refactor : 重构异步操作模块

This commit is contained in:
何冠峰
2026-01-12 11:09:27 +08:00
parent d228e41df7
commit a3f689d815
30 changed files with 315 additions and 433 deletions

View File

@@ -108,14 +108,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -108,14 +108,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -107,7 +107,7 @@ namespace YooAsset
internal override void InternalWaitForAsyncComplete()
{
//注意:场景加载不支持异步转同步,为了支持同步加载方法需要实现该方法!
InternalUpdate();
RunOnceExecution();
}
public override void UnSuspendLoad()
{

View File

@@ -108,14 +108,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -109,14 +109,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -88,14 +88,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -113,7 +113,7 @@ namespace YooAsset
internal override void InternalWaitForAsyncComplete()
{
//注意:场景加载不支持异步转同步,为了支持同步加载方法需要实现该方法!
InternalUpdate();
RunOnceExecution();
}
public override void UnSuspendLoad()
{

View File

@@ -100,14 +100,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -131,14 +131,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
@@ -204,14 +197,141 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
RunBatchExecution();
}
}
#if TUANJIE_1_7_OR_NEWER
/// <summary>
/// 加载团结文件
/// </summary>
internal class DBFSLoadInstantBundleOperation : FSLoadBundleOperation
{
private enum ESteps
{
None,
LoadInstantBundle,
CheckResult,
Done,
}
private readonly DefaultBuildinFileSystem _fileSystem;
private readonly PackageBundle _bundle;
private AssetBundleCreateRequest _createRequest;
private AssetBundle _assetBundle;
private Stream _managedStream;
private ESteps _steps = ESteps.None;
internal DBFSLoadInstantBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_bundle = bundle;
}
internal override void InternalStart()
{
DownloadProgress = 1f;
DownloadedBytes = _bundle.FileSize;
_steps = ESteps.LoadInstantBundle;
}
internal override void InternalUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadInstantBundle)
{
if (ExecuteWhileDone())
if (_bundle.Encrypted)
{
if (_fileSystem.DecryptionServices == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The {nameof(IDecryptionServices)} is null !";
YooLogger.Error(Error);
return;
}
}
if (IsWaitForAsyncComplete)
{
if (_bundle.Encrypted)
{
var decryptResult = _fileSystem.LoadEncryptedAssetBundle(_bundle);
_assetBundle = decryptResult.Result;
_managedStream = decryptResult.ManagedStream;
}
else
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
_assetBundle = AssetBundle.LoadFromFile(filePath);
}
}
else
{
if (_bundle.Encrypted)
{
var decryptResult = _fileSystem.LoadEncryptedAssetBundleAsync(_bundle);
_createRequest = decryptResult.CreateRequest;
_managedStream = decryptResult.ManagedStream;
}
else
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
}
}
_steps = ESteps.CheckResult;
}
if (_steps == ESteps.CheckResult)
{
if (_createRequest != null)
{
if (IsWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");
_assetBundle = _createRequest.assetBundle;
}
else
{
if (_createRequest.isDone == false)
return;
_assetBundle = _createRequest.assetBundle;
}
}
if (_assetBundle == null)
{
if (_bundle.Encrypted)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load encrypted buildin asset bundle file : {_bundle.BundleName}";
YooLogger.Error(Error);
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load buildin asset bundle file : {_bundle.BundleName}";
YooLogger.Error(Error);
}
}
else
{
_steps = ESteps.Done;
break;
Result = new AssetBundleResult(_fileSystem, _bundle, _assetBundle, _managedStream);
Status = EOperationStatus.Succeed;
}
}
}
internal override void InternalWaitForAsyncComplete()
{
RunBatchExecution();
}
}
#endif
}

View File

@@ -262,14 +262,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
@@ -419,14 +412,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -124,14 +124,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override void InternalAbort()
{

View File

@@ -98,6 +98,10 @@ namespace YooAsset
// 检测下载结果
if (_steps == ESteps.CheckRequest)
{
//TODO 更新下载后台,防止无限挂起
if (IsWaitForAsyncComplete)
_fileSystem.DownloadBackend.Update();
DownloadProgress = _request.DownloadProgress;
DownloadedBytes = _request.DownloadedBytes;
Progress = DownloadProgress;
@@ -177,23 +181,12 @@ namespace YooAsset
internal override void InternalAbort()
{
if (_request != null)
_request.AbortRequest();
_request.Dispose();
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
//TODO 更新下载后台,防止无限挂起
_fileSystem.DownloadBackend.Update();
//TODO 等待导入或解压本地文件完毕,该操作会挂起主线程!
InternalUpdate();
if (IsDone)
break;
//TODO 短暂休眠避免完全卡死
System.Threading.Thread.Sleep(1);
}
//TODO 等待导入或解压本地文件完毕,该操作会挂起主线程!
RunUntilCompletion();
}
}
}

View File

@@ -144,7 +144,7 @@ namespace YooAsset
internal override void InternalAbort()
{
if (_request != null)
_request.AbortRequest();
_request.Dispose();
}
internal override void InternalWaitForAsyncComplete()
{

View File

@@ -119,23 +119,16 @@ namespace YooAsset
}
/// <summary>
/// 中止所有下载任务
/// </summary>
public void AbortAll()
{
foreach (var valuePair in _downloaders)
{
valuePair.Value.AbortOperation();
}
_downloaders.Clear();
}
/// <summary>
/// 释放资源
/// 释放下载资源
/// </summary>
public void Dispose()
{
AbortAll();
foreach (var valuePair in _downloaders)
{
var operation = valuePair.Value;
operation.AbortOperation();
}
_downloaders.Clear();
}
/// <summary>

View File

@@ -69,16 +69,8 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
//TODO 等待子线程验证文件完毕,该操作会挂起主线程!
InternalUpdate();
if (IsDone)
break;
//TODO 短暂休眠避免完全卡死
System.Threading.Thread.Sleep(1);
}
//TODO 等待子线程验证文件完毕,该操作会挂起主线程!
RunUntilCompletion();
}
private void VerifyInThread(object obj)

View File

@@ -142,14 +142,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -91,7 +91,7 @@ namespace YooAsset
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "WebGL platform not support sync load method !";
UnityEngine.Debug.LogError(Error);
YooLogger.Error(Error);
}
}
}

View File

@@ -91,7 +91,7 @@ namespace YooAsset
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "WebGL platform not support sync load method !";
UnityEngine.Debug.LogError(Error);
YooLogger.Error(Error);
}
}
}

View File

@@ -10,7 +10,7 @@ namespace YooAsset
{
private List<AsyncOperationBase> _childs;
private Action<AsyncOperationBase> _callback;
private int _whileFrame = 1000;
private uint _priority = 0;
/// <summary>
/// 等待异步执行完成
@@ -35,10 +35,28 @@ namespace YooAsset
}
}
/// <summary>
/// 标记脏(用于调度器检测并重排)
/// </summary>
internal bool IsDirty { set; get; } = false;
/// <summary>
/// 任务优先级
/// </summary>
public uint Priority { set; get; } = 0;
public uint Priority
{
set
{
if (_priority == value)
return;
_priority = value;
IsDirty = true;
}
get
{
return _priority;
}
}
/// <summary>
/// 任务状态
@@ -122,7 +140,7 @@ namespace YooAsset
}
internal virtual void InternalWaitForAsyncComplete()
{
throw new System.NotImplementedException(this.GetType().Name);
throw new YooInternalException($"InternalWaitForAsyncComplete() not implemented : {this.GetType().Name}");
}
internal virtual string InternalGetDesc()
{
@@ -259,25 +277,63 @@ namespace YooAsset
}
/// <summary>
/// 执行While循环
/// 执行一次更新逻辑
/// </summary>
protected bool ExecuteWhileDone()
protected void RunOnceExecution()
{
if (IsDone == false)
if (IsDone)
return;
UpdateOperation();
}
/// <summary>
/// 批量执行一定次数的更新逻辑
/// </summary>
/// <param name="count">次数</param>
protected void RunBatchExecution(int count = 1000)
{
if (IsDone)
return;
int runCount = count;
while (true)
{
// 执行更新逻辑
InternalUpdate();
UpdateOperation();
if (IsDone)
break;
// 当执行次数用完时
_whileFrame--;
if (_whileFrame <= 0)
runCount--;
if (runCount <= 0)
{
Status = EOperationStatus.Failed;
Error = $"Operation {this.GetType().Name} failed to wait for async complete !";
YooLogger.Error(Error);
break;
}
}
return IsDone;
}
/// <summary>
/// 无限次数的执行更新逻辑,直到任务完成
/// </summary>
/// <param name="sleepMS">休眠时长</param>
protected void RunUntilCompletion(int sleepMS = 1)
{
if (IsDone)
return;
while (true)
{
UpdateOperation();
if (IsDone)
break;
// 注意: 短暂休眠避免完全占用CPU资源
System.Threading.Thread.Sleep(sleepMS);
}
}
/// <summary>
@@ -299,11 +355,6 @@ namespace YooAsset
{
IsWaitForAsyncComplete = true;
InternalWaitForAsyncComplete();
#if UNITY_EDITOR
if (IsDone == false)
throw new YooInternalException($"WaitForAsyncComplete() must complete operation: {this.GetType().Name}");
#endif
}
}

View File

@@ -41,9 +41,6 @@ namespace YooAsset
{
_newList.Add(operation);
operation.StartOperation();
// 通知开始回调
OperationSystem.InvokeStartCallback(PackageName, operation);
}
/// <summary>
@@ -58,31 +55,29 @@ namespace YooAsset
if (operation.IsFinish)
{
_operations.RemoveAt(i);
// 通知完成回调
OperationSystem.InvokeFinishCallback(PackageName, operation);
}
}
// 添加新增的异步操作
if (_newList.Count > 0)
{
bool sorting = false;
foreach (var operation in _newList)
{
if (operation.Priority > 0)
{
sorting = true;
break;
}
}
_operations.AddRange(_newList);
_newList.Clear();
}
// 重新排序优先级
if (sorting)
_operations.Sort();
// 检测是否需要执行排序
bool isDirty = false;
foreach (var operation in _operations)
{
if (operation.IsDirty)
{
operation.IsDirty = false;
isDirty = true;
}
}
if (isDirty)
{
_operations.Sort();
}
// 更新进行中的异步操作

View File

@@ -16,16 +16,14 @@ namespace YooAsset
#endif
// 全局调度器名称
public const string GLOBAL_SCHEDULER_NAME = "";
public const string GLOBAL_SCHEDULER_NAME = "YOOASSET_GLOBAL_SCHEDULER";
private static readonly Dictionary<string, OperationScheduler> _schedulerDic = new Dictionary<string, OperationScheduler>(100);
private static readonly List<OperationScheduler> _schedulerList = new List<OperationScheduler>(100);
private static bool _isInitialize = false;
private static bool _schedulerListDirty = false;
private static int _createIndex = 0;
private static Action<string, AsyncOperationBase> _startCallback = null;
private static Action<string, AsyncOperationBase> _finishCallback = null;
// 计时器相关
private static Stopwatch _watch;
private static long _frameTime;
@@ -59,6 +57,7 @@ namespace YooAsset
/// </summary>
public static void Initialize()
{
_isInitialize = true;
_watch = Stopwatch.StartNew();
// 创建全局调度器
@@ -70,6 +69,9 @@ namespace YooAsset
/// </summary>
public static void Update()
{
if (_isInitialize == false)
return;
// 重新排序调度器
if (_schedulerListDirty)
{
@@ -104,9 +106,8 @@ namespace YooAsset
_schedulerList.Clear();
_schedulerListDirty = false;
_createIndex = 0;
_isInitialize = false;
_startCallback = null;
_finishCallback = null;
_watch = null;
_frameTime = 0;
MaxTimeSlice = long.MaxValue;
@@ -115,7 +116,7 @@ namespace YooAsset
/// <summary>
/// 创建包裹调度器
/// </summary>
internal static void CreatePackageScheduler(string packageName, int priority)
public static void CreatePackageScheduler(string packageName, int priority)
{
if (_schedulerDic.ContainsKey(packageName))
{
@@ -131,7 +132,7 @@ namespace YooAsset
/// <summary>
/// 销毁包裹调度器
/// </summary>
internal static void DestroyPackageScheduler(string packageName)
public static void DestroyPackageScheduler(string packageName)
{
// 不允许销毁默认调度器
if (packageName == GLOBAL_SCHEDULER_NAME)
@@ -165,47 +166,11 @@ namespace YooAsset
scheduler.StartOperation(operation);
}
/// <summary>
/// 监听任务开始
/// </summary>
public static void RegisterStartCallback(Action<string, AsyncOperationBase> callback)
{
_startCallback = callback;
}
/// <summary>
/// 监听任务结束
/// </summary>
public static void RegisterFinishCallback(Action<string, AsyncOperationBase> callback)
{
_finishCallback = callback;
}
/// <summary>
/// 触发任务开始回调
/// </summary>
internal static void InvokeStartCallback(string packageName, AsyncOperationBase operation)
{
_startCallback?.Invoke(packageName, operation);
}
/// <summary>
/// 触发任务完成回调
/// </summary>
internal static void InvokeFinishCallback(string packageName, AsyncOperationBase operation)
{
_finishCallback?.Invoke(packageName, operation);
}
/// <summary>
/// 获取调度器(严格模式)
/// </summary>
private static OperationScheduler GetScheduler(string packageName)
{
// 空包名路由到默认调度器
if (string.IsNullOrEmpty(packageName))
packageName = GLOBAL_SCHEDULER_NAME;
if (_schedulerDic.TryGetValue(packageName, out var scheduler))
{
return scheduler;
@@ -218,16 +183,8 @@ namespace YooAsset
#region
internal static List<DebugOperationInfo> GetDebugOperationInfos(string packageName)
{
// 空包名路由到默认调度器
if (string.IsNullOrEmpty(packageName))
packageName = GLOBAL_SCHEDULER_NAME;
if (_schedulerDic.TryGetValue(packageName, out var scheduler))
{
return scheduler.GetDebugOperationInfos();
}
return new List<DebugOperationInfo>();
var scheduler = GetScheduler(packageName);
return scheduler.GetDebugOperationInfos();
}
#endregion
}

