarmony 平台会自动解压到沙盒
|
||||
6. **清单拷贝**:启用清单拷贝可以支持从离线模式平滑切换到联机模式
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ec531875d1515b4496e0e9035e63661
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,791 +0,0 @@
|
||||
# DefaultCacheFileSystem 缓存文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultCacheFileSystem 是 YooAsset 的**缓存文件系统**,负责管理从远程服务器下载并缓存到本地沙盒的资源文件。该文件系统是联机运行模式(HostPlayMode)的核心组件,提供完整的下载、验证、缓存和加载功能。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **智能缓存管理**:基于 GUID 的文件索引,支持增量更新
|
||||
- **断点续传**:大文件下载支持从断点继续
|
||||
- **多线程验证**:后台线程验证文件完整性,不阻塞主线程
|
||||
- **并发下载**:可配置的下载并发数和请求速率
|
||||
- **覆盖安装检测**:App 版本变更时自动清理过期缓存
|
||||
- **加密支持**:支持加密资源包的解密加载
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **高性能** | 多线程验证、并发下载、路径缓存优化 |
|
||||
| **高可靠** | CRC/Hash 验证、损坏文件自动清理、加载失败重试 |
|
||||
| **可扩展** | 支持自定义解密服务、远程服务、本地拷贝服务 |
|
||||
| **易配置** | 丰富的参数配置,适应不同网络环境 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultCacheFileSystem/
|
||||
├── DefaultCacheFileSystem.cs # 文件系统主类
|
||||
├── DefaultCacheFileSystemDefine.cs # 常量定义
|
||||
├── EOverwriteInstallClearMode.cs # 覆盖安装清理模式枚举
|
||||
├── ApplicationFootPrint.cs # 应用版本足迹
|
||||
├── Elements/ # 元素类
|
||||
│ ├── RecordFileElement.cs # 缓存文件记录元素
|
||||
│ ├── TempFileElement.cs # 临时文件元素
|
||||
│ └── VerifyFileElement.cs # 验证文件元素
|
||||
└── Operation/ # 操作类
|
||||
├── DCFSInitializeOperation.cs # 初始化操作
|
||||
├── DCFSRequestPackageVersionOperation.cs # 请求版本操作
|
||||
├── DCFSLoadPackageManifestOperation.cs # 加载清单操作
|
||||
├── DCFSLoadBundleOperation.cs # 加载资源包操作
|
||||
└── internal/ # 内部操作类
|
||||
├── SearchCacheFilesOperation.cs # 搜索缓存文件
|
||||
├── VerifyCacheFilesOperation.cs # 验证缓存文件
|
||||
├── VerifyTempFileOperation.cs # 验证临时文件
|
||||
├── DownloadPackageHashOperation.cs # 下载哈希文件
|
||||
├── DownloadPackageManifestOperation.cs # 下载清单文件
|
||||
├── DownloadPackageBundleOperation.cs # 下载资源包
|
||||
├── LoadCachePackageHashOperation.cs # 加载缓存哈希
|
||||
├── LoadCachePackageManifestOperation.cs # 加载缓存清单
|
||||
├── ClearAllCacheBundleFilesOperation.cs # 清理所有缓存
|
||||
├── ClearUnusedCacheBundleFilesOperation.cs # 清理未使用缓存
|
||||
├── ClearCacheBundleFilesByTagsOperaiton.cs # 按标签清理
|
||||
├── ClearCacheBundleFilesByLocationsOperaiton.cs # 按位置清理
|
||||
├── ClearAllCacheManifestFilesOperation.cs # 清理所有清单
|
||||
├── ClearUnusedCacheManifestFilesOperation.cs # 清理未使用清单
|
||||
└── Scheduler/ # 下载调度器
|
||||
├── DownloadSchedulerOperation.cs # 下载调度器
|
||||
├── DownloadAndCacheFileOperation.cs # 下载并缓存基类
|
||||
├── DownloadAndCacheRemoteFileOperation.cs # 远程文件下载
|
||||
└── DownloadAndCacheLocalFileOperation.cs # 本地文件拷贝
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultCacheFileSystem
|
||||
|
||||
缓存文件系统的主类,实现 `IFileSystem` 接口。
|
||||
|
||||
#### 基本属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `PackageName` | `string` | 包裹名称 |
|
||||
| `FileRoot` | `string` | 缓存根目录 |
|
||||
| `FileCount` | `int` | 已缓存文件数量 |
|
||||
| `DownloadBackend` | `IDownloadBackend` | 下载后台接口 |
|
||||
| `DownloadScheduler` | `DownloadSchedulerOperation` | 下载调度器 |
|
||||
|
||||
#### 自定义参数
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `RemoteServices` | `IRemoteServices` | - | 远程服务接口(必需) |
|
||||
| `InstallClearMode` | `EOverwriteInstallClearMode` | `ClearAllManifestFiles` | 覆盖安装缓存清理模式 |
|
||||
| `FileVerifyLevel` | `EFileVerifyLevel` | `Middle` | 初始化时文件校验级别 |
|
||||
| `FileVerifyMaxConcurrency` | `int` | `32` | 文件校验最大并发数(1-256) |
|
||||
| `AppendFileExtension` | `bool` | `false` | 数据文件追加文件扩展名 |
|
||||
| `DisableOnDemandDownload` | `bool` | `false` | 禁用边玩边下机制 |
|
||||
| `DownloadMaxConcurrency` | `int` | `10` | 最大并发下载数(1-64) |
|
||||
| `DownloadMaxRequestPerFrame` | `int` | `5` | 每帧最大请求数(1-20) |
|
||||
| `DownloadWatchDogTime` | `int` | `0` | 下载看门狗超时时间(秒) |
|
||||
| `ResumeDownloadMinimumSize` | `long` | `long.MaxValue` | 启用断点续传的最小文件大小 |
|
||||
| `ResumeDownloadResponseCodes` | `List<long>` | `null` | 断点续传关注的HTTP错误码 |
|
||||
| `DecryptionServices` | `IDecryptionServices` | `null` | 解密服务接口 |
|
||||
| `ManifestServices` | `IManifestRestoreServices` | `null` | 清单服务接口 |
|
||||
| `CopyLocalFileServices` | `ICopyLocalFileServices` | `null` | 本地文件拷贝服务 |
|
||||
|
||||
#### 核心方法
|
||||
|
||||
```csharp
|
||||
// 生命周期
|
||||
void OnCreate(string packageName, string packageRoot);
|
||||
void OnDestroy();
|
||||
void SetParameter(string name, object value);
|
||||
|
||||
// 异步操作
|
||||
FSInitializeFileSystemOperation InitializeFileSystemAsync();
|
||||
FSRequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks, int timeout);
|
||||
FSLoadPackageManifestOperation LoadPackageManifestAsync(string packageVersion, int timeout);
|
||||
FSLoadBundleOperation LoadBundleFile(PackageBundle bundle);
|
||||
FSDownloadFileOperation DownloadFileAsync(PackageBundle bundle, DownloadFileOptions options);
|
||||
FSClearCacheFilesOperation ClearCacheFilesAsync(PackageManifest manifest, ClearCacheFilesOptions options);
|
||||
|
||||
// 文件查询
|
||||
bool Belong(PackageBundle bundle); // 始终返回 true(保底加载)
|
||||
bool Exists(PackageBundle bundle); // 检查文件是否已缓存
|
||||
bool NeedDownload(PackageBundle bundle); // 检查是否需要下载
|
||||
bool NeedUnpack(PackageBundle bundle); // 始终返回 false
|
||||
bool NeedImport(PackageBundle bundle); // 检查是否需要导入
|
||||
|
||||
// 文件访问
|
||||
string GetBundleFilePath(PackageBundle bundle);
|
||||
byte[] ReadBundleFileData(PackageBundle bundle);
|
||||
string ReadBundleFileText(PackageBundle bundle);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 缓存目录结构
|
||||
|
||||
```
|
||||
{CacheRoot}/{PackageName}/
|
||||
├── BundleFiles/ # 资源包文件目录
|
||||
│ ├── {Hash[0:2]}/ # 哈希前两位分组(256个目录)
|
||||
│ │ ├── {BundleGUID}/ # 资源包 GUID 目录
|
||||
│ │ │ ├── __data # 数据文件(或 __data.bundle)
|
||||
│ │ │ └── __info # 信息文件(CRC + Size)
|
||||
│ │ └── ...
|
||||
│ └── ...
|
||||
├── ManifestFiles/ # 清单文件目录
|
||||
│ ├── {PackageName}_{Version}.bytes # 清单二进制文件
|
||||
│ ├── {PackageName}_{Version}.hash # 清单哈希文件
|
||||
│ └── __app_footprint.txt # 应用版本足迹文件
|
||||
└── TempFiles/ # 临时文件目录
|
||||
├── {BundleGUID} # 下载中的临时文件
|
||||
└── ...
|
||||
```
|
||||
|
||||
### 信息文件格式(__info)
|
||||
|
||||
```
|
||||
| 字段 | 类型 | 大小 | 说明 |
|
||||
|------|------|------|------|
|
||||
| DataFileCRC | uint32 | 4 bytes | 数据文件 CRC |
|
||||
| DataFileSize | int64 | 8 bytes | 数据文件大小 |
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 操作类说明
|
||||
|
||||
### DCFSInitializeOperation
|
||||
|
||||
初始化操作,执行完整的缓存系统初始化流程。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CheckAppFootPrint
|
||||
├── 版本相同 → 继续
|
||||
└── 版本不同 → 根据 InstallClearMode 清理缓存
|
||||
↓
|
||||
SearchCacheFiles
|
||||
└── SearchCacheFilesOperation
|
||||
└── 遍历 BundleFiles 目录
|
||||
└── 收集需要验证的文件
|
||||
↓
|
||||
VerifyCacheFiles
|
||||
└── VerifyCacheFilesOperation(多线程)
|
||||
├── 验证成功 → 记录到 _records
|
||||
└── 验证失败 → 删除损坏文件
|
||||
↓
|
||||
CreateDownloadScheduler
|
||||
└── 创建 DownloadSchedulerOperation
|
||||
↓
|
||||
Done → Status = Succeed
|
||||
```
|
||||
|
||||
#### 状态机枚举
|
||||
|
||||
```csharp
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
CheckAppFootPrint, // 检查应用版本足迹
|
||||
SearchCacheFiles, // 搜索缓存文件
|
||||
VerifyCacheFiles, // 验证缓存文件
|
||||
CreateDownloadScheduler,// 创建下载调度器
|
||||
Done // 完成
|
||||
}
|
||||
```
|
||||
|
||||
### DCFSLoadAssetBundleOperation
|
||||
|
||||
加载 AssetBundle 操作,支持按需下载和多重容错机制。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CheckExist
|
||||
├── 已缓存 → LoadAssetBundle
|
||||
└── 未缓存 → 检查 DisableOnDemandDownload
|
||||
├── 禁用 → Failed
|
||||
└── 启用 → DownloadFile
|
||||
↓
|
||||
DownloadFile
|
||||
└── DownloadFileAsync()
|
||||
├── 下载成功 → LoadAssetBundle
|
||||
└── 下载失败 → Failed
|
||||
↓
|
||||
LoadAssetBundle
|
||||
├── 未加密 → AssetBundle.LoadFromFile[Async]
|
||||
└── 已加密 → DecryptionServices.LoadAssetBundle[Async]
|
||||
↓
|
||||
CheckResult
|
||||
├── 加载成功 → AssetBundleResult → Succeed
|
||||
└── 加载失败 → 验证文件完整性
|
||||
├── 验证通过 → LoadFromMemory 重试
|
||||
└── 验证失败 → 删除损坏文件 → Failed
|
||||
```
|
||||
|
||||
#### 移动平台容错机制
|
||||
|
||||
```csharp
|
||||
// 注意:在安卓移动平台,华为和三星真机上有极小概率加载资源包失败。
|
||||
// 说明:大多数情况在首次安装下载资源到沙盒内,游戏过程中切换到后台再回到游戏内有很大概率触发!
|
||||
string filePath = _fileSystem.GetCacheBundleFileLoadPath(_bundle);
|
||||
byte[] fileData = FileUtility.ReadAllBytes(filePath);
|
||||
if (fileData != null && fileData.Length > 0)
|
||||
{
|
||||
_assetBundle = AssetBundle.LoadFromMemory(fileData);
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
### DCFSLoadRawBundleOperation
|
||||
|
||||
加载原生资源包操作,处理文件格式变更场景。
|
||||
|
||||
```csharp
|
||||
// 注意:缓存的原生文件的格式,可能会在业务端根据需求发生变动!
|
||||
// 注意:这里需要校验文件格式,如果不一致对本地文件进行修正!
|
||||
if (File.Exists(filePath) == false)
|
||||
{
|
||||
var recordFileElement = _fileSystem.GetRecordFileElement(_bundle);
|
||||
File.Move(recordFileElement.DataFilePath, filePath);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 下载调度器
|
||||
|
||||
### DownloadSchedulerOperation
|
||||
|
||||
管理所有活跃的下载任务,控制并发数量。
|
||||
|
||||
#### 核心属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `Paused` | `bool` | 是否已暂停 |
|
||||
| `ActiveDownloadCount` | `int` | 当前活跃的下载任务数 |
|
||||
| `PendingDownloadCount` | `int` | 当前等待中的下载任务数 |
|
||||
|
||||
#### 工作原理
|
||||
|
||||
```
|
||||
InternalUpdate()
|
||||
│
|
||||
├── 1. 驱动下载后台 _fileSystem.DownloadBackend.Update()
|
||||
│
|
||||
├── 2. 遍历下载器集合
|
||||
│ ├── 已完成 → 加入移除列表
|
||||
│ └── RefCount <= 0 → 中止并移除
|
||||
│
|
||||
├── 3. 移除已完成/中止的下载器
|
||||
│
|
||||
└── 4. 启动新下载任务(如未暂停)
|
||||
├── 计算可启动数量 = min(maxConcurrency - active, maxRequestPerFrame)
|
||||
└── 启动等待中的下载器
|
||||
```
|
||||
|
||||
#### 引用计数机制
|
||||
|
||||
```csharp
|
||||
// 查询旧的下载器(复用)
|
||||
if (_downloaders.TryGetValue(bundle.BundleGUID, out var oldDownloader))
|
||||
{
|
||||
oldDownloader.Reference(); // 引用计数 +1
|
||||
return oldDownloader;
|
||||
}
|
||||
|
||||
// 创建新的下载器
|
||||
DownloadAndCacheFileOperation newDownloader;
|
||||
// ...
