mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-27 11:10:11 +00:00
refactor the runtime code
重构了运行时代码,支持全新的文件系统。
This commit is contained in:
@@ -0,0 +1,334 @@
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using System.IO;
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using UnityEngine;
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namespace YooAsset
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{
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internal class DBFSLoadAssetBundleOperation : FSLoadBundleOperation
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{
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private enum ESteps
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{
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None,
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UnpackAssetBundleFile,
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LoadUnpackAssetBundle,
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LoadBuidlinAssetBundle,
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CheckLoadBuildinResult,
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Done,
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}
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private readonly DefaultBuildinFileSystem _fileSystem;
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private readonly PackageBundle _bundle;
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private FSLoadBundleOperation _loadUnpackBundleOp;
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private FSDownloadFileOperation _unpackBundleOp;
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private AssetBundleCreateRequest _createRequest;
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private bool _isWaitForAsyncComplete = false;
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private ESteps _steps = ESteps.None;
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internal DBFSLoadAssetBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
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{
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_fileSystem = fileSystem;
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_bundle = bundle;
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}
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internal override void InternalOnStart()
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{
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DownloadProgress = 1f;
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DownloadedBytes = _bundle.FileSize;
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if (_fileSystem.CheckNeedUnpack(_bundle))
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{
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_steps = ESteps.UnpackAssetBundleFile;
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}
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else
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{
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_steps = ESteps.LoadBuidlinAssetBundle;
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}
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}
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internal override void InternalOnUpdate()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.UnpackAssetBundleFile)
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{
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if (_unpackBundleOp == null)
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{
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int failedTryAgain = 0;
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int timeout = int.MaxValue;
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_unpackBundleOp = _fileSystem.DownloadFileAsync(_bundle, null, failedTryAgain, timeout);
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}
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if (_unpackBundleOp.IsDone == false)
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return;
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if (_unpackBundleOp.Status == EOperationStatus.Succeed)
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{
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_steps = ESteps.LoadUnpackAssetBundle;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = _unpackBundleOp.Error;
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}
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}
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if (_steps == ESteps.LoadUnpackAssetBundle)
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{
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if (_loadUnpackBundleOp == null)
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_loadUnpackBundleOp = _fileSystem.UnpackFileSystem.LoadBundleFile(_bundle);
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if (_loadUnpackBundleOp.IsDone == false)
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return;
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if (_loadUnpackBundleOp.Status == EOperationStatus.Succeed)
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{
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_steps = ESteps.Done;
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Result = _loadUnpackBundleOp.Result;
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Status = EOperationStatus.Succeed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = _loadUnpackBundleOp.Error;
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}
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}
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if (_steps == ESteps.LoadBuidlinAssetBundle)
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{
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string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
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if (_isWaitForAsyncComplete)
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{
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Result = AssetBundle.LoadFromFile(filePath);
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}
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else
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{
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_createRequest = AssetBundle.LoadFromFileAsync(filePath);
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}
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_steps = ESteps.CheckLoadBuildinResult;
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}
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if (_steps == ESteps.CheckLoadBuildinResult)
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{
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if (_createRequest != null)
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{
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if (_isWaitForAsyncComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity bundle.");
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Result = _createRequest.assetBundle;
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}
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else
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{
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if (_createRequest.isDone == false)
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return;
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Result = _createRequest.assetBundle;
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}
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}
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if (Result != null)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load buildin asset bundle file : {_bundle.BundleName}";
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}
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}
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}
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public override void WaitForAsyncComplete()
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{
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_isWaitForAsyncComplete = true;
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while (true)
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{
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if (_unpackBundleOp != null)
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{
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if (_unpackBundleOp.IsDone == false)
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_unpackBundleOp.WaitForAsyncComplete();
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}
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if (_loadUnpackBundleOp != null)
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{
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if (_loadUnpackBundleOp.IsDone == false)
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_loadUnpackBundleOp.WaitForAsyncComplete();
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}
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// 驱动流程
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InternalOnUpdate();
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// 完成后退出
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if (IsDone)