View File

@@ -56,8 +56,8 @@ OperationSystem 是 YooAsset 资源管理系统的**异步操作调度核心**
### 核心组件
- **OperationSystem**: 静态调度器,管理所有操作的执行
- **OperationScheduler**: 包裹级调度器,维护操作队列并负责更新调度
- **AsyncOperationBase**: 异步操作基类,定义生命周期和状态
- **GameAsyncOperation**: 游戏层操作基类,提供更友好的 API
- **EOperationStatus**: 操作状态枚举
---
@@ -68,8 +68,8 @@ OperationSystem 是 YooAsset 资源管理系统的**异步操作调度核心**
OperationSystem/
├── EOperationStatus.cs # 操作状态枚举
├── AsyncOperationBase.cs # 异步操作基类
├── OperationScheduler.cs # 包裹级调度器
├── OperationSystem.cs # 异步操作调度器
└── GameAsyncOperation.cs # 游戏层操作基类
```
---
@@ -113,12 +113,21 @@ None ─────────────────► Processing ───
| `Status` | `EOperationStatus` | 当前状态 |
| `Error` | `string` | 错误信息(失败时) |
| `Progress` | `float` | 处理进度0-1 |
| `PackageName` | `string` | 所属包裹名称 |
| `IsDone` | `bool` | 是否已完成Succeed 或 Failed |
| `Task` | `Task` | 用于 async/await |
| `BeginTime` | `string` | 开始时间(调试用) |
| `ProcessTime` | `long` | 处理耗时毫秒(调试用) |
> 说明:`AsyncOperationBase` 本身不保存包裹名称;包裹名称由 `OperationSystem.StartOperation(packageName, operation)` 传入,并由 `OperationScheduler` 维护。
#### 内部协作:时间切片(`IsBusy`
为配合 `OperationSystem.MaxTimeSlice` 的时间切片预算,`AsyncOperationBase` 提供了内部属性 `IsBusy``internal`)用于任务在 `InternalUpdate()` 内主动让出本帧预算。
- 推荐用法:在 `InternalUpdate()` 内部(或内部子步骤)在执行重逻辑前判断 `IsBusy`,若繁忙则 `return`,把工作拆到下一帧继续执行。
- 同步等待特殊处理:当调用了 `WaitForAsyncComplete()` 进入同步等待阶段时,`IsBusy` 会强制返回 `false`,避免因时间切片判断导致同步等待无法推进。
- 注意:`WaitForAsyncComplete()` 会阻塞主线程,应谨慎使用;同步等待阶段不受时间切片保护,可能带来卡顿。
#### 公共事件
```csharp
@@ -150,14 +159,16 @@ public void WaitForAsyncComplete();
#### 子任务管理
```csharp
// 子任务列表
internal readonly List<AsyncOperationBase> Childs;
// 添加/移除子任务
// 添加/移除子任务(内部使用)
internal void AddChildOperation(AsyncOperationBase child);
internal void RemoveChildOperation(AsyncOperationBase child);
```
**调用约束(重要):**
- 仅允许在 Unity 主线程调用(与 `OperationSystem.Update()` 的调度线程一致)。
- 不要在 `InternalUpdate()` 正在遍历/处理中途频繁增删子任务;推荐在任务启动阶段完成子任务挂接,或在确保无并发修改风险的安全点调整。
- `AbortOperation()` 会递归中止子任务,子任务的生命周期由父任务统一管理;避免在 `Completed` 回调里再去修改子任务关系,防止时序混乱。
---
### OperationSystem调度器
@@ -208,6 +219,12 @@ public static void ClearPackageOperation(string packageName);
public static void StartOperation(string packageName, AsyncOperationBase operation);
```
#### 包裹调度说明
- `packageName` 不允许为空(`null` / `""`),否则会抛出异常。
- 若需要使用全局调度器,请传入 `OperationSystem.GLOBAL_SCHEDULER_NAME``Initialize()` 时自动创建)。
- `packageName` 为非全局调度器名称时,必须先通过 `YooAssets.CreatePackage(packageName)` 创建包裹(内部会注册对应 `OperationScheduler`),否则会抛出异常。
#### 回调监听
```csharp
@@ -224,47 +241,6 @@ public static void RegisterFinishCallback(Action<string, AsyncOperationBase> cal
---
### GameAsyncOperation游戏层基类
继承 `AsyncOperationBase`,为业务层提供更友好的 API。
```csharp
public abstract class GameAsyncOperation : AsyncOperationBase
{
/// <summary>
/// 异步操作开始
/// </summary>
protected abstract void OnStart();
/// <summary>
/// 异步操作更新