|
||||
newDownloader.Reference(); // 引用计数 +1
|
||||
```
|
||||
|
||||
### DownloadAndCacheRemoteFileOperation
|
||||
|
||||
远程文件下载操作,支持断点续传。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CreateRequest
|
||||
├── 文件大小 >= ResumeDownloadMinimumSize
|
||||
│ └── CreateResumeRequest(断点续传)
|
||||
└── 文件大小 < ResumeDownloadMinimumSize
|
||||
└── CreateNormalRequest(普通下载)
|
||||
↓
|
||||
CheckRequest
|
||||
├── 下载成功 → VerifyBundleFile
|
||||
└── 下载失败 → ClearTempFileWhenError → Failed
|
||||
↓
|
||||
VerifyBundleFile
|
||||
└── VerifyTempFileOperation(多线程验证)
|
||||
├── 验证成功 → CacheBundleFile
|
||||
└── 验证失败 → 删除临时文件 → Failed
|
||||
↓
|
||||
CacheBundleFile
|
||||
└── WriteCacheBundleFile()
|
||||
├── 成功 → 删除临时文件 → Succeed
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
#### 断点续传实现
|
||||
|
||||
```csharp
|
||||
private IDownloadRequest CreateResumeRequest()
|
||||
{
|
||||
// 获取下载起始位置
|
||||
if (File.Exists(_tempFilePath))
|
||||
{
|
||||
FileInfo fileInfo = new FileInfo(_tempFilePath);
|
||||
if (fileInfo.Length >= _bundle.FileSize)
|
||||
{
|
||||
File.Delete(_tempFilePath); // 文件已完整,删除重下
|
||||
}
|
||||
else
|
||||
{
|
||||
_fileOriginLength = fileInfo.Length; // 记录已下载大小
|
||||
}
|
||||
}
|
||||
|
||||
var args = new DownloadFileRequestArgs(
|
||||
URL, _tempFilePath, timeout, watchdogTime,
|
||||
appendToFile: true, // 追加写入
|
||||
removeFileOnAbort: false, // 中止时保留文件
|
||||
resumeFromBytes: _fileOriginLength // 断点位置
|
||||
);
|
||||
return _fileSystem.DownloadBackend.CreateFileRequest(args);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 缓存验证系统
|
||||
|
||||
### VerifyCacheFilesOperation
|
||||
|
||||
多线程缓存文件验证,在初始化时执行。
|
||||
|
||||
#### 验证流程
|
||||
|
||||
```
|
||||
InitVerify
|
||||
├── 获取系统线程池信息
|
||||
└── 计算实际并发数 = min(threads, FileVerifyMaxConcurrency)
|
||||
↓
|
||||
UpdateVerify(循环)
|
||||
├── 检测已完成的验证任务
|
||||
│ ├── 验证成功 → RecordBundleFile
|
||||
│ └── 验证失败 → DeleteFiles
|
||||
│
|
||||
└── 启动新的验证任务
|
||||
└── ThreadPool.QueueUserWorkItem(VerifyInThread)
|
||||
```
|
||||
|
||||
#### 验证级别
|
||||
|
||||
```csharp
|
||||
private EFileVerifyResult VerifyingCacheFile(VerifyFileElement element, EFileVerifyLevel verifyLevel)
|
||||
{
|
||||
if (verifyLevel == EFileVerifyLevel.Low)
|
||||
{
|
||||
// Low:仅检查文件存在
|
||||
if (File.Exists(element.InfoFilePath) == false)
|
||||
return EFileVerifyResult.InfoFileNotExisted;
|
||||
if (File.Exists(element.DataFilePath) == false)
|
||||
return EFileVerifyResult.DataFileNotExisted;
|
||||
return EFileVerifyResult.Succeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Middle/High:检查文件存在 + CRC/Size 验证
|
||||
_fileSystem.ReadBundleInfoFile(element.InfoFilePath, out element.DataFileCRC, out element.DataFileSize);
|
||||
return FileVerifyHelper.FileVerify(element.DataFilePath, element.DataFileSize, element.DataFileCRC, verifyLevel);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### VerifyTempFileOperation
|
||||
|
||||
下载文件验证,在线程池中执行。
|
||||
|
||||
```csharp
|
||||
private void VerifyInThread(object obj)
|
||||
{
|
||||
TempFileElement element = (TempFileElement)obj;
|
||||
int result = (int)FileVerifyHelper.FileVerify(
|
||||
element.TempFilePath,
|
||||
element.TempFileSize,
|
||||
element.TempFileCRC,
|
||||
EFileVerifyLevel.High // 始终使用高级验证
|
||||
);
|
||||
element.Result = result; // 线程安全的结果设置
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 覆盖安装检测
|
||||
|
||||
### ApplicationFootPrint
|
||||
|
||||
应用版本足迹,用于检测 App 覆盖安装。
|
||||
|
||||
```csharp
|
||||
public static bool IsDirty(DefaultCacheFileSystem fileSystem)
|
||||
{
|
||||
string filePath = fileSystem.GetSandboxAppFootPrintFilePath();
|
||||
if (File.Exists(filePath))
|
||||
{
|
||||
string footPrint = FileUtility.ReadAllText(filePath);
|
||||
return IsValidVersion(footPrint) == false; // 版本不同
|
||||
}
|
||||
return true; // 文件不存在
|
||||
}
|
||||
```
|
||||
|
||||
### EOverwriteInstallClearMode
|
||||
|
||||
覆盖安装时的缓存清理模式。
|
||||
|
||||
| 枚举值 | 说明 |
|
||||
|--------|------|
|
||||
| `NeverClear` | 不清理任何缓存 |
|
||||
| `ClearAllManifestFiles` | 清理所有清单文件(默认) |
|
||||
| `ClearAllBundleAndManifestFiles` | 清理所有资源包和清单文件 |
|
||||
|
||||
---
|
||||
|
||||
## 缓存清理操作
|
||||
|
||||
### 清理模式对照表
|
||||
|
||||
| 清理模式 | 操作类 | 说明 |
|
||||
|----------|--------|------|
|
||||
| `ClearAllBundleFiles` | `ClearAllCacheBundleFilesOperation` | 清理所有缓存资源包 |
|
||||
| `ClearUnusedBundleFiles` | `ClearUnusedCacheBundleFilesOperation` | 清理不在清单中的资源包 |
|
||||
| `ClearBundleFilesByTags` | `ClearCacheBundleFilesByTagsOperaiton` | 按标签清理 |
|
||||
| `ClearBundleFilesByLocations` | `ClearCacheBundleFilesByLocationsOperaiton` | 按资源路径清理 |
|
||||
| `ClearAllManifestFiles` | `ClearAllCacheManifestFilesOperation` | 清理所有清单文件 |
|
||||
| `ClearUnusedManifestFiles` | `ClearUnusedCacheManifestFilesOperation` | 清理未使用的清单文件 |
|
||||
|
||||
### 时间切片清理
|
||||
|
||||
```csharp
|
||||
for (int i = _allBundleGUIDs.Count - 1; i >= 0; i--)
|
||||
{
|
||||
string bundleGUID = _allBundleGUIDs[i];
|
||||
_fileSystem.DeleteCacheBundleFile(bundleGUID);
|
||||
_allBundleGUIDs.RemoveAt(i);
|
||||
|
||||
// 检查操作系统是否繁忙,避免阻塞主线程
|
||||
if (OperationSystem.IsBusy)
|
||||
break;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 元素类说明
|
||||
|
||||
### RecordFileElement
|
||||
|
||||
缓存文件记录元素,存储已验证的缓存文件信息。
|
||||
|
||||
```csharp
|
||||
internal class RecordFileElement
|
||||
{
|
||||
public readonly string InfoFilePath; // 信息文件路径
|
||||
public readonly string DataFilePath; // 数据文件路径
|
||||
public readonly uint DataFileCRC; // 数据文件 CRC
|
||||
public readonly long DataFileSize; // 数据文件大小
|
||||
|
||||
public bool DeleteFolder(); // 删除整个文件夹
|
||||
}
|
||||
```
|
||||
|
||||
### TempFileElement
|
||||
|
||||
临时文件元素,用于下载文件验证。
|
||||
|
||||
```csharp
|
||||
internal class TempFileElement
|
||||
{
|
||||
public readonly string TempFilePath; // 临时文件路径
|
||||
public readonly uint TempFileCRC; // 预期 CRC
|
||||
public readonly long TempFileSize; // 预期文件大小
|
||||
|
||||
private int _result = 0;
|
||||
public int Result // 线程安全的验证结果
|
||||
{
|
||||
get => Interlocked.CompareExchange(ref _result, 0, 0);
|
||||
set => Interlocked.Exchange(ref _result, value);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### VerifyFileElement
|
||||
|
||||
验证文件元素,用于缓存文件批量验证。
|
||||
|
||||
```csharp
|
||||
internal class VerifyFileElement
|
||||
{
|
||||
public readonly string PackageName; // 包裹名称
|
||||
public readonly string BundleGUID; // 资源包 GUID
|
||||
public readonly string FileRootPath; // 文件根目录
|
||||
public readonly string DataFilePath; // 数据文件路径
|
||||
public readonly string InfoFilePath; // 信息文件路径
|
||||
|
||||
public uint DataFileCRC; // 数据文件 CRC
|
||||
public long DataFileSize; // 数据文件大小
|
||||
|
||||
private int _result = 0;
|
||||
public int Result // 线程安全的验证结果
|
||||
{
|
||||
get => Interlocked.CompareExchange(ref _result, 0, 0);
|
||||
set => Interlocked.Exchange(ref _result, value);
|
||||
}
|
||||
|
||||
public void DeleteFiles(); // 删除所有相关文件
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 使用示例
|
||||
|
||||
### 基础配置
|
||||
|
||||
```csharp
|
||||
// 创建远程服务接口
|
||||
class GameRemoteServices : IRemoteServices
|
||||
{
|
||||
public string GetRemoteMainURL(string fileName)
|
||||
{
|
||||
return $"https://cdn.example.com/bundles/{fileName}";
|
||||
}
|
||||
public string GetRemoteFallbackURL(string fileName)
|
||||
{
|
||||
return $"https://cdn-backup.example.com/bundles/{fileName}";
|
||||
}
|
||||
}
|
||||
|
||||
// 创建缓存文件系统参数
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 初始化包裹
|
||||
var initParams = new HostPlayModeParameters();
|
||||
initParams.BuildinFileSystemParameters = buildinParams;
|
||||
initParams.CacheFileSystemParameters = cacheParams;
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
### 配置下载参数
|
||||
|
||||
```csharp
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 设置下载并发数
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_CONCURRENCY, 8);
|
||||
|
||||
// 设置每帧最大请求数
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_REQUEST_PER_FRAME, 3);
|
||||
|
||||
// 设置下载看门狗时间(秒)
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.DOWNLOAD_WATCH_DOG_TIME, 30);
|
||||
```
|
||||
|
||||
### 配置断点续传
|
||||
|
||||
```csharp
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 启用断点续传的最小文件大小(1MB)
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.RESUME_DOWNLOAD_MINMUM_SIZE, 1024 * 1024);
|
||||
|
||||
// 断点续传关注的HTTP错误码(这些错误码时删除临时文件重新下载)
|
||||
var responseCodes = new List<long> { 416 }; // Range Not Satisfiable
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.RESUME_DOWNLOAD_RESPONSE_CODES, responseCodes);
|
||||
```
|
||||
|
||||
### 配置文件验证
|
||||
|
||||
```csharp
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 设置验证级别
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, EFileVerifyLevel.High);
|
||||
|
||||
// 设置验证并发数
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_MAX_CONCURRENCY, 64);
|
||||
```
|
||||
|
||||
### 配置加密支持
|
||||
|
||||
```csharp
|
||||
// 自定义解密服务
|
||||
class GameDecryptionServices : IDecryptionServices
|
||||
{
|
||||
public DecryptResult LoadAssetBundle(DecryptFileInfo fileInfo)
|
||||
{
|
||||
// 实现解密逻辑
|
||||
byte[] data = DecryptFile(fileInfo.FileLoadPath);
|
||||
AssetBundle bundle = AssetBundle.LoadFromMemory(data);
|
||||
return new DecryptResult { Result = bundle };
|
||||
}
|
||||
// ...
|
||||
}
|
||||
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 设置解密服务
|
||||
cacheParams.AddParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, new GameDecryptionServices());
|
||||
```
|
||||
|
||||
### 配置覆盖安装行为
|
||||
|
||||
```csharp
|
||||
var cacheParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 覆盖安装时清理所有资源包和清单
|
||||
cacheParams.AddParameter(
|
||||
FileSystemParametersDefine.INSTALL_CLEAR_MODE,
|
||||
EOverwriteInstallClearMode.ClearAllBundleAndManifestFiles
|
||||
);
|
||||
```
|
||||
|
||||
### 清理缓存
|
||||
|
||||
```csharp
|
||||
// 清理所有缓存
|
||||
var clearOp = package.ClearCacheFilesAsync(EFileClearMode.ClearAllBundleFiles);
|
||||
await clearOp.ToTask();
|
||||
|
||||
// 清理未使用的缓存
|
||||
var clearOp = package.ClearCacheFilesAsync(EFileClearMode.ClearUnusedBundleFiles);
|
||||
await clearOp.ToTask();
|
||||
|
||||
// 按标签清理
|
||||
var clearOp = package.ClearCacheFilesAsync(EFileClearMode.ClearBundleFilesByTags, "dlc1");
|
||||
await clearOp.ToTask();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 参数常量
|
||||
|
||||
```csharp
|
||||
// 远程服务
|
||||
FileSystemParametersDefine.REMOTE_SERVICES // IRemoteServices: 远程服务接口
|
||||
|
||||
// 覆盖安装
|
||||
FileSystemParametersDefine.INSTALL_CLEAR_MODE // EOverwriteInstallClearMode: 清理模式
|
||||
|
||||
// 文件验证
|
||||
FileSystemParametersDefine.FILE_VERIFY_LEVEL // EFileVerifyLevel: 验证级别
|
||||
FileSystemParametersDefine.FILE_VERIFY_MAX_CONCURRENCY // int: 验证并发数
|
||||
|
||||
// 文件格式
|
||||
FileSystemParametersDefine.APPEND_FILE_EXTENSION // bool: 追加文件扩展名
|
||||
|
||||
// 下载控制
|
||||
FileSystemParametersDefine.DISABLE_ONDEMAND_DOWNLOAD // bool: 禁用边玩边下
|
||||
FileSystemParametersDefine.DOWNLOAD_MAX_CONCURRENCY // int: 下载并发数
|
||||
FileSystemParametersDefine.DOWNLOAD_MAX_REQUEST_PER_FRAME // int: 每帧请求数
|
||||
FileSystemParametersDefine.DOWNLOAD_WATCH_DOG_TIME // int: 看门狗时间
|
||||
|
||||
// 断点续传
|
||||
FileSystemParametersDefine.RESUME_DOWNLOAD_MINMUM_SIZE // long: 最小文件大小
|
||||
FileSystemParametersDefine.RESUME_DOWNLOAD_RESPONSE_CODES // List<long>: 关注错误码
|
||||
|
||||
// 服务接口
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES // IDecryptionServices: 解密服务
|
||||
FileSystemParametersDefine.MANIFEST_SERVICES // IManifestRestoreServices: 清单服务
|
||||
FileSystemParametersDefine.COPY_LOCAL_FILE_SERVICES // ICopyLocalFileServices: 本地拷贝服务
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultCacheFileSystem
|
||||
|
||||
FSInitializeFileSystemOperation
|
||||
└── DCFSInitializeOperation
|
||||
|
||||
FSRequestPackageVersionOperation
|
||||
└── DCFSRequestPackageVersionOperation
|
||||
|
||||
FSLoadPackageManifestOperation
|
||||
└── DCFSLoadPackageManifestOperation
|
||||
|
||||
FSLoadBundleOperation
|
||||
├── DCFSLoadAssetBundleOperation
|
||||
└── DCFSLoadRawBundleOperation
|
||||
|
||||
FSDownloadFileOperation
|
||||
└── DownloadPackageBundleOperation
|
||||
|
||||
FSClearCacheFilesOperation
|
||||
├── ClearAllCacheBundleFilesOperation
|
||||
├── ClearUnusedCacheBundleFilesOperation
|
||||
├── ClearCacheBundleFilesByTagsOperaiton
|
||||
├── ClearCacheBundleFilesByLocationsOperaiton
|
||||
├── ClearAllCacheManifestFilesOperation
|
||||
└── ClearUnusedCacheManifestFilesOperation
|
||||
|
||||
AsyncOperationBase
|
||||
├── DownloadSchedulerOperation
|
||||
├── DownloadAndCacheFileOperation (abstract)
|
||||
│ ├── DownloadAndCacheRemoteFileOperation
|
||||
│ └── DownloadAndCacheLocalFileOperation
|
||||
├── SearchCacheFilesOperation
|
||||
├── VerifyCacheFilesOperation
|
||||
├── VerifyTempFileOperation
|
||||
├── DownloadPackageHashOperation
|
||||
├── DownloadPackageManifestOperation
|
||||
├── LoadCachePackageHashOperation
|
||||
├── LoadCachePackageManifestOperation
|
||||
└── RequestRemotePackageVersionOperation
|
||||
|
||||
BundleResult
|
||||
├── AssetBundleResult ← AssetBundle 资源
|
||||
└── RawBundleResult ← 原生文件资源
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **远程服务必需**:使用缓存文件系统必须配置 `IRemoteServices` 接口
|
||||
2. **保底加载**:缓存文件系统的 `Belong()` 始终返回 true,作为资源加载的保底方案
|
||||
3. **线程安全**:文件验证和下载使用后台线程,但核心逻辑仍在主线程执行
|
||||
4. **并发限制**:合理设置下载和验证的并发数,避免系统过载
|
||||
5. **移动平台**:Android 平台存在极小概率的 AssetBundle 加载失败,系统会自动尝试 LoadFromMemory 作为备选方案
|
||||
6. **断点续传**:启用断点续传时,需要合理设置 `ResumeDownloadMinimumSize` 和 `ResumeDownloadResponseCodes`
|
||||
7. **覆盖安装**:App 版本更新时会自动检测并根据配置清理缓存,避免旧缓存导致问题
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8292f707fbf60854e852e1a75824d892
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,7 +0,0 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class DefaultEditorFileSystemDefine
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -1,424 +0,0 @@
|
||||
# DefaultEditorFileSystem 编辑器模拟文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultEditorFileSystem 是 YooAsset 的**编辑器模拟文件系统**,专为 Unity 编辑器开发环境设计。该文件系统无需构建实际的 AssetBundle 文件,直接使用 Unity 的 AssetDatabase API 加载资源,实现快速迭代开发。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **无需构建资源包**:直接使用 AssetDatabase 加载资源
|
||||
- **模拟下载流程**:支持模拟网络下载行为(用于 UI 调试)
|
||||
- **模拟异步延迟**:可配置异步加载的模拟帧数
|
||||
- **WebGL 模式模拟**:支持模拟 WebGL 平台行为
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **快速迭代** | 无需构建 AssetBundle,修改资源后立即生效 |
|
||||
| **行为模拟** | 模拟真实环境的下载和加载行为 |
|
||||
| **调试友好** | 支持 UI 进度条等功能的调试 |
|
||||
| **零配置** | 开箱即用,最小化配置需求 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultEditorFileSystem/
|
||||
├── DefaultEditorFileSystem.cs # 文件系统主类
|
||||
├── DefaultEditorFileSystemDefine.cs # 常量定义(预留)
|
||||
└── Operation/ # 操作类
|
||||
├── DEFSInitializeOperation.cs # 初始化操作
|
||||
├── DEFSRequestPackageVersionOperation.cs # 请求版本操作
|
||||
├── DEFSLoadPackageManifestOperation.cs # 加载清单操作
|
||||
├── DEFSLoadBundleOperation.cs # 加载资源包操作
|
||||
└── internal/ # 内部操作类
|
||||
├── DownloadVirutalBundleOperation.cs # 虚拟下载操作