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break;
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}
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}
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public override void AbortDownloadOperation()
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{
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if (_steps == ESteps.UnpackAssetBundleFile)
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{
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if (_unpackBundleOp != null)
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_unpackBundleOp.SetAbort();
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}
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}
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}
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internal class DBFSLoadRawBundleOperation : FSLoadBundleOperation
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{
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private enum ESteps
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{
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None,
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UnpackRawBundleFile,
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LoadUnpackRawBundle,
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LoadBuildinRawBundle,
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CheckLoadBuildinResult,
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Done,
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}
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private readonly DefaultBuildinFileSystem _fileSystem;
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private readonly PackageBundle _bundle;
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private FSLoadBundleOperation _loadUnpackBundleOp;
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private FSDownloadFileOperation _unpackBundleOp;
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private ESteps _steps = ESteps.None;
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internal DBFSLoadRawBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
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{
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_fileSystem = fileSystem;
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_bundle = bundle;
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}
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internal override void InternalOnStart()
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{
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DownloadProgress = 1f;
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DownloadedBytes = _bundle.FileSize;
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if (_fileSystem.CheckNeedUnpack(_bundle))
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{
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_steps = ESteps.UnpackRawBundleFile;
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}
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else
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{
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_steps = ESteps.LoadBuildinRawBundle;
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}
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}
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internal override void InternalOnUpdate()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.UnpackRawBundleFile)
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{
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if (_unpackBundleOp == null)
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{
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int failedTryAgain = 0;
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int timeout = int.MaxValue;
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_unpackBundleOp = _fileSystem.DownloadFileAsync(_bundle, null, failedTryAgain, timeout);
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}
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if (_unpackBundleOp.IsDone == false)
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return;
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if (_unpackBundleOp.Status == EOperationStatus.Succeed)
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{
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_steps = ESteps.LoadUnpackRawBundle;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = _unpackBundleOp.Error;
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}
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}
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if (_steps == ESteps.LoadUnpackRawBundle)
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{
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if (_loadUnpackBundleOp == null)
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_loadUnpackBundleOp = _fileSystem.UnpackFileSystem.LoadBundleFile(_bundle);
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if (_loadUnpackBundleOp.IsDone == false)
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return;
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if (_loadUnpackBundleOp.Status == EOperationStatus.Succeed)
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{
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_steps = ESteps.Done;
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Result = _loadUnpackBundleOp.Result;
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Status = EOperationStatus.Succeed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = _loadUnpackBundleOp.Error;
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}
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}
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if (_steps == ESteps.LoadBuildinRawBundle)
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{
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string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
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Result = filePath;
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_steps = ESteps.CheckLoadBuildinResult;
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}
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if (_steps == ESteps.CheckLoadBuildinResult)
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{
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if (Result != null)
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{
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string filePath = Result as string;
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if (File.Exists(filePath))
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Can not found buildin raw bundle file : {filePath}";
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}
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load buildin raw bundle file : {_bundle.BundleName}";
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}
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}
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}
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public override void WaitForAsyncComplete()
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{
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while (true)
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{
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if (_unpackBundleOp != null)
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{
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if (_unpackBundleOp.IsDone == false)
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_unpackBundleOp.WaitForAsyncComplete();
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}
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if (_loadUnpackBundleOp != null)
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{
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if (_loadUnpackBundleOp.IsDone == false)
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_loadUnpackBundleOp.WaitForAsyncComplete();
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}
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// 驱动流程
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InternalOnUpdate();
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// 完成后退出
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if (IsDone)
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break;
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}
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}
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public override void AbortDownloadOperation()
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{
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if (_steps == ESteps.UnpackRawBundleFile)
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{
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if (_unpackBundleOp != null)
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_unpackBundleOp.SetAbort();
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}
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}
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}
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}
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