/// </summary>
protected abstract void OnUpdate();
/// <summary>
/// 异步操作终止
/// </summary>
protected abstract void OnAbort();
/// <summary>
/// 异步等待完成(可选重写)
/// </summary>
protected virtual void OnWaitForAsyncComplete();
/// <summary>
/// 异步操作系统是否繁忙
/// </summary>
protected bool IsBusy();
/// <summary>
/// 终止异步操作
/// </summary>
protected void Abort();
}
```
---
## 异步编程模式
### 1. 协程模式IEnumerator
@@ -345,9 +321,9 @@ operation.Priority = 100; // 设置高优先级
```
**排序规则:**
- 新操作添加时检查是否需要排序
- 仅当存在非零优先级时触发排序
- 使用 `List.Sort()` 进行原地排序
- 新操作添加时:若新增队列存在非零优先级,则触发排序
- 运行时修改 `Priority`:会在下一次调度器更新时自动触发重排(即时生效,通常为下一帧)
- 排序使用 `List.Sort()` 进行原地排序;频繁修改优先级会带来额外排序开销,建议按需使用
### 时间切片
@@ -358,6 +334,10 @@ operation.Priority = 100; // 设置高优先级
OperationSystem.MaxTimeSlice = 8;
```
**操作侧协作建议:**
- 在操作的 `InternalUpdate()` 中使用 `IsBusy``AsyncOperationBase` 的内部属性)进行“自愿让出”,将重任务拆分到多帧执行。
- 在同步等待(`WaitForAsyncComplete()`)阶段,`IsBusy` 会强制返回 `false`,以保证同步等待推进;此时需要自行评估卡顿风险。
**执行流程:**
```
@@ -420,24 +400,29 @@ OperationSystem.MaxTimeSlice = 8;
### 调试信息结构
```csharp
[Serializable]
internal struct DebugOperationInfo
{
public string OperationName; // 操作类型名
public string OperationDesc; // 操作描述
public string OperationName; // 任务名称
public string OperationDesc; // 任务说明
public uint Priority; // 优先级
public float Progress; // 进度
public string BeginTime; // 开始时间
public long ProcessTime; // 处理耗时(毫秒)
public string Status; // 状态
public List<DebugOperationInfo> Childs; // 子操作
public float Progress; // 任务进度
public string BeginTime; // 任务开始时间
public long ProcessTime; // 处理耗时(单位:毫秒)
public string Status; // 任务状态
public List<DebugOperationInfo> Childs; // 子任务列表注意JsonUtility 序列化深度限制)
}
```
> 说明:该结构体真实定义位于 `Runtime/DiagnosticSystem/DebugOperationInfo.cs`,这里仅展示关键字段以便理解。
### 获取调试信息
```csharp
// 获取指定包裹的所有操作信息
var infos = OperationSystem.GetDebugOperationInfos("DefaultPackage");
// 获取指定包裹的所有操作信息(内部调试接口)
// packageName 不允许为空;全局调度器请使用 OperationSystem.GLOBAL_SCHEDULER_NAME
// 非全局包裹需先 YooAssets.CreatePackage(packageName)
var infos = OperationSystem.GetDebugOperationInfos(OperationSystem.GLOBAL_SCHEDULER_NAME);
foreach (var info in infos)
{
@@ -457,105 +442,6 @@ Debug.Log($"处理耗时: {operation.ProcessTime}ms");
---
## 使用示例
### 自定义异步操作
```csharp
public class MyCustomOperation : GameAsyncOperation
{
private int _step = 0;
protected override void OnStart()
{
// 初始化操作
_step = 0;
}
protected override void OnUpdate()
{
// 检查系统是否繁忙(时间切片)
if (IsBusy())
return;
// 执行步骤
switch (_step)
{
case 0:
// 第一步
Progress = 0.3f;
_step = 1;
break;
case 1:
// 第二步
Progress = 0.6f;
_step = 2;
break;
case 2:
// 完成
Status = EOperationStatus.Succeed;
break;
}
}
protected override void OnAbort()
{
// 清理资源
}
}
```
### 启动自定义操作
```csharp
var operation = new MyCustomOperation();
OperationSystem.StartOperation("DefaultPackage", operation);
// 使用回调
operation.Completed += (op) =>
{