|
||||
├── LoadEditorPackageVersionOperation.cs # 加载版本文件操作
|
||||
├── LoadEditorPackageHashOperation.cs # 加载哈希文件操作
|
||||
└── LoadEditorPackageManifestOperation.cs # 加载清单文件操作
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultEditorFileSystem
|
||||
|
||||
编辑器模拟文件系统的主类,实现 `IFileSystem` 接口。
|
||||
|
||||
#### 基本属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `PackageName` | `string` | 包裹名称 |
|
||||
| `FileRoot` | `string` | 文件根目录(清单文件所在目录) |
|
||||
| `FileCount` | `int` | 文件数量(始终返回 0) |
|
||||
| `DownloadBackend` | `IDownloadBackend` | 下载后台接口 |
|
||||
|
||||
#### 自定义参数
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `VirtualWebGLMode` | `bool` | `false` | 模拟 WebGL 平台模式 |
|
||||
| `VirtualDownloadMode` | `bool` | `false` | 模拟虚拟下载模式 |
|
||||
| `VirtualDownloadSpeed` | `int` | `1024` | 模拟下载速度(字节/秒) |
|
||||
| `AsyncSimulateMinFrame` | `int` | `1` | 异步加载最小模拟帧数 |
|
||||
| `AsyncSimulateMaxFrame` | `int` | `1` | 异步加载最大模拟帧数 |
|
||||
|
||||
#### 核心方法
|
||||
|
||||
```csharp
|
||||
// 生命周期
|
||||
void OnCreate(string packageName, string packageRoot);
|
||||
void OnDestroy();
|
||||
void SetParameter(string name, object value);
|
||||
|
||||
// 异步操作
|
||||
FSInitializeFileSystemOperation InitializeFileSystemAsync();
|
||||
FSRequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks, int timeout);
|
||||
FSLoadPackageManifestOperation LoadPackageManifestAsync(string packageVersion, int timeout);
|
||||
FSLoadBundleOperation LoadBundleFile(PackageBundle bundle);
|
||||
FSDownloadFileOperation DownloadFileAsync(PackageBundle bundle, DownloadFileOptions options);
|
||||
FSClearCacheFilesOperation ClearCacheFilesAsync(PackageManifest manifest, ClearCacheFilesOptions options);
|
||||
|
||||
// 文件查询
|
||||
bool Belong(PackageBundle bundle); // 始终返回 true
|
||||
bool Exists(PackageBundle bundle); // VirtualDownloadMode 时检查记录
|
||||
bool NeedDownload(PackageBundle bundle);// VirtualDownloadMode 时返回未记录的文件
|
||||
bool NeedUnpack(PackageBundle bundle); // 始终返回 false
|
||||
bool NeedImport(PackageBundle bundle); // 始终返回 false
|
||||
|
||||
// 文件访问
|
||||
string GetBundleFilePath(PackageBundle bundle); // 返回资源路径
|
||||
byte[] ReadBundleFileData(PackageBundle bundle); // 读取文件二进制
|
||||
string ReadBundleFileText(PackageBundle bundle); // 读取文件文本
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 操作类说明
|
||||
|
||||
### DEFSInitializeOperation
|
||||
|
||||
初始化操作,立即完成(无需任何初始化工作)。
|
||||
|
||||
```
|
||||
状态流程:InternalStart() → Status = Succeed
|
||||
```
|
||||
|
||||
### DEFSRequestPackageVersionOperation
|
||||
|
||||
请求包裹版本操作,从本地版本文件读取版本号。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadPackageVersion
|
||||
└── LoadEditorPackageVersionOperation
|
||||
└── 读取 {PackageName}_Version.txt
|
||||
├── 成功 → PackageVersion = 文件内容
|
||||
└── 失败 → Error
|
||||
```
|
||||
|
||||
### DEFSLoadPackageManifestOperation
|
||||
|
||||
加载资源清单操作,从本地清单文件加载并解析清单。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadEditorPackageHash
|
||||
└── LoadEditorPackageHashOperation
|
||||
└── 读取 {PackageName}_{Version}.hash
|
||||
├── 成功 → PackageHash
|
||||
└── 失败 → Error
|
||||
↓
|
||||
LoadEditorPackageManifest
|
||||
└── LoadEditorPackageManifestOperation
|
||||
├── 读取 {PackageName}_{Version}.bytes
|
||||
├── 验证哈希值
|
||||
└── 反序列化清单
|
||||
├── 成功 → Manifest
|
||||
└── 失败 → Error
|
||||
```
|
||||
|
||||
### DEFSLoadBundleOperation
|
||||
|
||||
加载资源包操作,支持虚拟下载模式和异步模拟延迟。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CheckExist
|
||||
├── 文件存在 → LoadAssetBundle
|
||||
└── 文件不存在 → DownloadFile
|
||||
↓
|
||||
DownloadFile
|
||||
└── DownloadVirtualBundleOperation
|
||||
├── 模拟下载进度
|
||||
└── 记录下载完成
|
||||
↓
|
||||
LoadAssetBundle
|
||||
└── 等待模拟帧数
|
||||
↓
|
||||
CheckResult
|
||||
└── 创建 VirtualBundleResult → Status = Succeed
|
||||
```
|
||||
|
||||
#### 状态机枚举
|
||||
|
||||
```csharp
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
CheckExist, // 检查文件是否存在
|
||||
DownloadFile, // 下载文件(虚拟下载)
|
||||
AbortDownload, // 中断下载
|
||||
LoadAssetBundle, // 加载资源包(模拟延迟)
|
||||
CheckResult, // 检查结果
|
||||
Done // 完成
|
||||
}
|
||||
```
|
||||
|
||||
### DownloadVirtualBundleOperation
|
||||
|
||||
虚拟下载操作,模拟网络下载行为。
|
||||
|
||||
**特性:**
|
||||
- 使用 `VirtualFileDownloader` 模拟下载进度
|
||||
- 支持失败重试机制
|
||||
- 下载完成后记录到 `_records` 字典
|
||||
|
||||
```
|
||||
状态流程:
|
||||
CheckExists
|
||||
├── 文件已记录 → Status = Succeed
|
||||
└── 文件未记录 → CreateRequest
|
||||
↓
|
||||
CreateRequest
|
||||
└── DownloadSimulateRequestArgs
|
||||
├── URL = BundleName
|
||||
├── FileSize = Bundle.FileSize
|
||||
└── DownloadSpeed = VirtualDownloadSpeed
|
||||
↓
|
||||
CheckRequest
|
||||
├── 下载成功 → RecordDownloadFile() → Status = Succeed
|
||||
└── 下载失败 → TryAgain 或 Status = Failed
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 内部操作类
|
||||
|
||||
### LoadEditorPackageVersionOperation
|
||||
|
||||
从本地文件加载包裹版本号。
|
||||
|
||||
| 属性 | 说明 |
|
||||
|------|------|
|
||||
| `PackageVersion` | 读取到的版本号字符串 |
|
||||
|
||||
### LoadEditorPackageHashOperation
|
||||
|
||||
从本地文件加载包裹哈希值。
|
||||
|
||||
| 属性 | 说明 |
|
||||
|------|------|
|
||||
| `PackageHash` | 读取到的哈希值字符串 |
|
||||
|
||||
### LoadEditorPackageManifestOperation
|
||||
|
||||
加载并反序列化资源清单。
|
||||
|
||||
| 属性 | 说明 |
|
||||
|------|------|
|
||||
| `Manifest` | 反序列化后的清单对象 |
|
||||
|
||||
**处理流程:**
|
||||
1. 读取清单二进制文件
|
||||
2. 使用哈希值验证文件完整性
|
||||
3. 反序列化为 `PackageManifest` 对象
|
||||
|
||||
---
|
||||
|
||||
## 工作原理
|
||||
|
||||
### 资源加载机制
|
||||
|
||||
```
|
||||
用户请求加载资源
|
||||
│
|
||||
▼
|
||||
DefaultEditorFileSystem.LoadBundleFile()
|
||||
│
|
||||
▼
|
||||
DEFSLoadBundleOperation
|
||||
│
|
||||
▼
|
||||
创建 VirtualBundleResult
|
||||
│
|
||||
▼
|
||||
VirtualBundleResult.LoadAssetAsync()
|
||||
│
|
||||
▼
|
||||
VirtualBundleLoadAssetOperation
|
||||
│
|
||||
▼
|
||||
AssetDatabase.LoadAssetAtPath() ← Unity 编辑器 API
|
||||
│
|
||||
▼
|
||||
返回资源对象
|
||||
```
|
||||
|
||||
### 虚拟下载模式
|
||||
|
||||
当 `VirtualDownloadMode = true` 时:
|
||||
|
||||
1. **首次加载**:资源被视为"未下载",需要执行虚拟下载
|
||||
2. **虚拟下载**:使用 `VirtualFileDownloader` 模拟下载进度
|
||||
3. **记录完成**:下载完成后将 BundleGUID 记录到 `_records` 字典
|
||||
4. **后续加载**:检查 `_records` 字典,已记录的资源直接加载
|
||||
|
||||
```csharp
|
||||
// 记录下载完成的文件
|
||||
protected readonly Dictionary<string, string> _records;
|
||||
|
||||
// 检查文件是否存在
|
||||
public virtual bool Exists(PackageBundle bundle)
|
||||
{
|
||||
if (VirtualDownloadMode)
|
||||
return _records.ContainsKey(bundle.BundleGUID);
|
||||
else
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
### 异步模拟延迟
|
||||
|
||||
通过 `AsyncSimulateMinFrame` 和 `AsyncSimulateMaxFrame` 参数模拟异步加载延迟:
|
||||
|
||||
```csharp
|
||||
// 获取随机模拟帧数
|
||||
public int GetAsyncSimulateFrame()
|
||||
{
|
||||
return UnityEngine.Random.Range(AsyncSimulateMinFrame, AsyncSimulateMaxFrame + 1);
|
||||
}
|
||||
|
||||
// 在 DEFSLoadBundleOperation 中等待
|
||||
if (_steps == ESteps.LoadAssetBundle)
|
||||
{
|
||||
if (_asyncSimulateFrame <= 0)
|
||||
_steps = ESteps.CheckResult;
|
||||
else
|
||||
_asyncSimulateFrame--;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 使用示例
|
||||
|
||||
### 基础配置
|
||||
|
||||
```csharp
|
||||
// 创建编辑器文件系统参数
|
||||
var editorParams = FileSystemParameters.CreateDefaultEditorFileSystemParameters(
|
||||
packageRoot: "Assets/GameRes/Bundles/DefaultPackage"
|
||||
);
|
||||
|
||||
// 初始化包裹
|
||||
var initParams = new EditorSimulateModeParameters();
|
||||
initParams.EditorFileSystemParameters = editorParams;
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
### 启用虚拟下载模式
|
||||
|
||||
```csharp
|
||||
var editorParams = FileSystemParameters.CreateDefaultEditorFileSystemParameters(
|
||||
packageRoot: "Assets/GameRes/Bundles/DefaultPackage"
|
||||
);
|
||||
|
||||
// 启用虚拟下载模式
|
||||
editorParams.AddParameter(FileSystemParametersDefine.VIRTUAL_DOWNLOAD_MODE, true);
|
||||
editorParams.AddParameter(FileSystemParametersDefine.VIRTUAL_DOWNLOAD_SPEED, 1024 * 100); // 100KB/s
|
||||
```
|
||||
|
||||
### 配置异步模拟延迟
|
||||
|
||||
```csharp
|
||||
var editorParams = FileSystemParameters.CreateDefaultEditorFileSystemParameters(
|
||||
packageRoot: "Assets/GameRes/Bundles/DefaultPackage"
|
||||
);
|
||||
|
||||
// 设置异步加载延迟 1-3 帧
|
||||
editorParams.AddParameter(FileSystemParametersDefine.ASYNC_SIMULATE_MIN_FRAME, 1);
|
||||
editorParams.AddParameter(FileSystemParametersDefine.ASYNC_SIMULATE_MAX_FRAME, 3);
|
||||
```
|
||||
|
||||
### 模拟 WebGL 模式
|
||||
|
||||
```csharp
|
||||
var editorParams = FileSystemParameters.CreateDefaultEditorFileSystemParameters(
|
||||
packageRoot: "Assets/GameRes/Bundles/DefaultPackage"
|
||||
);
|
||||
|
||||
// 启用 WebGL 模拟模式
|
||||
editorParams.AddParameter(FileSystemParametersDefine.VIRTUAL_WEBGL_MODE, true);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 参数常量
|
||||
|
||||
```csharp
|
||||
// 模拟模式参数
|
||||
FileSystemParametersDefine.VIRTUAL_WEBGL_MODE // bool: 模拟 WebGL 模式
|
||||
FileSystemParametersDefine.VIRTUAL_DOWNLOAD_MODE // bool: 模拟下载模式
|
||||
FileSystemParametersDefine.VIRTUAL_DOWNLOAD_SPEED // int: 模拟下载速度(字节/秒)
|
||||
FileSystemParametersDefine.ASYNC_SIMULATE_MIN_FRAME // int: 异步模拟最小帧数
|
||||
FileSystemParametersDefine.ASYNC_SIMULATE_MAX_FRAME // int: 异步模拟最大帧数
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultEditorFileSystem
|
||||
|
||||
FSInitializeFileSystemOperation
|
||||
└── DEFSInitializeOperation
|
||||
|
||||
FSRequestPackageVersionOperation
|
||||
└── DEFSRequestPackageVersionOperation
|
||||
|
||||
FSLoadPackageManifestOperation
|
||||
└── DEFSLoadPackageManifestOperation
|
||||
|
||||
FSLoadBundleOperation
|
||||
└── DEFSLoadBundleOperation
|
||||
|
||||
FSDownloadFileOperation
|
||||
└── DownloadVirtualBundleOperation
|
||||
|
||||
AsyncOperationBase
|
||||
├── LoadEditorPackageVersionOperation
|
||||
├── LoadEditorPackageHashOperation
|
||||
└── LoadEditorPackageManifestOperation
|
||||
|
||||
BundleResult
|
||||
└── VirtualBundleResult ← 编辑器模式专用
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **仅限编辑器**:此文件系统仅在 Unity 编辑器中有效
|
||||
2. **需要构建清单**:虽然不需要构建 AssetBundle,但需要构建资源清单文件
|
||||
3. **VirtualBundle 类型**:只支持 `EBuildBundleType.VirtualBundle` 类型的资源包
|
||||
4. **WebGL 模式限制**:`VirtualWebGLMode` 下不支持同步加载(`WaitForAsyncComplete`)
|
||||
5. **性能差异**:编辑器模式下的加载性能与真机不同,仅供开发调试使用
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 10ca037f4f07977458b8e94e4ea0f32c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,385 +0,0 @@
|
||||
# DefaultUnpackFileSystem 解压文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultUnpackFileSystem 是 YooAsset 的**解压文件系统**,专为处理 Android 和 OpenHarmony 平台的内置资源解压需求而设计。该文件系统继承自 `DefaultCacheFileSystem`,复用其完整的下载、验证、缓存功能,仅重定义存储目录结构。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **继承复用**:完全继承 DefaultCacheFileSystem 的所有功能
|
||||
- **独立存储**:使用独立的目录存储解压后的资源
|
||||
- **本地下载**:通过 WWW 路径从 StreamingAssets "下载"资源
|
||||
- **平台适配**:解决 Android APK 内文件无法直接访问的问题
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **平台兼容** | 解决 Android/OpenHarmony 平台 APK 内文件访问限制 |
|
||||
| **代码复用** | 继承 DefaultCacheFileSystem,避免重复实现 |
|
||||
| **资源隔离** | 解压资源与下载缓存分开存储,便于管理 |
|
||||
| **透明集成** | 作为 DefaultBuildinFileSystem 的内部组件工作 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultUnpackFileSystem/
|
||||
├── DefaultUnpackFileSystem.cs # 解压文件系统主类
|
||||
├── DefaultUnpackFileSystemDefine.cs # 常量定义
|
||||
└── DefaultUnpackRemoteServices.cs # 本地资源服务接口
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultUnpackFileSystem
|
||||
|
||||
解压文件系统主类,继承自 `DefaultCacheFileSystem`。
|
||||
|
||||
```csharp
|
||||
internal class DefaultUnpackFileSystem : DefaultCacheFileSystem
|
||||
{
|
||||
public override void OnCreate(string packageName, string rootDirectory)
|
||||
{
|
||||
base.OnCreate(packageName, rootDirectory);
|
||||
|
||||
// 重写保存根目录和临时目录
|
||||
_cacheBundleFilesRoot = PathUtility.Combine(_packageRoot, "UnpackBundleFiles");
|
||||
_cacheManifestFilesRoot = PathUtility.Combine(_packageRoot, "UnpackManifestFiles");
|
||||
_tempFilesRoot = PathUtility.Combine(_packageRoot, "UnpackTempFiles");
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 继承的功能
|
||||
|
||||
由于继承自 `DefaultCacheFileSystem`,DefaultUnpackFileSystem 拥有以下完整功能:
|
||||
|
||||
| 功能 | 说明 |
|
||||
|------|------|
|
||||
| 文件下载 | 通过 DownloadScheduler 下载资源 |
|
||||
| 断点续传 | 支持大文件断点续传 |
|
||||
| 文件验证 | 多线程 CRC/Hash 验证 |
|
||||
| 缓存管理 | 记录已解压文件,避免重复解压 |
|
||||
| 加密支持 | 支持 IDecryptionServices 解密 |
|
||||
| 覆盖安装检测 | App 版本变更时清理解压缓存 |
|
||||
|
||||
### DefaultUnpackFileSystemDefine
|
||||
|
||||
常量定义类,定义解压目录名称。
|
||||
|
||||
```csharp
|
||||
internal class DefaultUnpackFileSystemDefine
|
||||
{
|
||||
/// <summary>
|
||||
/// 保存的资源文件的文件夹名称
|
||||
/// </summary>
|
||||
public const string SaveBundleFilesFolderName = "UnpackBundleFiles";
|
||||
|
||||
/// <summary>
|
||||
/// 保存的清单文件的文件夹名称
|
||||
/// </summary>
|
||||
public const string SaveManifestFilesFolderName = "UnpackManifestFiles";
|
||||
|
||||
/// <summary>
|
||||
/// 下载的临时文件的文件夹名称
|
||||
/// </summary>
|
||||
public const string TempFilesFolderName = "UnpackTempFiles";
|
||||
}
|
||||
```
|
||||
|
||||
### DefaultUnpackRemoteServices
|
||||
|
||||
本地资源服务接口,将 StreamingAssets 路径转换为 WWW 请求路径。
|
||||
|
||||
```csharp
|
||||
internal class DefaultUnpackRemoteServices : IRemoteServices
|
||||
{
|
||||
private readonly string _buildinPackageRoot;
|
||||
protected readonly Dictionary<string, string> _mapping = new Dictionary<string, string>(10000);
|
||||
|
||||
public DefaultUnpackRemoteServices(string buildinPackRoot)
|
||||
{
|
||||
_buildinPackageRoot = buildinPackRoot;
|
||||
}
|
||||
|
||||
// 主地址和备用地址相同(本地文件)
|
||||
string IRemoteServices.GetRemoteMainURL(string fileName)
|
||||
{
|
||||
return GetFileLoadURL(fileName);
|
||||
}
|
||||
|
||||
string IRemoteServices.GetRemoteFallbackURL(string fileName)
|
||||
{
|
||||
return GetFileLoadURL(fileName);
|
||||
}
|
||||
|
||||
private string GetFileLoadURL(string fileName)
|
||||
{
|
||||
if (_mapping.TryGetValue(fileName, out string url) == false)
|
||||
{
|
||||
string filePath = PathUtility.Combine(_buildinPackageRoot, fileName);
|
||||
url = DownloadSystemHelper.ConvertToWWWPath(filePath);
|
||||
_mapping.Add(fileName, url);
|
||||
}
|
||||
return url;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 路径转换示例
|
||||
|
||||
```
|
||||
输入文件名: bundle_abc123.bundle
|
||||
|
||||
StreamingAssets 路径:
|
||||
{Application.streamingAssetsPath}/DefaultPackage/bundle_abc123.bundle
|
||||
|
||||
WWW 请求路径 (Android):
|
||||
jar:file:///data/app/com.example.game.apk!/assets/DefaultPackage/bundle_abc123.bundle
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 目录结构
|
||||
|
||||
### 与 DefaultCacheFileSystem 对比
|
||||
|
||||
| 目录类型 | DefaultCacheFileSystem | DefaultUnpackFileSystem |
|
||||
|----------|----------------------|------------------------|
|
||||
| 资源文件 | `BundleFiles/` | `UnpackBundleFiles/` |
|
||||
| 清单文件 | `ManifestFiles/` | `UnpackManifestFiles/` |
|
||||
| 临时文件 | `TempFiles/` | `UnpackTempFiles/` |
|
||||
|
||||
### 实际目录结构
|
||||
|
||||
```
|
||||
{SandboxRoot}/{PackageName}/
|
||||
├── BundleFiles/ # DefaultCacheFileSystem 下载缓存
|
||||
│ └── ...
|
||||
├── ManifestFiles/ # DefaultCacheFileSystem 清单缓存
|
||||
│ └── ...
|
||||
├── UnpackBundleFiles/ # DefaultUnpackFileSystem 解压缓存
|
||||
│ ├── {Hash[0:2]}/
|
||||
│ │ └── {BundleGUID}/
|
||||
│ │ ├── __data
|
||||
│ │ └── __info
|
||||
│ └── ...
|
||||
├── UnpackManifestFiles/ # DefaultUnpackFileSystem 清单
|
||||
│ └── ...
|
||||
└── UnpackTempFiles/ # DefaultUnpackFileSystem 临时文件
|
||||
└── ...
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 工作原理
|
||||
|
||||
### 解压触发条件
|
||||
|
||||
在 `DefaultBuildinFileSystem` 中,以下情况会触发解压:
|
||||
|
||||
```csharp
|
||||
protected virtual bool IsUnpackBundleFile(PackageBundle bundle)
|
||||
{
|
||||
if (Belong(bundle) == false)
|
||||
return false;
|
||||
|
||||
#if UNITY_ANDROID || UNITY_OPENHARMONY
|
||||
// Android/OpenHarmony 平台
|
||||
if (bundle.Encrypted)
|
||||
return true; // 加密资源需要解压
|
||||
|
||||
if (bundle.BundleType == (int)EBuildBundleType.RawBundle)
|
||||
return true; // 原生文件需要解压
|
||||
|
||||
return false; // 普通 AssetBundle 不需要解压
|
||||
#else
|
||||
return false; // 其他平台不需要解压
|
||||
#endif
|
||||
}
|
||||
```
|
||||
|
||||
### 解压流程
|
||||
|
||||
```
|
||||
DefaultBuildinFileSystem
|
||||
│
|
||||
├── NeedUnpack(bundle) 检查
|
||||
│ └── IsUnpackBundleFile(bundle)
|
||||
│ ├── Android/OpenHarmony 平台
|
||||
│ │ ├── 加密资源 → true
|
||||
│ │ └── RawBundle → true
|
||||
│ └── 其他平台 → false
|
||||
│
|
||||
├── 需要解压时
|
||||
│ └── _unpackFileSystem.DownloadFileAsync(bundle, options)
|
||||
│ └── DefaultUnpackRemoteServices.GetRemoteMainURL()
|
||||
│ └── 返回 StreamingAssets 的 WWW 路径
|
||||
│ ↓
|
||||
│ └── DownloadAndCacheRemoteFileOperation
|
||||
│ ├── 从 APK 内 "下载" 资源
|
||||
│ ├── 验证文件完整性
|
||||
│ └── 保存到 UnpackBundleFiles 目录
|
||||
│
|
||||
└── 加载资源时
|
||||
└── _unpackFileSystem.LoadBundleFile(bundle)
|
||||
└── 从 UnpackBundleFiles 加载
|
||||
```
|
||||
|
||||
### 资源加载委托
|
||||
|
||||
```csharp
|
||||
// DefaultBuildinFileSystem.LoadBundleFile()
|
||||
public virtual FSLoadBundleOperation LoadBundleFile(PackageBundle bundle)
|
||||
{
|
||||
// 需要解压的资源,委托给解压文件系统加载
|
||||
if (IsUnpackBundleFile(bundle))
|
||||
{
|
||||
return _unpackFileSystem.LoadBundleFile(bundle);
|
||||
}
|
||||
|
||||
// 普通资源直接从 StreamingAssets 加载
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与 DefaultBuildinFileSystem 集成
|
||||
|
||||
### 初始化流程
|
||||
|
||||
```csharp
|
||||
// DefaultBuildinFileSystem.OnCreate()
|
||||
public virtual void OnCreate(string packageName, string packageRoot)
|
||||
{
|
||||
// ... 基础初始化 ...
|
||||
|
||||
// 创建解压文件系统
|
||||
var remoteServices = new DefaultUnpackRemoteServices(_packageRoot);
|
||||
_unpackFileSystem = new DefaultUnpackFileSystem();
|
||||
|
||||
// 传递配置参数
|
||||
_unpackFileSystem.SetParameter(REMOTE_SERVICES, remoteServices);
|
||||
_unpackFileSystem.SetParameter(INSTALL_CLEAR_MODE, InstallClearMode);
|
||||
_unpackFileSystem.SetParameter(FILE_VERIFY_LEVEL, FileVerifyLevel);
|
||||
_unpackFileSystem.SetParameter(FILE_VERIFY_MAX_CONCURRENCY, FileVerifyMaxConcurrency);
|
||||
_unpackFileSystem.SetParameter(APPEND_FILE_EXTENSION, AppendFileExtension);
|
||||
_unpackFileSystem.SetParameter(DECRYPTION_SERVICES, DecryptionServices);
|
||||
_unpackFileSystem.SetParameter(COPY_LOCAL_FILE_SERVICES, CopyLocalFileServices);
|
||||
|
||||
// 使用指定的解压根目录
|
||||
_unpackFileSystem.OnCreate(packageName, UnpackFileSystemRoot);
|
||||
}
|
||||
```
|
||||
|
||||
### 方法委托关系
|
||||
|
||||
| DefaultBuildinFileSystem 方法 | 解压资源时的委托目标 |
|
||||
|------------------------------|-------------------|
|
||||
| `LoadBundleFile()` | `_unpackFileSystem.LoadBundleFile()` |
|
||||
| `GetBundleFilePath()` | `_unpackFileSystem.GetBundleFilePath()` |
|
||||
| `ReadBundleFileData()` | `_unpackFileSystem.ReadBundleFileData()` |
|
||||
| `ReadBundleFileText()` | `_unpackFileSystem.ReadBundleFileText()` |
|
||||
| `DownloadFileAsync()` | `_unpackFileSystem.DownloadFileAsync()` |
|
||||
| `ClearCacheFilesAsync()` | `_unpackFileSystem.ClearCacheFilesAsync()` |
|
||||
|
||||
---
|
||||
|
||||
## 使用场景
|
||||
|
||||
### 场景 1:Android 加密资源
|
||||
|
||||
```
|
||||
问题:Android 平台无法直接从 APK 内读取文件进行解密
|
||||
解决:先解压到沙盒,再从沙盒读取并解密
|
||||
|
||||
流程:
|
||||
1. 检测到加密资源 → IsUnpackBundleFile() = true
|
||||
2. 首次加载 → NeedUnpack() = true
|
||||
3. 执行解压 → DownloadFileAsync() 从 APK 复制到沙盒
|
||||
4. 后续加载 → NeedUnpack() = false,直接从沙盒加载
|
||||
```
|
||||
|
||||
### 场景 2:Android 原生文件
|
||||
|
||||
```
|
||||
问题:RawBundle 需要通过文件路径访问,APK 内路径不可直接访问
|
||||
解决:解压到沙盒,返回沙盒内的文件路径
|
||||
|
||||
流程:
|
||||
1. 检测到 RawBundle → IsUnpackBundleFile() = true
|
||||
2. 首次访问 → 解压到 UnpackBundleFiles
|
||||
3. GetBundleFilePath() 返回沙盒路径
|
||||
4. 业务代码使用标准文件 API 访问
|
||||
```
|
||||
|
||||
### 场景 3:普通 AssetBundle
|
||||
|
||||
```
|
||||
情况:Android 平台的普通(未加密)AssetBundle
|
||||
处理:不需要解压,Unity 可以直接从 APK 内加载
|
||||
|
||||
流程:
|
||||
1. IsUnpackBundleFile() = false
|
||||
2. 直接使用 AssetBundle.LoadFromFile() 加载
|
||||
3. Unity 内部处理 APK 访问
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultCacheFileSystem
|
||||
└── DefaultUnpackFileSystem ← 仅重写目录名称
|
||||
|
||||
IRemoteServices
|
||||
└── DefaultUnpackRemoteServices ← 本地 WWW 路径服务
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 配置参数
|
||||
|
||||
DefaultUnpackFileSystem 继承 DefaultCacheFileSystem 的所有参数:
|
||||
|
||||
| 参数 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `REMOTE_SERVICES` | `IRemoteServices` | 由 DefaultUnpackRemoteServices 提供 |
|
||||
| `INSTALL_CLEAR_MODE` | `EOverwriteInstallClearMode` | 覆盖安装清理模式 |
|
||||
| `FILE_VERIFY_LEVEL` | `EFileVerifyLevel` | 文件验证级别 |
|
||||
| `FILE_VERIFY_MAX_CONCURRENCY` | `int` | 验证并发数 |
|
||||
| `APPEND_FILE_EXTENSION` | `bool` | 追加文件扩展名 |
|
||||
| `DECRYPTION_SERVICES` | `IDecryptionServices` | 解密服务 |
|
||||
| `COPY_LOCAL_FILE_SERVICES` | `ICopyLocalFileServices` | 本地拷贝服务 |
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **内部组件**:DefaultUnpackFileSystem 是 DefaultBuildinFileSystem 的内部组件,不建议单独使用
|
||||
2. **平台限定**:解压功能仅在 Android 和 OpenHarmony 平台生效
|
||||
3. **存储占用**:解压会额外占用设备存储空间(相当于资源的两份拷贝)
|
||||
4. **首次加载**:需要解压的资源首次加载会有额外耗时
|
||||
5. **自动管理**:解压缓存由系统自动管理,包括覆盖安装时的清理
|
||||
6. **继承完整性**:继承了 DefaultCacheFileSystem 的所有功能,包括断点续传、多线程验证等
|
||||
|
||||
---
|
||||
|
||||
## 与其他文件系统对比
|
||||
|
||||
| 特性 | DefaultUnpackFileSystem | DefaultCacheFileSystem |
|
||||
|------|------------------------|----------------------|
|
||||
| 数据来源 | StreamingAssets (本地) | 远程服务器 |
|
||||
| 主/备用地址 | 相同(本地路径) | 不同(CDN 地址) |
|
||||
| 存储目录 | UnpackXxxFiles | XxxFiles |
|
||||
| 使用方式 | 作为内部组件 | 独立使用 |
|
||||
| 继承关系 | 子类 | 父类 |
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 402224e40b04b0d458f12f5925d229b7
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,504 +0,0 @@
|
||||
# DefaultWebRemoteFileSystem Web远程文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultWebRemoteFileSystem 是 YooAsset 的 **Web 远程文件系统**,专为从远程服务器直接加载资源而设计。该文件系统不缓存文件到本地,每次都从远程 URL 加载资源,适用于 WebGL 平台的跨域资源加载或特殊的网络资源场景。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **无本地缓存**:直接从远程 URL 加载,不写入本地文件
|
||||
- **跨域支持**:通过 `IRemoteServices` 支持跨域资源下载
|
||||
- **Unity 缓存控制**:可选择禁用 Unity 的 Web 请求缓存
|
||||
- **加密支持**:支持 `IWebDecryptionServices` 解密 Web 资源
|
||||
- **失败重试**:内置下载失败自动重试机制
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **轻量级** | 无缓存管理,结构简洁 |
|
||||
| **即时加载** | 每次从远程获取最新资源 |
|
||||
| **跨域兼容** | 支持 WebGL 平台的跨域限制处理 |
|
||||
| **可配置** | 支持 Unity Web 缓存控制和自定义解密 |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultWebRemoteFileSystem/
|
||||
├── DefaultWebRemoteFileSystem.cs # 文件系统主类
|
||||
└── Operation/ # 操作类
|
||||
├── DWRFSInitializeOperation.cs # 初始化操作
|
||||
├── DWRFSRequestPackageVersionOperation.cs # 请求版本操作
|
||||
├── DWRFSLoadPackageManifestOperation.cs # 加载清单操作
|
||||
└── DWRFSLoadBundleOperation.cs # 加载资源包操作
|
||||
```
|
||||
|
||||
### 依赖的共享模块
|
||||
|
||||
DefaultWebRemoteFileSystem 依赖 `WebGame` 目录下的共享操作类:
|
||||
|
||||
```
|
||||
FileSystem/WebGame/Operation/
|
||||
├── LoadWebAssetBundleOperation.cs # Web 资源包加载基类
|
||||
├── LoadWebNormalAssetBundleOperation.cs # 普通资源包加载
|
||||
├── LoadWebEncryptAssetBundleOperation.cs # 加密资源包加载
|
||||
├── RequestWebPackageVersionOperation.cs # 请求版本文件
|
||||
├── RequestWebPackageHashOperation.cs # 请求哈希文件
|
||||
└── LoadWebPackageManifestOperation.cs # 加载清单文件
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultWebRemoteFileSystem
|
||||
|
||||
Web 远程文件系统的主类,实现 `IFileSystem` 接口。
|
||||
|
||||
#### 基本属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `PackageName` | `string` | 包裹名称 |
|
||||
| `FileRoot` | `string` | 始终返回空字符串(无本地存储) |
|
||||
| `FileCount` | `int` | 始终返回 0(无本地文件) |
|
||||
| `DownloadBackend` | `IDownloadBackend` | 下载后台接口 |
|
||||
|
||||
#### 自定义参数
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `DisableUnityWebCache` | `bool` | `false` | 禁用 Unity 的网络缓存 |
|
||||
| `RemoteServices` | `IRemoteServices` | - | 远程服务接口(必需) |
|
||||
| `DecryptionServices` | `IWebDecryptionServices` | `null` | Web 解密服务接口 |
|
||||
| `ManifestServices` | `IManifestRestoreServices` | `null` | 清单服务接口 |
|
||||
|
||||
#### 核心方法
|
||||
|
||||
```csharp
|
||||
// 生命周期
|
||||
void OnCreate(string packageName, string packageRoot);
|
||||
void OnDestroy();
|
||||
void SetParameter(string name, object value);
|
||||
|
||||
// 异步操作
|
||||
FSInitializeFileSystemOperation InitializeFileSystemAsync();
|
||||
FSRequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks, int timeout);
|
||||
FSLoadPackageManifestOperation LoadPackageManifestAsync(string packageVersion, int timeout);
|
||||
FSLoadBundleOperation LoadBundleFile(PackageBundle bundle);
|
||||
FSClearCacheFilesOperation ClearCacheFilesAsync(...); // 直接返回完成
|
||||
|
||||
// 不支持的操作
|
||||
FSDownloadFileOperation DownloadFileAsync(...); // 抛出 NotImplementedException
|
||||
string GetBundleFilePath(...); // 抛出 NotImplementedException
|
||||
byte[] ReadBundleFileData(...); // 抛出 NotImplementedException
|
||||
string ReadBundleFileText(...); // 抛出 NotImplementedException
|
||||
|
||||
// 文件查询(固定返回值)
|
||||
bool Belong(PackageBundle bundle); // 始终返回 true
|
||||
bool Exists(PackageBundle bundle); // 始终返回 true
|
||||
bool NeedDownload(PackageBundle bundle);// 始终返回 false
|
||||
bool NeedUnpack(PackageBundle bundle); // 始终返回 false
|
||||
bool NeedImport(PackageBundle bundle); // 始终返回 false
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 操作类说明
|
||||
|
||||
### DWRFSInitializeOperation
|
||||
|
||||
初始化操作,立即完成(无需任何初始化工作)。
|
||||
|
||||
```csharp
|
||||
internal override void InternalStart()
|
||||
{
|
||||
Status = EOperationStatus.Succeed; // 直接成功
|
||||
}
|
||||
```
|
||||
|
||||
### DWRFSRequestPackageVersionOperation
|
||||
|
||||
请求包裹版本操作,从远程服务器获取版本文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
RequestPackageVersion
|
||||
└── RequestWebPackageVersionOperation
|
||||
└── 请求 {PackageName}_Version.txt
|
||||
├── 成功 → PackageVersion = 文件内容 → Succeed
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
#### 请求地址轮换
|
||||
|
||||
```csharp
|
||||
// 轮流使用主地址和备用地址
|
||||
if (_requestCount % 2 == 0)
|
||||
url = _remoteServices.GetRemoteMainURL(fileName);
|
||||
else
|
||||
url = _remoteServices.GetRemoteFallbackURL(fileName);
|
||||
|
||||
// 可选:添加时间戳防止缓存
|
||||
if (_appendTimeTicks)
|
||||
return $"{url}?{System.DateTime.UtcNow.Ticks}";
|
||||
```
|
||||
|
||||
### DWRFSLoadPackageManifestOperation
|
||||
|
||||
加载资源清单操作,从远程下载并解析清单。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
RequestWebPackageHash
|
||||
└── RequestWebPackageHashOperation
|
||||
└── 请求 {PackageName}_{Version}.hash
|
||||
├── 成功 → PackageHash
|
||||
└── 失败 → Failed
|
||||
↓
|
||||
LoadWebPackageManifest
|
||||
└── LoadWebPackageManifestOperation
|
||||
└── 请求 {PackageName}_{Version}.bytes
|
||||
├── 验证哈希
|
||||
└── 反序列化清单
|
||||
├── 成功 → Manifest → Succeed
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
### DWRFSLoadAssetBundleOperation
|
||||
|
||||
加载资源包操作,从远程 URL 直接加载 AssetBundle。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadWebAssetBundle
|
||||
├── 未加密 → LoadWebNormalAssetBundleOperation
|
||||
│ └── UnityWebRequestAssetBundle.GetAssetBundle()
|
||||
│ ├── 成功 → AssetBundle → AssetBundleResult
|
||||
│ └── 失败 → TryAgain 或 Failed
|
||||
│
|
||||
└── 已加密 → LoadWebEncryptAssetBundleOperation
|
||||
└── DownloadBytesRequest
|
||||
└── 下载原始字节
|
||||
└── IWebDecryptionServices.LoadAssetBundle()
|
||||
├── 成功 → AssetBundle → AssetBundleResult
|
||||
└── 失败 → TryAgain 或 Failed
|
||||
```
|
||||
|
||||
#### 状态机枚举
|
||||
|
||||
```csharp
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
LoadWebAssetBundle, // 加载 Web 资源包
|
||||
Done // 完成
|
||||
}
|
||||
```
|
||||
|
||||
#### 同步加载限制
|
||||
|
||||
```csharp
|
||||
internal override void InternalWaitForAsyncComplete()
|
||||
{
|
||||
if (_steps != ESteps.Done)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = "WebGL platform not support sync load method !";
|
||||
UnityEngine.Debug.LogError(Error);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 共享 Web 操作类
|
||||
|
||||
### LoadWebNormalAssetBundleOperation
|
||||
|
||||
普通(未加密)AssetBundle 的 Web 加载操作。
|
||||
|
||||
```
|
||||
CreateRequest
|
||||
└── DownloadAssetBundleRequest
|
||||
├── URL: 主地址或备用地址(轮换)
|
||||
├── DisableUnityWebCache: 是否禁用缓存
|
||||
├── FileHash: 用于 Unity 缓存键
|
||||
└── UnityCRC: CRC 验证
|
||||
↓
|
||||
CheckRequest
|
||||
├── 成功 → Result = AssetBundle
|
||||
└── 失败 → TryAgain(重试)或 Failed
|
||||
```
|
||||
|
||||
#### Unity Web 缓存机制
|
||||
|
||||
```csharp
|
||||
// 使用 Unity 的内置缓存
|
||||
var args = new DownloadAssetBundleRequestArgs(
|
||||
url,
|
||||
timeout: 0,
|
||||
watchdogTime: 0,
|
||||
disableUnityWebCache: _disableUnityWebCache,
|
||||
cacheHash: _bundle.FileHash, // 缓存键
|
||||
unityCRC: _bundle.UnityCRC // CRC 验证
|
||||
);
|
||||
```
|
||||
|
||||
### LoadWebEncryptAssetBundleOperation
|
||||
|
||||
加密 AssetBundle 的 Web 加载操作。
|
||||
|
||||
```
|
||||
CreateRequest
|
||||
└── 检查 DecryptionServices
|
||||
├── null → Failed
|
||||
└── 有效 → DownloadBytesRequest
|
||||
↓
|
||||
CheckRequest
|
||||
├── 下载成功 → LoadEncryptedAssetBundle()
|
||||
│ └── IWebDecryptionServices.LoadAssetBundle(fileData)
|
||||
│ ├── 解密成功 → Result = AssetBundle
|
||||
│ └── 解密失败 → Failed
|
||||
└── 下载失败 → TryAgain 或 Failed
|
||||
```
|
||||
|
||||
#### 加密资源加载
|
||||
|
||||
```csharp
|
||||
private AssetBundle LoadEncryptedAssetBundle(byte[] fileData)
|
||||
{
|
||||
var fileInfo = new WebDecryptFileInfo();
|
||||
fileInfo.BundleName = _bundle.BundleName;
|
||||
fileInfo.FileLoadCRC = _bundle.UnityCRC;
|
||||
fileInfo.FileData = fileData; // 下载的原始字节
|
||||
var decryptResult = _decryptionServices.LoadAssetBundle(fileInfo);
|
||||
return decryptResult.Result;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 失败重试机制
|
||||
|
||||
Web 加载操作内置失败重试机制:
|
||||
|
||||
```csharp
|
||||
// 检测下载结果
|
||||
if (_unityAssetBundleRequestOp.Status == EDownloadRequestStatus.Succeed)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Succeed;
|
||||
Result = _unityAssetBundleRequestOp.Result;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_failedTryAgain > 0)
|
||||
{
|
||||
_steps = ESteps.TryAgain;
|
||||
YooLogger.Warning($"Failed download : {url} Try again !");
|
||||
}
|
||||
else
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _unityAssetBundleRequestOp.Error;
|
||||
}
|
||||
}
|
||||
|
||||
// 重新尝试下载(1秒后)
|
||||
if (_steps == ESteps.TryAgain)
|
||||
{
|
||||
_tryAgainTimer += Time.unscaledDeltaTime;
|
||||
if (_tryAgainTimer > 1f)
|
||||
{
|
||||
_tryAgainTimer = 0f;
|
||||
_failedTryAgain--;
|
||||
_steps = ESteps.CreateRequest; // 重新创建请求
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 使用示例
|
||||
|
||||
### 基础配置
|
||||
|
||||
```csharp
|
||||
// 创建远程服务接口
|
||||
class GameRemoteServices : IRemoteServices
|
||||
{
|
||||
public string GetRemoteMainURL(string fileName)
|
||||
{
|
||||
return $"https://cdn.example.com/bundles/{fileName}";
|
||||
}
|
||||
public string GetRemoteFallbackURL(string fileName)
|
||||
{
|
||||
return $"https://cdn-backup.example.com/bundles/{fileName}";
|
||||
}
|
||||
}
|
||||
|
||||
// 创建 Web 远程文件系统参数
|
||||
var webRemoteParams = FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 初始化包裹(WebGL 模式)
|
||||
var initParams = new WebPlayModeParameters();
|
||||
initParams.WebServerFileSystemParameters = webServerParams;
|
||||
initParams.WebRemoteFileSystemParameters = webRemoteParams;
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
### 禁用 Unity Web 缓存
|
||||
|
||||
```csharp
|
||||
var webRemoteParams = FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 禁用 Unity 的 Web 请求缓存(始终获取最新资源)
|
||||
webRemoteParams.AddParameter(FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE, true);
|
||||
```
|
||||
|
||||
### 配置 Web 解密服务
|
||||
|
||||
```csharp
|
||||
// 自定义 Web 解密服务
|
||||
class GameWebDecryptionServices : IWebDecryptionServices
|
||||
{
|
||||
public WebDecryptResult LoadAssetBundle(WebDecryptFileInfo fileInfo)
|
||||
{
|
||||
// 解密下载的字节数据
|
||||
byte[] decryptedData = Decrypt(fileInfo.FileData);
|
||||
AssetBundle bundle = AssetBundle.LoadFromMemory(decryptedData);
|
||||
return new WebDecryptResult { Result = bundle };
|
||||
}
|
||||
}
|
||||
|
||||
var webRemoteParams = FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
// 设置 Web 解密服务
|
||||
webRemoteParams.AddParameter(
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES,
|
||||
new GameWebDecryptionServices()
|
||||
);
|
||||
```
|
||||
|
||||
### 跨域资源加载
|
||||
|
||||
```csharp
|
||||
// 跨域远程服务
|
||||
class CrossDomainRemoteServices : IRemoteServices
|
||||
{
|
||||
private readonly string _mainDomain;
|
||||
private readonly string _fallbackDomain;
|
||||
|
||||
public CrossDomainRemoteServices(string mainDomain, string fallbackDomain)
|
||||
{
|
||||
_mainDomain = mainDomain;
|
||||
_fallbackDomain = fallbackDomain;
|
||||
}
|
||||
|
||||
public string GetRemoteMainURL(string fileName)
|
||||
{
|
||||
// 主 CDN 域名
|
||||
return $"https://{_mainDomain}/assets/{fileName}";
|
||||
}
|
||||
|
||||
public string GetRemoteFallbackURL(string fileName)
|
||||
{
|
||||
// 备用 CDN 域名
|
||||
return $"https://{_fallbackDomain}/assets/{fileName}";
|
||||
}
|
||||
}
|
||||
|
||||
// 使用跨域服务
|
||||
var remoteServices = new CrossDomainRemoteServices(
|
||||
mainDomain: "cdn-us.example.com",
|
||||
fallbackDomain: "cdn-eu.example.com"
|
||||
);
|
||||
|
||||
var webRemoteParams = FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(
|
||||
remoteServices: remoteServices
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 参数常量
|
||||
|
||||
```csharp
|
||||
// Unity 缓存控制
|
||||
FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE // bool: 禁用 Unity Web 缓存
|
||||
|
||||
// 服务接口
|
||||
FileSystemParametersDefine.REMOTE_SERVICES // IRemoteServices: 远程服务接口
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES // IWebDecryptionServices: Web 解密服务
|
||||
FileSystemParametersDefine.MANIFEST_SERVICES // IManifestRestoreServices: 清单服务
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultWebRemoteFileSystem
|
||||
|
||||
FSInitializeFileSystemOperation
|
||||
└── DWRFSInitializeOperation
|
||||
|
||||
FSRequestPackageVersionOperation
|
||||
└── DWRFSRequestPackageVersionOperation
|
||||
|
||||
FSLoadPackageManifestOperation
|
||||
└── DWRFSLoadPackageManifestOperation
|
||||
|
||||
FSLoadBundleOperation
|
||||
└── DWRFSLoadAssetBundleOperation
|
||||
|
||||
AsyncOperationBase
|
||||
├── LoadWebAssetBundleOperation (abstract)
|
||||
│ ├── LoadWebNormalAssetBundleOperation
|
||||
│ └── LoadWebEncryptAssetBundleOperation
|
||||
├── RequestWebPackageVersionOperation
|
||||
├── RequestWebPackageHashOperation
|
||||
└── LoadWebPackageManifestOperation
|
||||
|
||||
BundleResult
|
||||
└── AssetBundleResult
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与其他文件系统对比
|
||||
|
||||
| 特性 | DefaultWebRemoteFileSystem | DefaultCacheFileSystem | DefaultWebServerFileSystem |
|
||||
|------|---------------------------|------------------------|---------------------------|
|
||||
| 本地缓存 | ❌ 无 | ✅ 有 | ❌ 无 |
|
||||
| 支持 RawBundle | ❌ | ✅ | ❌ |
|
||||
| 同步加载 | ❌ | ✅ | ❌ |
|
||||
| 断点续传 | ❌ | ✅ | ❌ |
|
||||
| 跨域支持 | ✅ | ✅ | ✅ |
|
||||
| 适用场景 | WebGL 跨域 | 常规游戏 | WebGL 同域 |
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **仅支持 AssetBundle**:不支持 RawBundle 类型的资源加载
|
||||
2. **不支持同步加载**:WebGL 平台限制,`WaitForAsyncComplete()` 会直接返回失败
|
||||
3. **无本地缓存**:每次加载都从远程获取,注意网络流量
|
||||
4. **部分方法未实现**:`DownloadFileAsync`、`GetBundleFilePath`、`ReadBundleFileData`、`ReadBundleFileText` 会抛出异常
|
||||
5. **远程服务必需**:必须配置 `IRemoteServices` 接口
|
||||
6. **Unity 缓存**:默认使用 Unity 的 Web 请求缓存,可通过参数禁用
|
||||
7. **加密资源**:加密资源需要配置 `IWebDecryptionServices`(注意是 Web 专用接口,非 `IDecryptionServices`)
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f6744d0bcd43f84ea4279925784afb2
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,525 +0,0 @@
|
||||
# DefaultWebServerFileSystem Web服务器文件系统
|
||||
|
||||
## 模块概述
|
||||
|
||||
DefaultWebServerFileSystem 是 YooAsset 的 **Web 服务器文件系统**,专为 WebGL 平台的**同域资源加载**而设计。该文件系统从与 WebGL 构建相同的服务器(StreamingAssets 目录)加载资源,通过 Catalog 目录文件管理内置资源清单。
|
||||
|
||||
### 核心特性
|
||||
|
||||
- **同域加载**:从 WebGL 构建所在服务器加载资源
|
||||
- **Catalog 管理**:通过目录文件追踪可用资源
|
||||
- **路径映射**:自动将本地路径转换为 WWW 路径
|
||||
- **Unity 缓存控制**:可选择禁用 Unity 的 Web 请求缓存
|
||||
- **加密支持**:支持 `IWebDecryptionServices` 解密 Web 资源
|
||||
|
||||
---
|
||||
|
||||
## 设计目标
|
||||
|
||||
| 目标 | 说明 |
|
||||
|------|------|
|
||||
| **WebGL 内置资源** | 加载与 WebGL 构建一起部署的资源 |
|
||||
| **资源追踪** | 通过 Catalog 文件精确知道哪些资源可用 |
|
||||
| **无跨域问题** | 从同一服务器加载,避免 CORS 问题 |
|
||||
| **与 Buildin 对应** | WebGL 版本的 DefaultBuildinFileSystem |
|
||||
|
||||
---
|
||||
|
||||
## 文件结构
|
||||
|
||||
```
|
||||
DefaultWebServerFileSystem/
|
||||
├── DefaultWebServerFileSystem.cs # 文件系统主类
|
||||
└── Operation/ # 操作类
|
||||
├── DWSFSInitializeOperation.cs # 初始化操作
|
||||
├── DWSFSRequestPackageVersionOperation.cs # 请求版本操作
|
||||
├── DWSFSLoadPackageManifestOperation.cs # 加载清单操作
|
||||
├── DWSFSLoadBundleOperation.cs # 加载资源包操作
|
||||
└── internal/ # 内部操作类
|
||||
├── LoadWebServerCatalogFileOperation.cs # 加载目录文件
|
||||
├── RequestWebServerPackageVersionOperation.cs # 请求版本文件
|
||||
├── RequestWebServerPackageHashOperation.cs # 请求哈希文件
|
||||
└── LoadWebServerPackageManifestOperation.cs # 加载清单文件
|
||||
```
|
||||
|
||||
### 依赖的共享模块
|
||||
|
||||
DefaultWebServerFileSystem 依赖 `WebGame` 目录下的共享操作类:
|
||||
|
||||
```
|
||||
FileSystem/WebGame/Operation/
|
||||
├── LoadWebAssetBundleOperation.cs # Web 资源包加载基类
|
||||
├── LoadWebNormalAssetBundleOperation.cs # 普通资源包加载
|
||||
└── LoadWebEncryptAssetBundleOperation.cs # 加密资源包加载
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 核心类说明
|
||||
|
||||
### DefaultWebServerFileSystem
|
||||
|
||||
Web 服务器文件系统的主类,实现 `IFileSystem` 接口。
|
||||
|
||||
#### 内部类
|
||||
|
||||
```csharp
|
||||
public class FileWrapper
|
||||
{
|
||||
public string FileName { private set; get; }
|
||||
|
||||
public FileWrapper(string fileName)
|
||||
{
|
||||
FileName = fileName;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
#### 基本属性
|
||||
|
||||
| 属性 | 类型 | 说明 |
|
||||
|------|------|------|
|
||||
| `PackageName` | `string` | 包裹名称 |
|
||||
| `FileRoot` | `string` | Web 包裹根目录 |
|
||||
| `FileCount` | `int` | 始终返回 0 |
|
||||
| `DownloadBackend` | `IDownloadBackend` | 下载后台接口 |
|
||||
|
||||
#### 自定义参数
|
||||
|
||||
| 参数 | 类型 | 默认值 | 说明 |
|
||||
|------|------|--------|------|
|
||||
| `DisableUnityWebCache` | `bool` | `false` | 禁用 Unity 的网络缓存 |
|
||||
| `DecryptionServices` | `IWebDecryptionServices` | `null` | Web 解密服务接口 |
|
||||
| `ManifestServices` | `IManifestRestoreServices` | `null` | 清单服务接口 |
|
||||
|
||||
#### 核心方法
|
||||
|
||||
```csharp
|
||||
// 生命周期
|
||||
void OnCreate(string packageName, string packageRoot);
|
||||
void OnDestroy();
|
||||
void SetParameter(string name, object value);
|
||||
|
||||
// 异步操作
|
||||
FSInitializeFileSystemOperation InitializeFileSystemAsync();
|
||||
FSRequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks, int timeout);
|
||||
FSLoadPackageManifestOperation LoadPackageManifestAsync(string packageVersion, int timeout);
|
||||
FSLoadBundleOperation LoadBundleFile(PackageBundle bundle);
|
||||
FSClearCacheFilesOperation ClearCacheFilesAsync(...); // 直接返回完成
|
||||
|
||||
// 不支持的操作
|
||||
FSDownloadFileOperation DownloadFileAsync(...); // 抛出 NotImplementedException
|
||||
string GetBundleFilePath(...); // 抛出 NotImplementedException
|
||||
byte[] ReadBundleFileData(...); // 抛出 NotImplementedException
|
||||
string ReadBundleFileText(...); // 抛出 NotImplementedException
|
||||
|
||||
// 文件查询(基于 Catalog)
|
||||
bool Belong(PackageBundle bundle); // 检查是否在 _wrappers 字典中
|
||||
bool Exists(PackageBundle bundle); // 检查是否在 _wrappers 字典中
|
||||
bool NeedDownload(PackageBundle bundle);// 始终返回 false
|
||||
bool NeedUnpack(PackageBundle bundle); // 始终返回 false
|
||||
bool NeedImport(PackageBundle bundle); // 始终返回 false
|
||||
```
|
||||
|
||||
#### 内部方法
|
||||
|
||||
```csharp
|
||||
// 路径获取
|
||||
string GetDefaultWebPackageRoot(string packageName); // 默认包裹根目录
|
||||
string GetWebFileLoadPath(PackageBundle bundle); // 资源文件加载路径
|
||||
string GetWebPackageVersionFilePath(); // 版本文件路径
|
||||
string GetWebPackageHashFilePath(string packageVersion); // 哈希文件路径
|
||||
string GetWebPackageManifestFilePath(string packageVersion); // 清单文件路径
|
||||
string GetCatalogBinaryFileLoadPath(); // Catalog 文件路径
|
||||
|
||||
// Catalog 管理
|
||||
bool RecordCatalogFile(string bundleGUID, FileWrapper wrapper);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Catalog 目录系统
|
||||
|
||||
DefaultWebServerFileSystem 使用 Catalog 文件追踪可用的内置资源,这与 DefaultBuildinFileSystem 的机制相同。
|
||||
|
||||
### Catalog 文件
|
||||
|
||||
| 文件 | 路径 | 说明 |
|
||||
|------|------|------|
|
||||
| Catalog 二进制文件 | `{PackageRoot}/{PackageName}_buildin.bytes` | 资源目录信息 |
|
||||
|
||||
### Catalog 数据结构
|
||||
|
||||
```csharp
|
||||
// _wrappers 字典:BundleGUID → FileWrapper
|
||||
protected readonly Dictionary<string, FileWrapper> _wrappers;
|
||||
|
||||
// FileWrapper 包含文件名信息
|
||||
public class FileWrapper
|
||||
{
|
||||
public string FileName { private set; get; }
|
||||
}
|
||||
```
|
||||
|
||||
### Belong 与 Exists 判断
|
||||
|
||||
```csharp
|
||||
public virtual bool Belong(PackageBundle bundle)
|
||||
{
|
||||
// 检查 Catalog 中是否包含该资源
|
||||
return _wrappers.ContainsKey(bundle.BundleGUID);
|
||||
}
|
||||
|
||||
public virtual bool Exists(PackageBundle bundle)
|
||||
{
|
||||
// 同样基于 Catalog 判断
|
||||
return _wrappers.ContainsKey(bundle.BundleGUID);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 操作类说明
|
||||
|
||||
### DWSFSInitializeOperation
|
||||
|
||||
初始化操作,加载 Catalog 目录文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadCatalogFile
|
||||
└── LoadWebServerCatalogFileOperation
|
||||
└── 请求 {PackageName}_buildin.bytes
|
||||
├── 下载二进制数据
|
||||
└── 反序列化 Catalog
|
||||
├── 验证 PackageName
|
||||
└── 遍历 Wrappers
|
||||
└── RecordCatalogFile()
|
||||
├── 成功 → Succeed
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
### LoadWebServerCatalogFileOperation
|
||||
|
||||
加载 Web 服务器 Catalog 文件的内部操作。
|
||||
|
||||
```csharp
|
||||
// 关键流程
|
||||
if (_steps == ESteps.LoadCatalog)
|
||||
{
|
||||
var catalog = CatalogTools.DeserializeFromBinary(_webDataRequestOp.Result);
|
||||
|
||||
// 验证包裹名称
|
||||
if (catalog.PackageName != _fileSystem.PackageName)
|
||||
{
|
||||
Error = $"Catalog file package name {catalog.PackageName} cannot match...";
|
||||
return;
|
||||
}
|
||||
|
||||
// 记录所有内置资源
|
||||
foreach (var wrapper in catalog.Wrappers)
|
||||
{
|
||||
var fileWrapper = new DefaultWebServerFileSystem.FileWrapper(wrapper.FileName);
|
||||
_fileSystem.RecordCatalogFile(wrapper.BundleGUID, fileWrapper);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### DWSFSRequestPackageVersionOperation
|
||||
|
||||
请求包裹版本操作,从 Web 服务器获取版本文件。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
RequestPackageVersion
|
||||
└── RequestWebServerPackageVersionOperation
|
||||
└── 请求 {FileRoot}/{PackageName}_Version.txt
|
||||
├── 转换为 WWW 路径
|
||||
└── 下载文本内容
|
||||
├── 成功 → PackageVersion
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
### DWSFSLoadPackageManifestOperation
|
||||
|
||||
加载资源清单操作,从 Web 服务器加载并解析清单。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
RequestWebPackageHash
|
||||
└── RequestWebServerPackageHashOperation
|
||||
└── 请求 {PackageName}_{Version}.hash
|
||||
├── 成功 → PackageHash
|
||||
└── 失败 → Failed
|
||||
↓
|
||||
LoadWebPackageManifest
|
||||
└── LoadWebServerPackageManifestOperation
|
||||
├── 请求 {PackageName}_{Version}.bytes
|
||||
├── 验证哈希
|
||||
└── 反序列化清单
|
||||
├── 成功 → Manifest
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
### LoadWebServerPackageManifestOperation
|
||||
|
||||
加载清单文件的内部操作,包含哈希验证。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
RequestFileData
|
||||
└── DownloadBytesRequest
|
||||
└── 下载清单二进制数据
|
||||
↓
|
||||
VerifyFileData
|
||||
└── ManifestTools.VerifyManifestData()
|
||||
├── 验证成功 → LoadManifest
|
||||
└── 验证失败 → Failed
|
||||
↓
|
||||
LoadManifest
|
||||
└── DeserializeManifestOperation
|
||||
├── 反序列化成功 → Manifest → Succeed
|
||||
└── 反序列化失败 → Failed
|
||||
```
|
||||
|
||||
### DWSFSLoadAssetBundleOperation
|
||||
|
||||
加载资源包操作,从 Web 服务器加载 AssetBundle。
|
||||
|
||||
```
|
||||
状态流程:
|
||||
LoadWebAssetBundle
|
||||
├── 获取文件路径 → 转换为 WWW 路径
|
||||
│
|
||||
├── 未加密 → LoadWebNormalAssetBundleOperation
|
||||
│ └── UnityWebRequestAssetBundle
|
||||
│ ├── 成功 → AssetBundleResult
|
||||
│ └── 失败 → Failed
|
||||
│
|
||||
└── 已加密 → LoadWebEncryptAssetBundleOperation
|
||||
└── DownloadBytesRequest
|
||||
└── IWebDecryptionServices.LoadAssetBundle()
|
||||
├── 成功 → AssetBundleResult
|
||||
└── 失败 → Failed
|
||||
```
|
||||
|
||||
#### 路径转换
|
||||
|
||||
```csharp
|
||||
// 获取本地文件路径
|
||||
string fileLoadPath = _fileSystem.GetWebFileLoadPath(_bundle);
|
||||
|
||||
// 转换为 WWW 请求路径
|
||||
string mainURL = DownloadSystemHelper.ConvertToWWWPath(fileLoadPath);
|
||||
|
||||
// 主 URL 和备用 URL 相同(同域加载)
|
||||
DownloadFileOptions options = new DownloadFileOptions(int.MaxValue);
|
||||
options.SetURL(mainURL, mainURL);
|
||||
```
|
||||
|
||||
#### 同步加载限制
|
||||
|
||||
```csharp
|
||||
internal override void InternalWaitForAsyncComplete()
|
||||
{
|
||||
if (_steps != ESteps.Done)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = "WebGL platform not support sync load method !";
|
||||
UnityEngine.Debug.LogError(Error);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 路径映射机制
|
||||
|
||||
DefaultWebServerFileSystem 使用路径缓存优化性能:
|
||||
|
||||
```csharp
|
||||
// 文件路径缓存
|
||||
protected readonly Dictionary<string, string> _webFilePathMapping = new Dictionary<string, string>(10000);
|
||||
|
||||
public string GetWebFileLoadPath(PackageBundle bundle)
|
||||
{
|
||||
if (_webFilePathMapping.TryGetValue(bundle.BundleGUID, out string filePath) == false)
|
||||
{
|
||||
// 组合路径:{WebPackageRoot}/{FileName}
|
||||
filePath = PathUtility.Combine(_webPackageRoot, bundle.FileName);
|
||||
_webFilePathMapping.Add(bundle.BundleGUID, filePath);
|
||||
}
|
||||
return filePath;
|
||||
}
|
||||
```
|
||||
|
||||
### 默认路径
|
||||
|
||||
```csharp
|
||||
protected string GetDefaultWebPackageRoot(string packageName)
|
||||
{
|
||||
// 使用默认的内置资源根目录(StreamingAssets)
|
||||
string rootDirectory = YooAssetSettingsData.GetYooDefaultBuildinRoot();
|
||||
return PathUtility.Combine(rootDirectory, packageName);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与 DefaultWebRemoteFileSystem 对比
|
||||
|
||||
| 特性 | DefaultWebServerFileSystem | DefaultWebRemoteFileSystem |
|
||||
|------|---------------------------|---------------------------|
|
||||
| 用途 | WebGL 同域内置资源 | WebGL 跨域远程资源 |
|
||||
| Catalog 系统 | ✅ 有 | ❌ 无 |
|
||||
| Belong/Exists | 基于 Catalog 判断 | 始终返回 true |
|
||||
| 远程服务 | ❌ 不需要 | ✅ 需要 IRemoteServices |
|
||||
| URL 生成 | 本地路径转 WWW | 远程服务接口生成 |
|
||||
| 主/备用地址 | 相同(同域) | 不同(可配置) |
|
||||
|
||||
---
|
||||
|
||||
## 使用示例
|
||||
|
||||
### 基础配置
|
||||
|
||||
```csharp
|
||||
// 创建 Web 服务器文件系统参数
|
||||
var webServerParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
|
||||
|
||||
// 初始化包裹(WebGL 模式)
|
||||
var initParams = new WebPlayModeParameters();
|
||||
initParams.WebServerFileSystemParameters = webServerParams;
|
||||
initParams.WebRemoteFileSystemParameters = webRemoteParams; // 可选:跨域资源
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
### 自定义包裹根目录
|
||||
|
||||
```csharp
|
||||
// 创建参数时指定自定义路径
|
||||
var webServerParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters(
|
||||
packageRoot: "Assets/StreamingAssets/MyCustomPath/DefaultPackage"
|
||||
);
|
||||
```
|
||||
|
||||
### 禁用 Unity Web 缓存
|
||||
|
||||
```csharp
|
||||
var webServerParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
|
||||
|
||||
// 禁用 Unity 的 Web 请求缓存
|
||||
webServerParams.AddParameter(FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE, true);
|
||||
```
|
||||
|
||||
### 配置 Web 解密服务
|
||||
|
||||
```csharp
|
||||
// 自定义 Web 解密服务
|
||||
class GameWebDecryptionServices : IWebDecryptionServices
|
||||
{
|
||||
public WebDecryptResult LoadAssetBundle(WebDecryptFileInfo fileInfo)
|
||||
{
|
||||
byte[] decryptedData = Decrypt(fileInfo.FileData);
|
||||
AssetBundle bundle = AssetBundle.LoadFromMemory(decryptedData);
|
||||
return new WebDecryptResult { Result = bundle };
|
||||
}
|
||||
}
|
||||
|
||||
var webServerParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
|
||||
|
||||
// 设置 Web 解密服务
|
||||
webServerParams.AddParameter(
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES,
|
||||
new GameWebDecryptionServices()
|
||||
);
|
||||
```
|
||||
|
||||
### WebGL 双文件系统配置
|
||||
|
||||
```csharp
|
||||
// WebGL 典型配置:内置 + 远程
|
||||
var webServerParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
|
||||
var webRemoteParams = FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(
|
||||
remoteServices: new GameRemoteServices()
|
||||
);
|
||||
|
||||
var initParams = new WebPlayModeParameters();
|
||||
initParams.WebServerFileSystemParameters = webServerParams; // 同域内置资源
|
||||
initParams.WebRemoteFileSystemParameters = webRemoteParams; // 跨域热更资源
|
||||
|
||||
var initOp = package.InitializeAsync(initParams);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 参数常量
|
||||
|
||||
```csharp
|
||||
// Unity 缓存控制
|
||||
FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE // bool: 禁用 Unity Web 缓存
|
||||
|
||||
// 服务接口
|
||||
FileSystemParametersDefine.DECRYPTION_SERVICES // IWebDecryptionServices: Web 解密服务
|
||||
FileSystemParametersDefine.MANIFEST_SERVICES // IManifestRestoreServices: 清单服务
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 类继承关系
|
||||
|
||||
```
|
||||
IFileSystem
|
||||
└── DefaultWebServerFileSystem
|
||||
|
||||
FSInitializeFileSystemOperation
|
||||
└── DWSFSInitializeOperation
|
||||
|
||||
FSRequestPackageVersionOperation
|
||||
└── DWSFSRequestPackageVersionOperation
|
||||
|
||||
FSLoadPackageManifestOperation
|
||||
└── DWSFSLoadPackageManifestOperation
|
||||
|
||||
FSLoadBundleOperation
|
||||
└── DWSFSLoadAssetBundleOperation
|
||||
|
||||
AsyncOperationBase
|
||||
├── LoadWebServerCatalogFileOperation
|
||||
├── RequestWebServerPackageVersionOperation
|
||||
├── RequestWebServerPackageHashOperation
|
||||
├── LoadWebServerPackageManifestOperation
|
||||
└── LoadWebAssetBundleOperation (共享)
|
||||
├── LoadWebNormalAssetBundleOperation
|
||||
└── LoadWebEncryptAssetBundleOperation
|
||||
|
||||
BundleResult
|
||||
└── AssetBundleResult
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 与 DefaultBuildinFileSystem 对比
|
||||
|
||||
| 特性 | DefaultWebServerFileSystem | DefaultBuildinFileSystem |
|
||||
|------|---------------------------|-------------------------|
|
||||
| 平台 | WebGL | 非 WebGL(移动端、PC) |
|
||||
| 加载方式 | UnityWebRequest | AssetBundle.LoadFromFile |
|
||||
| Catalog 系统 | ✅ 相同机制 | ✅ 相同机制 |
|
||||
| 同步加载 | ❌ 不支持 | ✅ 支持 |
|
||||
| 解包机制 | ❌ 无 | ✅ 有(Android APK) |
|
||||
| 文件访问 | WWW 路径 | 本地文件路径 |
|
||||
|
||||
---
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **WebGL 专用**:此文件系统专为 WebGL 平台设计,非 WebGL 平台应使用 DefaultBuildinFileSystem
|
||||
2. **仅支持 AssetBundle**:不支持 RawBundle 类型的资源加载
|
||||
3. **不支持同步加载**:WebGL 平台限制,`WaitForAsyncComplete()` 会直接返回失败
|
||||
4. **Catalog 必需**:初始化时必须成功加载 Catalog 文件,否则无法确定资源归属
|
||||
5. **同域加载**:资源文件必须与 WebGL 构建在同一服务器上
|
||||
6. **部分方法未实现**:`DownloadFileAsync`、`GetBundleFilePath`、`ReadBundleFileData`、`ReadBundleFileText` 会抛出异常
|
||||
7. **加密资源**:加密资源需要配置 `IWebDecryptionServices`(Web 专用接口)
|
||||
8. **路径缓存**:内部使用字典缓存路径映射,提升重复访问性能
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac4e3eb80a469df408bb2af7d57b3f8c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -73,7 +73,7 @@ namespace YooAsset
|
||||
/// </summary>
|
||||
public static FileSystemParameters CreateDefaultEditorFileSystemParameters(string packageRoot)
|
||||
{
|
||||
string fileSystemClass = typeof(DefaultEditorFileSystem).FullName;
|
||||
string fileSystemClass = typeof(EditorFileSystem).FullName;
|
||||
var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
|
||||
return fileSystemParams;
|
||||
}
|
||||
@@ -85,7 +85,7 @@ namespace YooAsset
|
||||
/// <param name="packageRoot">文件系统的根目录</param>
|
||||
public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(IBundleDecryptionServices decryptionServices = null, string packageRoot = null)
|
||||
{
|
||||
string fileSystemClass = typeof(DefaultBuildinFileSystem).FullName;
|
||||
string fileSystemClass = typeof(BuiltinFileSystem).FullName;
|
||||
var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.BUNDLE_DECRYPTION_SERVICES, decryptionServices);
|
||||
return fileSystemParams;
|
||||
@@ -99,7 +99,7 @@ namespace YooAsset
|
||||
/// <param name="packageRoot">文件系统的根目录</param>
|
||||
public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, IBundleDecryptionServices decryptionServices = null, string packageRoot = null)
|
||||
{
|
||||
string fileSystemClass = typeof(DefaultCacheFileSystem).FullName;
|
||||
string fileSystemClass = typeof(CacheFileSystem).FullName;
|
||||
var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.BUNDLE_DECRYPTION_SERVICES, decryptionServices);
|
||||
@@ -113,7 +113,7 @@ namespace YooAsset
|
||||
/// <param name="disableUnityWebCache">禁用Unity的网络缓存</param>
|
||||
public static FileSystemParameters CreateDefaultWebServerFileSystemParameters(IWebBundleDecryptionServices decryptionServices = null, bool disableUnityWebCache = false)
|
||||
{
|
||||
string fileSystemClass = typeof(DefaultWebServerFileSystem).FullName;
|
||||
string fileSystemClass = typeof(WebServerFileSystem).FullName;
|
||||
var fileSystemParams = new FileSystemParameters(fileSystemClass, null);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.BUNDLE_DECRYPTION_SERVICES, decryptionServices);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE, disableUnityWebCache);
|
||||
@@ -128,7 +128,7 @@ namespace YooAsset
|
||||
/// <param name="disableUnityWebCache">禁用Unity的网络缓存</param>
|
||||
public static FileSystemParameters CreateDefaultWebRemoteFileSystemParameters(IRemoteServices remoteServices, IWebBundleDecryptionServices decryptionServices = null, bool disableUnityWebCache = false)
|
||||
{
|
||||
string fileSystemClass = typeof(DefaultWebRemoteFileSystem).FullName;
|
||||
string fileSystemClass = typeof(WebRemoteFileSystem).FullName;
|
||||
var fileSystemParams = new FileSystemParameters(fileSystemClass, null);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
|
||||
fileSystemParams.AddParameter(FileSystemParametersDefine.BUNDLE_DECRYPTION_SERVICES, decryptionServices);
|
||||
|
||||
@@ -124,7 +124,7 @@ namespace YooAsset
|
||||
public const string COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT = "COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT";
|
||||
|
||||
/// <summary>
|
||||
/// 拷贝内置文件接口的实例类 <see cref=ICopyLocalFileServices>
|
||||
/// 拷贝内置文件接口的实例类 <see cref=ILocalFileCopyServices>
|
||||
/// </summary>
|
||||
public const string COPY_LOCAL_FILE_SERVICES = "COPY_LOCAL_FILE_SERVICES";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da6402a4b93d31943b26fb99cebc0dfd
|
||||
