Initial commit

This commit is contained in:
hevinci
2022-03-01 10:44:12 +08:00
parent 1d54164bfb
commit e66853fd46
237 changed files with 14462 additions and 2 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal class BundleFileLoader
{
/// <summary>
/// 资源文件信息
/// </summary>
public AssetBundleInfo BundleInfo { private set; get; }
/// <summary>
/// 引用计数
/// </summary>
public int RefCount { private set; get; }
/// <summary>
/// 加载状态
/// </summary>
public ELoaderStates States { private set; get; }
/// <summary>
/// 是否已经销毁
/// </summary>
public bool IsDestroyed { private set; get; } = false;
private readonly List<AssetProviderBase> _providers = new List<AssetProviderBase>(100);
private bool _isWaitForAsyncComplete = false;
private bool _isShowWaitForAsyncError = false;
private FileDownloader _fileDownloader;
private AssetBundleCreateRequest _cacheRequest;
internal AssetBundle CacheBundle { private set; get; }
public BundleFileLoader(AssetBundleInfo bundleInfo)
{
BundleInfo = bundleInfo;
RefCount = 0;
States = ELoaderStates.None;
}
/// <summary>
/// 是否为场景加载器
/// </summary>
public bool IsSceneLoader()
{
foreach (var provider in _providers)
{
if (provider is BundledSceneProvider)
return true;
}
return false;
}
/// <summary>
/// 添加附属的资源提供者
/// </summary>
public void AddProvider(AssetProviderBase provider)
{
if (_providers.Contains(provider) == false)
_providers.Add(provider);
}
/// <summary>
/// 引用(引用计数递加)
/// </summary>
public void Reference()
{
RefCount++;
}
/// <summary>
/// 释放(引用计数递减)
/// </summary>
public void Release()
{
RefCount--;
}
/// <summary>
/// 轮询更新
/// </summary>
public void Update()
{
// 如果资源文件加载完毕
if (IsDone())
return;
if (States == ELoaderStates.None)
{
// 检测加载地址是否为空
if (string.IsNullOrEmpty(BundleInfo.LocalPath))
{
States = ELoaderStates.Fail;
return;
}
if (string.IsNullOrEmpty(BundleInfo.RemoteMainURL))
States = ELoaderStates.LoadFile;
else
States = ELoaderStates.Download;
}
// 1. 从服务器下载
if (States == ELoaderStates.Download)
{
int failedTryAgain = int.MaxValue;
_fileDownloader = DownloadSystem.BeginDownload(BundleInfo, failedTryAgain);
States = ELoaderStates.CheckDownload;
}
// 2. 检测服务器下载结果
if (States == ELoaderStates.CheckDownload)
{
if (_fileDownloader.IsDone() == false)
return;
if (_fileDownloader.HasError())
{
_fileDownloader.ReportError();
States = ELoaderStates.Fail;
}
else
{
States = ELoaderStates.LoadFile;
}
}
// 3. 加载AssetBundle
if (States == ELoaderStates.LoadFile)
{
#if UNITY_EDITOR
// 注意Unity2017.4编辑器模式下如果AssetBundle文件不存在会导致编辑器崩溃这里做了预判。
if (System.IO.File.Exists(BundleInfo.LocalPath) == false)
{
Logger.Warning($"Not found assetBundle file : {BundleInfo.LocalPath}");
States = ELoaderStates.Fail;
return;
}
#endif
// Load assetBundle file
if (BundleInfo.IsEncrypted)
{
if (AssetSystem.DecryptServices == null)
throw new Exception($"{nameof(BundleFileLoader)} need IDecryptServices : {BundleInfo.BundleName}");
EDecryptMethod decryptType = AssetSystem.DecryptServices.DecryptType;
if (decryptType == EDecryptMethod.GetDecryptOffset)
{
ulong offset = AssetSystem.DecryptServices.GetDecryptOffset(BundleInfo);
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(BundleInfo.LocalPath, 0, offset);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(BundleInfo.LocalPath, 0, offset);
}
else if (decryptType == EDecryptMethod.GetDecryptBinary)
{
byte[] binary = AssetSystem.DecryptServices.GetDecryptBinary(BundleInfo);
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromMemory(binary);
else
_cacheRequest = AssetBundle.LoadFromMemoryAsync(binary);
}
else
{
throw new NotImplementedException($"{decryptType}");
}
}
else
{
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(BundleInfo.LocalPath);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(BundleInfo.LocalPath);
}
States = ELoaderStates.CheckFile;
}
// 4. 检测AssetBundle加载结果
if (States == ELoaderStates.CheckFile)
{
if (_cacheRequest != null)
{
if (_isWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
Logger.Warning("Suspend the main thread to load unity bundle.");
CacheBundle = _cacheRequest.assetBundle;
}
else
{
if (_cacheRequest.isDone == false)
return;
CacheBundle = _cacheRequest.assetBundle;
}
}
// Check error
if (CacheBundle == null)
{
Logger.Error($"Failed to load assetBundle file : {BundleInfo.BundleName}");
States = ELoaderStates.Fail;
}
else
{
States = ELoaderStates.Success;
}
}
}
/// <summary>
/// 销毁
/// </summary>
public void Destroy(bool forceDestroy)
{
IsDestroyed = true;
// Check fatal
if (forceDestroy == false)
{
if (RefCount > 0)
throw new Exception($"Bundle file loader ref is not zero : {BundleInfo.BundleName}");
if (IsDone() == false)
throw new Exception($"Bundle file loader is not done : {BundleInfo.BundleName}");
}
if (CacheBundle != null)
{
CacheBundle.Unload(true);
CacheBundle = null;
}
}
/// <summary>
/// 是否完毕(无论成功或失败)
/// </summary>
public bool IsDone()
{
return States == ELoaderStates.Success || States == ELoaderStates.Fail;
}
/// <summary>
/// 是否可以销毁
/// </summary>
public bool CanDestroy()
{
if (IsDone() == false)
return false;
return RefCount <= 0;
}
/// <summary>
/// 在满足条件的前提下,销毁所有资源提供者
/// </summary>
public void TryDestroyAllProviders()
{
if (IsDone() == false)
return;
// 注意必须等待所有Provider可以销毁的时候才可以释放Bundle文件。
foreach (var provider in _providers)
{
if (provider.CanDestroy() == false)
return;
}
// 除了自己没有其它引用
if (RefCount > _providers.Count)
return;
// 销毁所有Providers
foreach (var provider in _providers)
{
provider.Destory();
}
// 从列表里移除Providers
AssetSystem.RemoveBundleProviders(_providers);
_providers.Clear();
}
/// <summary>
/// 主线程等待异步操作完毕
/// </summary>
public void WaitForAsyncComplete()
{
_isWaitForAsyncComplete = true;
int frame = 1000;
while (true)
{
// 保险机制
// 注意如果需要从WEB端下载资源可能会触发保险机制
frame--;
if (frame == 0)
{
if (_isShowWaitForAsyncError == false)
{
_isShowWaitForAsyncError = true;
Logger.Error($"WaitForAsyncComplete failed ! BundleName : {BundleInfo.BundleName} States : {States}");
}
break;
}
// 驱动流程
Update();
// 完成后退出
if (IsDone())
break;
}
}
}
}