if (op.Status == EOperationStatus.Succeed)
Debug.Log("操作成功");
};
// 或使用 await
await operation.Task;
```
### 带子任务的操作
```csharp
public class ParentOperation : GameAsyncOperation
{
private ChildOperation _child;
protected override void OnStart()
{
_child = new ChildOperation();
AddChildOperation(_child); // 添加子任务
OperationSystem.StartOperation(PackageName, _child);
}
protected override void OnUpdate()
{
if (_child.IsDone)
{
if (_child.Status == EOperationStatus.Succeed)
Status = EOperationStatus.Succeed;
else
Status = EOperationStatus.Failed;
}
}
protected override void OnAbort()
{
// 子任务会自动中止
}
}
```
---
## 设计模式
### 模板方法模式
@@ -589,7 +475,7 @@ AsyncOperationBase
### 组合模式
通过 `Childs` 列表支持父子操作关系:
通过内部子任务列表支持父子操作关系:
```
ParentOperation
@@ -608,10 +494,6 @@ IEnumerator + IComparable<AsyncOperationBase>
AsyncOperationBase (抽象基类)
├── GameAsyncOperation (游戏层基类)
│ │
│ └── [业务层自定义操作]
└── [YooAsset 内部操作]
@@ -632,4 +514,4 @@ IEnumerator + IComparable<AsyncOperationBase>
4. **子任务中止**:父操作中止时会自动中止所有子操作
5. **回调异常**`Completed` 回调中的异常会被捕获并记录,不会中断系统
6. **编辑器重置**:编辑器中使用 `RuntimeInitializeOnLoadMethod` 自动重置状态
7. **循环保护**`WaitForAsyncComplete()` 有 1000 帧上限,防止无限循环
7. **循环保护**`InternalWaitForAsyncComplete()` 中如果使用 `ExecuteWhileDone()`,内部默认有 1000 次执行保护,防止无限循环

View File

@@ -62,6 +62,9 @@ namespace YooAsset
return;
}
if (IsWaitForAsyncComplete)
_handle.WaitForAsyncComplete();
if (_handle.IsDone == false)
return;
@@ -138,18 +141,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
// 等待句柄完成
if (_handle != null)
_handle.WaitForAsyncComplete();
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override string InternalGetDesc()
{

View File

@@ -127,14 +127,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override string InternalGetDesc()
{

View File

@@ -53,14 +53,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override string InternalGetDesc()
{

View File

@@ -183,14 +183,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override string InternalGetDesc()
{

View File

@@ -22,5 +22,10 @@ namespace YooAsset
/// 原生文件
/// </summary>
RawBundle = 3,
/// <summary>
/// 团结资源包
/// </summary>
InstantBundle = 4,
}
}

View File

@@ -220,14 +220,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
private void CreateAssetCollection(PackageManifest manifest, int assetCount)

View File

@@ -213,7 +213,7 @@ namespace YooAsset
options.ReleaseAllHandles = true;
options.LockLoadOperation = true;
var operation = new DestroyOperation(this, options);
OperationSystem.StartOperation(null, operation);
OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
return operation;
}

View File

@@ -225,7 +225,7 @@ namespace YooAsset
public static void StartOperation(GameAsyncOperation operation)
{
// 注意:游戏业务逻辑的包裹填写为空
OperationSystem.StartOperation(string.Empty, operation);
OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
}