guid: e5d12b3682189a047b23ef6b5251a8fb
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -8,7 +8,7 @@ namespace YooAsset
|
||||
/// 内置资源清单目录
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
internal class DefaultBuildinFileCatalog
|
||||
internal class BuiltinFileCatalog
|
||||
{
|
||||
[Serializable]
|
||||
public class FileWrapper
|
||||
@@ -8,7 +8,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 内置文件系统
|
||||
/// </summary>
|
||||
internal class DefaultBuildinFileSystem : IFileSystem
|
||||
internal class BuiltinFileSystem : IFileSystem
|
||||
{
|
||||
public class FileWrapper
|
||||
{
|
||||
@@ -21,7 +21,7 @@ namespace YooAsset
|
||||
}
|
||||
|
||||
protected readonly Dictionary<string, FileWrapper> _wrappers = new Dictionary<string, FileWrapper>(10000);
|
||||
protected readonly Dictionary<string, string> _buildinFilePathMapping = new Dictionary<string, string>(10000);
|
||||
protected readonly Dictionary<string, string> _builtinFilePathMapping = new Dictionary<string, string>(10000);
|
||||
protected IFileSystem _unpackFileSystem;
|
||||
protected string _packageRoot;
|
||||
|
||||
@@ -117,36 +117,36 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 自定义参数:拷贝内置文件接口的实例类
|
||||
/// </summary>
|
||||
public ICopyLocalFileServices CopyLocalFileServices { private set; get; }
|
||||
public ILocalFileCopyServices CopyLocalFileServices { private set; get; }
|
||||
#endregion
|
||||
|
||||
|
||||
public DefaultBuildinFileSystem()
|
||||
public BuiltinFileSystem()
|
||||
{
|
||||
}
|
||||
public virtual FSInitializeFileSystemOperation InitializeFileSystemAsync()
|
||||
public virtual FSInitializeOperation InitializeAsync()
|
||||
{
|
||||
var operation = new DBFSInitializeOperation(this);
|
||||
return operation;
|
||||
}
|
||||
public virtual FSRequestPackageVersionOperation RequestPackageVersionAsync(RequestPackageVersionOptions options)
|
||||
public virtual FSRequestVersionOperation RequestVersionAsync(RequestVersionOptions options)
|
||||
{
|
||||
var operation = new DBFSRequestPackageVersionOperation(this);
|
||||
var operation = new BFSRequestVersionOperation(this);
|
||||
return operation;
|
||||
}
|
||||
public virtual FSLoadPackageManifestOperation LoadPackageManifestAsync(LoadPackageManifestOptions options)
|
||||
public virtual FSLoadManifestOperation LoadManifestAsync(LoadManifestOptions options)
|
||||
{
|
||||
var operation = new DBFSLoadPackageManifestOperation(this, options.PackageVersion);
|
||||
var operation = new BFSLoadManifestOperation(this, options.PackageVersion);
|
||||
return operation;
|
||||
}
|
||||
public virtual FSClearCacheFilesOperation ClearCacheFilesAsync(ClearCacheFilesOptions options)
|
||||
public virtual FSClearCacheOperation ClearCacheAsync(ClearCacheOptions options)
|
||||
{
|
||||
return _unpackFileSystem.ClearCacheFilesAsync(options);
|
||||
return _unpackFileSystem.ClearCacheAsync(options);
|
||||
}
|
||||
public virtual FSDownloadFileOperation DownloadFileAsync(DownloadFileOptions options)
|
||||
{
|
||||
// 注意:业务层的解压器会依赖该方法
|
||||
options.ImportFilePath = GetBuildinFileLoadPath(options.Bundle);
|
||||
options.ImportFilePath = GetBuiltinFileLoadPath(options.Bundle);
|
||||
return _unpackFileSystem.DownloadFileAsync(options);
|
||||
}
|
||||
public virtual FSLoadBundleOperation LoadBundleAsync(LoadBundleOptions options)
|
||||
@@ -159,24 +159,24 @@ namespace YooAsset
|
||||
|
||||
if (bundle.BundleType == (int)EBundleType.AssetBundle)
|
||||
{
|
||||
var operation = new DBFSLoadAssetBundleOperation(this, bundle);
|
||||
var operation = new BFSLoadAssetBundleOperation(this, bundle);
|
||||
return operation;
|
||||
}
|
||||
else if (bundle.BundleType == (int)EBundleType.RawBundle)
|
||||
{
|
||||
var operation = new DBFSLoadRawBundleOperation(this, bundle);
|
||||
var operation = new BFSLoadRawBundleOperation(this, bundle);
|
||||
return operation;
|
||||
}
|
||||
#if TUANJIE_1_7_OR_NEWER
|
||||
else if (bundle.BundleType == (int)EBuildBundleType.InstantBundle)
|
||||
else if (bundle.BundleType == (int)EBundleType.InstantBundle)
|
||||
{
|
||||
var operation = new DBFSLoadInstantBundleOperation(this, bundle);
|
||||
var operation = new BFSLoadInstantBundleOperation(this, bundle);
|
||||
return operation;
|
||||
}
|
||||
#endif
|
||||
else
|
||||
{
|
||||
string error = $"{nameof(DefaultBuildinFileSystem)} not support load bundle type : {bundle.BundleType}";
|
||||
string error = $"{nameof(BuiltinFileSystem)} not support load bundle type : {bundle.BundleType}";
|
||||
var operation = new FSLoadBundleCompleteOperation(error);
|
||||
return operation;
|
||||
}
|
||||
@@ -235,7 +235,7 @@ namespace YooAsset
|
||||
}
|
||||
else if (name == FileSystemParametersDefine.COPY_LOCAL_FILE_SERVICES)
|
||||
{
|
||||
CopyLocalFileServices = (ICopyLocalFileServices)value;
|
||||
CopyLocalFileServices = (ILocalFileCopyServices)value;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -247,7 +247,7 @@ namespace YooAsset
|
||||
PackageName = packageName;
|
||||
|
||||
if (string.IsNullOrEmpty(packageRoot))
|
||||
_packageRoot = GetDefaultBuildinPackageRoot(packageName);
|
||||
_packageRoot = GetDefaultBuiltinPackageRoot(packageName);
|
||||
else
|
||||
_packageRoot = packageRoot;
|
||||
|
||||
@@ -256,8 +256,8 @@ namespace YooAsset
|
||||
DownloadBackend = new UnityWebRequestBackend(WebRequestCreator);
|
||||
|
||||
// 创建解压文件系统
|
||||
var remoteServices = new DefaultUnpackRemoteServices(_packageRoot);
|
||||
_unpackFileSystem = new DefaultUnpackFileSystem();
|
||||
var remoteServices = new UnpackRemoteService(_packageRoot);
|
||||
_unpackFileSystem = new UnpackFileSystem();
|
||||
_unpackFileSystem.SetParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
|
||||
_unpackFileSystem.SetParameter(FileSystemParametersDefine.DOWNLOAD_BACKEND, DownloadBackend);
|
||||
_unpackFileSystem.SetParameter(FileSystemParametersDefine.UNITY_WEB_REQUEST_CREATOR, WebRequestCreator);
|
||||
@@ -321,7 +321,7 @@ namespace YooAsset
|
||||
if (IsUnpackBundleFile(bundle))
|
||||
return _unpackFileSystem.GetBundleFilePath(bundle);
|
||||
|
||||
return GetBuildinFileLoadPath(bundle);
|
||||
return GetBuiltinFileLoadPath(bundle);
|
||||
}
|
||||
public virtual byte[] ReadBundleFileData(PackageBundle bundle)
|
||||
{
|
||||
@@ -420,38 +420,38 @@ namespace YooAsset
|
||||
}
|
||||
|
||||
#region 内部方法
|
||||
protected string GetDefaultBuildinPackageRoot(string packageName)
|
||||
protected string GetDefaultBuiltinPackageRoot(string packageName)
|
||||
{
|
||||
string rootDirectory = YooAssetSettingsData.GetYooDefaultBuildinRoot();
|
||||
return PathUtility.Combine(rootDirectory, packageName);
|
||||
}
|
||||
public string GetBuildinFileLoadPath(PackageBundle bundle)
|
||||
public string GetBuiltinFileLoadPath(PackageBundle bundle)
|
||||
{
|
||||
if (_buildinFilePathMapping.TryGetValue(bundle.BundleGUID, out string filePath) == false)
|
||||
if (_builtinFilePathMapping.TryGetValue(bundle.BundleGUID, out string filePath) == false)
|
||||
{
|
||||
filePath = PathUtility.Combine(_packageRoot, bundle.FileName);
|
||||
_buildinFilePathMapping.Add(bundle.BundleGUID, filePath);
|
||||
_builtinFilePathMapping.Add(bundle.BundleGUID, filePath);
|
||||
}
|
||||
return filePath;
|
||||
}
|
||||
public string GetBuildinPackageVersionFilePath()
|
||||
public string GetBuiltinPackageVersionFilePath()
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageVersionFileName(PackageName);
|
||||
return PathUtility.Combine(_packageRoot, fileName);
|
||||
}
|
||||
public string GetBuildinPackageHashFilePath(string packageVersion)
|
||||
public string GetBuiltinPackageHashFilePath(string packageVersion)
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageHashFileName(PackageName, packageVersion);
|
||||
return PathUtility.Combine(_packageRoot, fileName);
|
||||
}
|
||||
public string GetBuildinPackageManifestFilePath(string packageVersion)
|
||||
public string GetBuiltinPackageManifestFilePath(string packageVersion)
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetManifestBinaryFileName(PackageName, packageVersion);
|
||||
return PathUtility.Combine(_packageRoot, fileName);
|
||||
}
|
||||
public string GetCatalogBinaryFileLoadPath()
|
||||
{
|
||||
return PathUtility.Combine(_packageRoot, DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName);
|
||||
return PathUtility.Combine(_packageRoot, BuiltinFileSystemConstants.BuiltinCatalogBinaryFileName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -461,7 +461,7 @@ namespace YooAsset
|
||||
{
|
||||
if (_wrappers.ContainsKey(bundleGUID))
|
||||
{
|
||||
YooLogger.Error($"{nameof(DefaultBuildinFileSystem)} has element : {bundleGUID}");
|
||||
YooLogger.Error($"{nameof(BuiltinFileSystem)} has element : {bundleGUID}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -472,18 +472,18 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 初始化解压文件系统
|
||||
/// </summary>
|
||||
public FSInitializeFileSystemOperation InitializeUpackFileSystem()
|
||||
public FSInitializeOperation InitializeUnpackFileSystem()
|
||||
{
|
||||
return _unpackFileSystem.InitializeFileSystemAsync();
|
||||
return _unpackFileSystem.InitializeAsync();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载加密的资源文件
|
||||
/// </summary>
|
||||
public DecryptSyncResult LoadEncryptedBundleSync(PackageBundle bundle)
|
||||
public BundleDecryptionSyncResult LoadEncryptedBundleSync(PackageBundle bundle)
|
||||
{
|
||||
string filePath = GetBuildinFileLoadPath(bundle);
|
||||
var bundleInfo = new DecryptBundleInfo()
|
||||
string filePath = GetBuiltinFileLoadPath(bundle);
|
||||
var bundleInfo = new BundleDecryptionContext()
|
||||
{
|
||||
BundleName = bundle.BundleName,
|
||||
FileLoadCRC = bundle.UnityCRC,
|
||||
@@ -495,10 +495,10 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 加载加密的资源文件
|
||||
/// </summary>
|
||||
public DecryptAsyncResult LoadEncryptedBundleAsync(PackageBundle bundle)
|
||||
public BundleDecryptionAsyncResult LoadEncryptedBundleAsync(PackageBundle bundle)
|
||||
{
|
||||
string filePath = GetBuildinFileLoadPath(bundle);
|
||||
var bundleInfo = new DecryptBundleInfo()
|
||||
string filePath = GetBuiltinFileLoadPath(bundle);
|
||||
var bundleInfo = new BundleDecryptionContext()
|
||||
{
|
||||
BundleName = bundle.BundleName,
|
||||
FileLoadCRC = bundle.UnityCRC,
|
||||
@@ -1,16 +1,16 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class DefaultBuildinFileSystemDefine
|
||||
internal class BuiltinFileSystemConstants
|
||||
{
|
||||
/// <summary>
|
||||
/// 内置清单JSON文件名称
|
||||
/// </summary>
|
||||
public const string BuildinCatalogJsonFileName = "BuildinCatalog.json";
|
||||
public const string BuiltinCatalogJsonFileName = "BuiltinCatalog.json";
|
||||
|
||||
/// <summary>
|
||||
/// 内置清单二进制文件名称
|
||||
/// </summary>
|
||||
public const string BuildinCatalogBinaryFileName = "BuildinCatalog.bytes";
|
||||
public const string BuiltinCatalogBinaryFileName = "BuiltinCatalog.bytes";
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class CatalogFileDefine
|
||||
internal class CatalogFileConstants
|
||||
{
|
||||
/// <summary>
|
||||
/// 文件极限大小(100MB)
|
||||
@@ -5,7 +5,7 @@ using UnityEngine;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal static class CatalogFileHelper
|
||||
internal static class CatalogFileTools
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
@@ -53,8 +53,8 @@ namespace YooAsset
|
||||
}
|
||||
|
||||
// 创建内置清单实例
|
||||
var buildinFileCatalog = new DefaultBuildinFileCatalog();
|
||||
buildinFileCatalog.FileVersion = CatalogFileDefine.FileVersion;
|
||||
var buildinFileCatalog = new BuiltinFileCatalog();
|
||||
buildinFileCatalog.FileVersion = CatalogFileConstants.FileVersion;
|
||||
buildinFileCatalog.PackageName = packageName;
|
||||
buildinFileCatalog.PackageVersion = packageVersion;
|
||||
|
||||
@@ -63,8 +63,8 @@ namespace YooAsset
|
||||
{
|
||||
"link.xml",
|
||||
"buildlogtep.json",
|
||||
DefaultBuildinFileSystemDefine.BuildinCatalogJsonFileName,
|
||||
DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName
|
||||
BuiltinFileSystemConstants.BuiltinCatalogJsonFileName,
|
||||
BuiltinFileSystemConstants.BuiltinCatalogBinaryFileName
|
||||
};
|
||||
string packageVersionFileName = YooAssetSettingsData.GetPackageVersionFileName(packageName);
|
||||
string packageHashFileName = YooAssetSettingsData.GetPackageHashFileName(packageName, packageVersion);
|
||||
@@ -91,7 +91,7 @@ namespace YooAsset
|
||||
string fileName = fileInfo.Name;
|
||||
if (fileMapping.TryGetValue(fileName, out string bundleGUID))
|
||||
{
|
||||
var wrapper = new DefaultBuildinFileCatalog.FileWrapper();
|
||||
var wrapper = new BuiltinFileCatalog.FileWrapper();
|
||||
wrapper.BundleGUID = bundleGUID;
|
||||
wrapper.FileName = fileName;
|
||||
buildinFileCatalog.Wrappers.Add(wrapper);
|
||||
@@ -103,13 +103,13 @@ namespace YooAsset
|
||||
}
|
||||
|
||||
// 创建输出文件
|
||||
string jsonFilePath = $"{packageDirectory}/{DefaultBuildinFileSystemDefine.BuildinCatalogJsonFileName}";
|
||||
string jsonFilePath = $"{packageDirectory}/{BuiltinFileSystemConstants.BuiltinCatalogJsonFileName}";
|
||||
if (File.Exists(jsonFilePath))
|
||||
File.Delete(jsonFilePath);
|
||||
SerializeToJson(jsonFilePath, buildinFileCatalog);
|
||||
|
||||
// 创建输出文件
|
||||
string binaryFilePath = $"{packageDirectory}/{DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName}";
|
||||
string binaryFilePath = $"{packageDirectory}/{BuiltinFileSystemConstants.BuiltinCatalogBinaryFileName}";
|
||||
if (File.Exists(binaryFilePath))
|
||||
File.Delete(binaryFilePath);
|
||||
SerializeToBinary(binaryFilePath, buildinFileCatalog);
|
||||
@@ -125,19 +125,19 @@ namespace YooAsset
|
||||
public static bool CreateEmptyFile(string packageName, string packageVersion, string outputPath)
|
||||
{
|
||||
// 创建内置清单实例
|
||||
var buildinFileCatalog = new DefaultBuildinFileCatalog();
|
||||
buildinFileCatalog.FileVersion = CatalogFileDefine.FileVersion;
|
||||
var buildinFileCatalog = new BuiltinFileCatalog();
|
||||
buildinFileCatalog.FileVersion = CatalogFileConstants.FileVersion;
|
||||
buildinFileCatalog.PackageName = packageName;
|
||||
buildinFileCatalog.PackageVersion = packageVersion;
|
||||
|
||||
// 创建输出文件
|
||||
string jsonFilePath = $"{outputPath}/{DefaultBuildinFileSystemDefine.BuildinCatalogJsonFileName}";
|
||||
string jsonFilePath = $"{outputPath}/{BuiltinFileSystemConstants.BuiltinCatalogJsonFileName}";
|
||||
if (File.Exists(jsonFilePath))
|
||||
File.Delete(jsonFilePath);
|
||||
SerializeToJson(jsonFilePath, buildinFileCatalog);
|
||||
|
||||
// 创建输出文件
|
||||
string binaryFilePath = $"{outputPath}/{DefaultBuildinFileSystemDefine.BuildinCatalogBinaryFileName}";
|
||||
string binaryFilePath = $"{outputPath}/{BuiltinFileSystemConstants.BuiltinCatalogBinaryFileName}";
|
||||
if (File.Exists(binaryFilePath))
|
||||
File.Delete(binaryFilePath);
|
||||
SerializeToBinary(binaryFilePath, buildinFileCatalog);
|
||||
@@ -151,7 +151,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 序列化(JSON文件)
|
||||
/// </summary>
|
||||
public static void SerializeToJson(string savePath, DefaultBuildinFileCatalog catalog)
|
||||
public static void SerializeToJson(string savePath, BuiltinFileCatalog catalog)
|
||||
{
|
||||
string json = JsonUtility.ToJson(catalog, true);
|
||||
FileUtility.WriteAllText(savePath, json);
|
||||
@@ -160,26 +160,26 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 反序列化(JSON文件)
|
||||
/// </summary>
|
||||
public static DefaultBuildinFileCatalog DeserializeFromJson(string jsonContent)
|
||||
public static BuiltinFileCatalog DeserializeFromJson(string jsonContent)
|
||||
{
|
||||
return JsonUtility.FromJson<DefaultBuildinFileCatalog>(jsonContent);
|
||||
return JsonUtility.FromJson<BuiltinFileCatalog>(jsonContent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 序列化(二进制文件)
|
||||
/// </summary>
|
||||
public static void SerializeToBinary(string savePath, DefaultBuildinFileCatalog catalog)
|
||||
public static void SerializeToBinary(string savePath, BuiltinFileCatalog catalog)
|
||||
{
|
||||
using (FileStream fs = new FileStream(savePath, FileMode.Create))
|
||||
{
|
||||
// 创建缓存器
|
||||
BufferWriter buffer = new BufferWriter(CatalogFileDefine.FileMaxSize);
|
||||
BufferWriter buffer = new BufferWriter(CatalogFileConstants.FileMaxSize);
|
||||
|
||||
// 写入文件标记
|
||||
buffer.WriteUInt32(CatalogFileDefine.FileSign);
|
||||
buffer.WriteUInt32(CatalogFileConstants.FileSign);
|
||||
|
||||
// 写入文件版本
|
||||
buffer.WriteUTF8(CatalogFileDefine.FileVersion);
|
||||
buffer.WriteUTF8(CatalogFileConstants.FileVersion);
|
||||
|
||||
// 写入文件头信息
|
||||
buffer.WriteUTF8(catalog.PackageName);
|
||||
@@ -203,7 +203,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 反序列化(二进制文件)
|
||||
/// </summary>
|
||||
public static DefaultBuildinFileCatalog DeserializeFromBinary(byte[] binaryData)
|
||||
public static BuiltinFileCatalog DeserializeFromBinary(byte[] binaryData)
|
||||
{
|
||||
if (binaryData == null || binaryData.Length == 0)
|
||||
throw new Exception("Catalog file data is null or empty.");
|
||||
@@ -213,15 +213,15 @@ namespace YooAsset
|
||||
|
||||
// 读取文件标记
|
||||
uint fileSign = buffer.ReadUInt32();
|
||||
if (fileSign != CatalogFileDefine.FileSign)
|
||||
if (fileSign != CatalogFileConstants.FileSign)
|
||||
throw new Exception("Invalid catalog file.");
|
||||
|
||||
// 读取文件版本
|
||||
string fileVersion = buffer.ReadUTF8();
|
||||
if (fileVersion != CatalogFileDefine.FileVersion)
|
||||
throw new Exception($"The catalog file version are not compatible : {fileVersion} != {CatalogFileDefine.FileVersion}");
|
||||
if (fileVersion != CatalogFileConstants.FileVersion)
|
||||
throw new Exception($"The catalog file version are not compatible : {fileVersion} != {CatalogFileConstants.FileVersion}");
|
||||
|
||||
DefaultBuildinFileCatalog catalog = new DefaultBuildinFileCatalog();
|
||||
BuiltinFileCatalog catalog = new BuiltinFileCatalog();
|
||||
{
|
||||
// 读取文件头信息
|
||||
catalog.FileVersion = fileVersion;
|
||||
@@ -230,10 +230,10 @@ namespace YooAsset
|
||||
|
||||
// 读取资源包列表
|
||||
int fileCount = buffer.ReadInt32();
|
||||
catalog.Wrappers = new List<DefaultBuildinFileCatalog.FileWrapper>(fileCount);
|
||||
catalog.Wrappers = new List<BuiltinFileCatalog.FileWrapper>(fileCount);
|
||||
for (int i = 0; i < fileCount; i++)
|
||||
{
|
||||
var fileWrapper = new DefaultBuildinFileCatalog.FileWrapper();
|
||||
var fileWrapper = new BuiltinFileCatalog.FileWrapper();
|
||||
fileWrapper.BundleGUID = buffer.ReadUTF8();
|
||||
fileWrapper.FileName = buffer.ReadUTF8();
|
||||
catalog.Wrappers.Add(fileWrapper);
|
||||
@@ -3,7 +3,7 @@ using System.IO;
|
||||
|
||||
namespace YooAsset
|
||||
{
|
||||
internal class DBFSInitializeOperation : FSInitializeFileSystemOperation
|
||||
internal class DBFSInitializeOperation : FSInitializeOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
@@ -16,15 +16,15 @@ namespace YooAsset
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly DefaultBuildinFileSystem _fileSystem;
|
||||
private RequestBuildinPackageVersionOperation _requestBuildinPackageVersionOp;
|
||||
private CopyBuildinFileOperation _copyBuildinHashFileOp;
|
||||
private CopyBuildinFileOperation _copyBuildinManifestFileOp;
|
||||
private FSInitializeFileSystemOperation _initUnpackFIleSystemOp;
|
||||
private LoadBuildinCatalogFileOperation _loadBuildinCatalogFileOp;
|
||||
private readonly BuiltinFileSystem _fileSystem;
|
||||
private RequestBuiltinPackageVersionOperation _requestBuildinPackageVersionOp;
|
||||
private CopyBuiltinFileOperation _copyBuildinHashFileOp;
|
||||
private CopyBuiltinFileOperation _copyBuildinManifestFileOp;
|
||||
private FSInitializeOperation _initUnpackFIleSystemOp;
|
||||
private LoadBuiltinCatalogFileOperation _loadBuildinCatalogFileOp;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
internal DBFSInitializeOperation(DefaultBuildinFileSystem fileSystem)
|
||||
internal DBFSInitializeOperation(BuiltinFileSystem fileSystem)
|
||||
{
|
||||
_fileSystem = fileSystem;
|
||||
}
|
||||
@@ -50,7 +50,7 @@ namespace YooAsset
|
||||
{
|
||||
if (_requestBuildinPackageVersionOp == null)
|
||||
{
|
||||
_requestBuildinPackageVersionOp = new RequestBuildinPackageVersionOperation(_fileSystem);
|
||||
_requestBuildinPackageVersionOp = new RequestBuiltinPackageVersionOperation(_fileSystem);
|
||||
_requestBuildinPackageVersionOp.StartOperation();
|
||||
AddChildOperation(_requestBuildinPackageVersionOp);
|
||||
}
|
||||
@@ -77,8 +77,8 @@ namespace YooAsset
|
||||
{
|
||||
string packageVersion = _requestBuildinPackageVersionOp.PackageVersion;
|
||||
string destFilePath = GetCopyPackageHashDestPath(packageVersion);
|
||||
string sourceFilePath = _fileSystem.GetBuildinPackageHashFilePath(packageVersion);
|
||||
_copyBuildinHashFileOp = new CopyBuildinFileOperation(_fileSystem, sourceFilePath, destFilePath);
|
||||
string sourceFilePath = _fileSystem.GetBuiltinPackageHashFilePath(packageVersion);
|
||||
_copyBuildinHashFileOp = new CopyBuiltinFileOperation(_fileSystem, sourceFilePath, destFilePath);
|
||||
_copyBuildinHashFileOp.StartOperation();
|
||||
AddChildOperation(_copyBuildinHashFileOp);
|
||||
}
|
||||
@@ -105,8 +105,8 @@ namespace YooAsset
|
||||
{
|
||||
string packageVersion = _requestBuildinPackageVersionOp.PackageVersion;
|
||||
string destFilePath = GetCopyPackageManifestDestPath(packageVersion);
|
||||
string sourceFilePath = _fileSystem.GetBuildinPackageManifestFilePath(packageVersion);
|
||||
_copyBuildinManifestFileOp = new CopyBuildinFileOperation(_fileSystem, sourceFilePath, destFilePath);
|
||||
string sourceFilePath = _fileSystem.GetBuiltinPackageManifestFilePath(packageVersion);
|
||||
_copyBuildinManifestFileOp = new CopyBuiltinFileOperation(_fileSystem, sourceFilePath, destFilePath);
|
||||
_copyBuildinManifestFileOp.StartOperation();
|
||||
AddChildOperation(_copyBuildinManifestFileOp);
|
||||
}
|
||||
@@ -131,7 +131,7 @@ namespace YooAsset
|
||||
{
|
||||
if (_initUnpackFIleSystemOp == null)
|
||||
{
|
||||
_initUnpackFIleSystemOp = _fileSystem.InitializeUpackFileSystem();
|
||||
_initUnpackFIleSystemOp = _fileSystem.InitializeUnpackFileSystem();
|
||||
_initUnpackFIleSystemOp.StartOperation();
|
||||
AddChildOperation(_initUnpackFIleSystemOp);
|
||||
}
|
||||
@@ -165,7 +165,7 @@ namespace YooAsset
|
||||
{
|
||||
if (_loadBuildinCatalogFileOp == null)
|
||||
{
|
||||
_loadBuildinCatalogFileOp = new LoadBuildinCatalogFileOperation(_fileSystem);
|
||||
_loadBuildinCatalogFileOp = new LoadBuiltinCatalogFileOperation(_fileSystem);
|
||||
_loadBuildinCatalogFileOp.StartOperation();
|
||||
AddChildOperation(_loadBuildinCatalogFileOp);
|
||||
}
|
||||
@@ -195,7 +195,7 @@ namespace YooAsset
|
||||
|
||||
foreach (var wrapper in catalog.Wrappers)
|
||||
{
|
||||
var fileWrapper = new DefaultBuildinFileSystem.FileWrapper(wrapper.FileName);
|
||||
var fileWrapper = new BuiltinFileSystem.FileWrapper(wrapper.FileName);
|
||||
_fileSystem.RecordCatalogFile(wrapper.BundleGUID, fileWrapper);
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 加载AssetBundle文件
|
||||
/// </summary>
|
||||
internal class DBFSLoadAssetBundleOperation : FSLoadBundleOperation
|
||||
internal class BFSLoadAssetBundleOperation : FSLoadBundleOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
@@ -16,7 +16,7 @@ namespace YooAsset
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly DefaultBuildinFileSystem _fileSystem;
|
||||
private readonly BuiltinFileSystem _fileSystem;
|
||||
private readonly PackageBundle _bundle;
|
||||
private AssetBundleCreateRequest _createRequest;
|
||||
private AssetBundle _assetBundle;
|
||||
@@ -24,7 +24,7 @@ namespace YooAsset
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
|
||||
internal DBFSLoadAssetBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
|
||||
internal BFSLoadAssetBundleOperation(BuiltinFileSystem fileSystem, PackageBundle bundle)
|
||||
{
|
||||
_fileSystem = fileSystem;
|
||||
_bundle = bundle;
|
||||
@@ -64,7 +64,7 @@ namespace YooAsset
|
||||
}
|
||||
else
|
||||
{
|
||||
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
|
||||
string filePath = _fileSystem.GetBuiltinFileLoadPath(_bundle);
|
||||
_assetBundle = AssetBundle.LoadFromFile(filePath);
|
||||
}
|
||||
}
|
||||
@@ -78,7 +78,7 @@ namespace YooAsset
|
||||
}
|
||||
else
|
||||
{
|
||||
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
|
||||
string filePath = _fileSystem.GetBuiltinFileLoadPath(_bundle);
|
||||
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
|
||||
}
|
||||
}
|
||||
@@ -138,21 +138,21 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 加载原生文件
|
||||
/// </summary>
|
||||
internal class DBFSLoadRawBundleOperation : FSLoadBundleOperation
|
||||
internal class BFSLoadRawBundleOperation : FSLoadBundleOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
LoadBuildinRawBundle,
|
||||
LoadBuiltinRawBundle,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly DefaultBuildinFileSystem _fileSystem;
|
||||
private readonly BuiltinFileSystem _fileSystem;
|
||||
private readonly PackageBundle _bundle;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
|
||||
internal DBFSLoadRawBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
|
||||
internal BFSLoadRawBundleOperation(BuiltinFileSystem fileSystem, PackageBundle bundle)
|
||||
{
|
||||
_fileSystem = fileSystem;
|
||||
_bundle = bundle;
|
||||
@@ -161,16 +161,16 @@ namespace YooAsset
|
||||
{
|
||||
DownloadProgress = 1f;
|
||||
DownloadedBytes = _bundle.FileSize;
|
||||
_steps = ESteps.LoadBuildinRawBundle;
|
||||
_steps = ESteps.LoadBuiltinRawBundle;
|
||||
}
|
||||
internal override void InternalUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.LoadBuildinRawBundle)
|
||||
if (_steps == ESteps.LoadBuiltinRawBundle)
|
||||
{
|
||||
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
|
||||
string filePath = _fileSystem.GetBuiltinFileLoadPath(_bundle);
|
||||
|
||||
#if UNITY_ANDROID
|
||||
//TODO : 安卓平台内置文件属于APK压缩包内的文件。
|
||||
@@ -205,7 +205,7 @@ namespace YooAsset
|
||||
/// <summary>
|
||||
/// 加载团结文件
|
||||
/// </summary>
|
||||
internal class DBFSLoadInstantBundleOperation : FSLoadBundleOperation
|
||||
internal class BFSLoadInstantBundleOperation : FSLoadBundleOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
@@ -223,7 +223,7 @@ namespace YooAsset
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
|
||||
internal DBFSLoadInstantBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
|
||||
internal BFSLoadInstantBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
|
||||
{
|
||||
_fileSystem = fileSystem;
|
||||
_bundle = bundle;
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user