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fileFormatVersion: 2
guid: 64d0a51f59c2a964eaf97b87db47428f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset
{
internal class DependBundleGrouper
{
/// <summary>
/// 依赖的资源包加载器列表
/// </summary>
private readonly List<BundleFileLoader> _dependBundles;
public DependBundleGrouper(string assetPath)
{
_dependBundles = AssetSystem.CreateDependBundleLoaders(assetPath);
}
/// <summary>
/// 是否已经完成(无论成功或失败)
/// </summary>
public bool IsDone()
{
foreach (var loader in _dependBundles)
{
if (loader.IsDone() == false)
return false;
}
return true;
}
/// <summary>
/// 主线程等待异步操作完毕
/// </summary>
public void WaitForAsyncComplete()
{
foreach (var loader in _dependBundles)
{
if (loader.IsDone() == false)
loader.WaitForAsyncComplete();
}
}
/// <summary>
/// 增加引用计数
/// </summary>
public void Reference()
{
foreach (var loader in _dependBundles)
{
loader.Reference();
}
}
/// <summary>
/// 减少引用计数
/// </summary>
public void Release()
{
foreach (var loader in _dependBundles)
{
loader.Release();
}
}
/// <summary>
/// 获取资源包的调试信息列表
/// </summary>
internal void GetBundleDebugInfos(List<DebugSummy.BundleInfo> output)
{
foreach (var loader in _dependBundles)
{
var debugInfo = new DebugSummy.BundleInfo();
debugInfo.BundleName = loader.BundleInfo.BundleName;
debugInfo.Version = loader.BundleInfo.Version;
debugInfo.RefCount = loader.RefCount;
debugInfo.States = loader.States;
output.Add(debugInfo);
}
}
}
}

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fileFormatVersion: 2
guid: b7eeccc96e4c31c45bd105b0dbc3fd6e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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namespace YooAsset
{
/// <summary>
/// 文件加载器状态
/// </summary>
public enum ELoaderStates
{
None = 0,
Download,
CheckDownload,
LoadFile,
CheckFile,
Success,
Fail,
}
}

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fileFormatVersion: 2
guid: 90f00fe388279034aaee9c89c07e2ef1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: