Compare commits

...

27 Commits
1.1.0 ... 1.1.1

Author SHA1 Message Date
hevinci
b238759f61 Update CHANGELOG.md 2022-07-07 10:13:39 +08:00
hevinci
2bb0d18891 Update package.json 2022-07-07 10:13:20 +08:00
hevinci
7d5b6504f4 Update YooAssets.cs
检测原生文件加载方法,预防传入无效文件。
2022-07-05 20:07:32 +08:00
何冠峰
63f90e1537 Merge pull request #19 from LiuOcean/main
Fix Unity 2020 IL2Cpp UniTask Bug
2022-07-02 15:28:12 +08:00
何冠峰
65b43feb38 Merge pull request #18 from Y-way/typo
拼写错误
2022-07-02 15:27:59 +08:00
L
4f00a19344 Fix Unity 2020 IL2Cpp UniTask Bug 2022-07-02 12:33:59 +08:00
hevinci
3bfca7d340 Update AssetBundleBuilder 2022-06-30 14:29:27 +08:00
Y-way
8538d0de28 拼写错误 2022-06-30 14:09:07 +08:00
hevinci
5425e17d6f Update AssetOperationHandle.cs 2022-06-30 12:12:44 +08:00
何冠峰
bb3065d08d Merge pull request #17 from Y-way/OptimizeAssetOperationHandle
AssetOperationHandle类新增便捷方法,便于链式编程
2022-06-30 12:03:57 +08:00
hevinci
1adc3d7ed6 Update document 2022-06-30 12:02:06 +08:00
hevinci
556b23b488 Update OperationHandleBase.cs 2022-06-29 12:41:06 +08:00
hevinci
5b0c189d75 Update InitializationOperation.cs 2022-06-29 11:59:39 +08:00
hevinci
161fdff09a Update document 2022-06-29 10:02:57 +08:00
hevinci
81b3dd57b1 Update document 2022-06-28 20:23:03 +08:00
hevinci
1ab0f447d2 Update document 2022-06-28 20:20:36 +08:00
hevinci
9ac07e94d1 Update UpdateManifestOperation
增加在弱联网环境下的更新支持
2022-06-28 20:13:32 +08:00
Y-way
fee6e8f4dd 增加失败提示 2022-06-28 19:45:37 +08:00
Y-way
1e39b1af6d AssetOperationHandle类新增便捷方法,便于链式编程
TextAsset asset;
                YooAssets.LoadAssetAsync<TextAsset>(name).WaitForAsyncOperationComplete().GetAssetObjet<TextAsset>(out asset).Release();
                YooAssets.LoadAssetAsync<TextAsset>(name).Completed += handler => {
                    handler.GetAssetObjet(out asset).Release();
                };
2022-06-28 19:17:47 +08:00
hevinci
727d841d47 Update document 2022-06-28 17:18:43 +08:00
hevinci
5e0d4d6ee1 Update document 2022-06-27 14:03:14 +08:00
hevinci
32ce99949b Update AssetBundleDebugger
完善调试器窗口,增加帧数控制。
2022-06-25 17:56:49 +08:00
hevinci
fbb9bff3c7 Remove AutoReleaseGameObjectHandle param.
移除自动释放资源对象句柄的功能。
2022-06-25 12:09:20 +08:00
hevinci
6471b237ce Update Patch System
离线模式移除资内置资源解压功能。
2022-06-25 11:42:50 +08:00
hevinci
d452c610c1 Update document 2022-06-25 11:41:13 +08:00
hevinci
009fa88402 Update document 2022-06-25 10:59:51 +08:00
hevinci
6d26276352 Update AssetBundleDebuggerWindow.cs
修复了AssetView和BundleView切换失败的问题。
2022-06-24 17:03:27 +08:00
43 changed files with 979 additions and 421 deletions

View File

@@ -71,7 +71,7 @@ namespace Cysharp.Threading.Tasks
result.completed = false;
TaskTracker.TrackActiveTask(result, 3);
if(progress is not null)
if(progress != null)
{
PlayerLoopHelper.AddAction(timing, result);
}

View File

@@ -1,7 +1,13 @@
#if UNITY_2020_1_OR_NEWER && ! UNITY_2021
#define UNITY_2020_BUG
#endif
using System;
using System.Runtime.CompilerServices;
using YooAsset;
using static Cysharp.Threading.Tasks.Internal.Error;
namespace Cysharp.Threading.Tasks
{
public static class OperationHandleBaseExtensions
@@ -71,11 +77,29 @@ namespace Cysharp.Threading.Tasks
result.completed = false;
TaskTracker.TrackActiveTask(result, 3);
if(progress is not null)
if(progress != null)
{
PlayerLoopHelper.AddAction(timing, result);
}
// BUG 在 Unity 2020.3.36 版本测试中, IL2Cpp 会报 如下错误
// BUG ArgumentException: Incompatible Delegate Types. First is System.Action`1[[YooAsset.AssetOperationHandle, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]] second is System.Action`1[[YooAsset.OperationHandleBase, YooAsset, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]
// BUG 也可能报的是 Action '1' Action '1' 的 InvalidCastException
// BUG 此处不得不这么修改, 如果后续 Unity 修复了这个问题, 可以恢复之前的写法
#if UNITY_2020_BUG
switch(handle)
{
case AssetOperationHandle asset_handle:
asset_handle.Completed += result.AssetContinuation;
break;
case SceneOperationHandle scene_handle:
scene_handle.Completed += result.SceneContinuation;
break;
case SubAssetsOperationHandle sub_asset_handle:
sub_asset_handle.Completed += result.SubContinuation;
break;
}
#else
switch(handle)
{
case AssetOperationHandle asset_handle:
@@ -88,11 +112,50 @@ namespace Cysharp.Threading.Tasks
sub_asset_handle.Completed += result.continuationAction;
break;
}
#endif
token = result.core.Version;
return result;
}
#if UNITY_2020_BUG
private void AssetContinuation(AssetOperationHandle handle)
{
handle.Completed -= AssetContinuation;
BaseContinuation();
}
private void SceneContinuation(SceneOperationHandle handle)
{
handle.Completed -= SceneContinuation;
BaseContinuation();
}
private void SubContinuation(SubAssetsOperationHandle handle)
{
handle.Completed -= SubContinuation;
BaseContinuation();
}
#endif
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void BaseContinuation()
{
if(completed)
{
TryReturn();
}
else
{
completed = true;
if(handle.Status == EOperationStatus.Failed)
{
core.TrySetException(new Exception(handle.LastError));
}
else
{
core.TrySetResult(AsyncUnit.Default);
}
}
}
private void Continuation(OperationHandleBase _)
{
@@ -109,22 +172,7 @@ namespace Cysharp.Threading.Tasks
break;
}
if(completed)
{
TryReturn();
}
else
{
completed = true;
if(handle.Status == EOperationStatus.Failed)
{
core.TrySetException(new Exception(handle.LastError));
}
else
{
core.TrySetResult(AsyncUnit.Default);
}
}
BaseContinuation();
}
bool TryReturn()

View File

@@ -2,6 +2,56 @@
All notable changes to this package will be documented in this file.
## [1.1.1] - 2022-07-07
### Fixed
- 修复了AssetBundleDebugger窗口View下拉页签切换无效的问题。
- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。
### Changed
- 优化了AssetBundleDebugger窗口增加了帧数显示以及回放功能。
- 优化了AssetBundleBuilder的代码结构。
- 增强了YooAssets.GetRawFileAsync()方法的容错。
### Added
- 新增了OperationHandleBase.GetAssetInfo()方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo();
````
- 新增了AssetOperationHandle.GetAssetObjet<TAsset>()方法。
````c#
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObjet<TAsset>()
````
- 新增了弱联网情况下加载补丁清单方法。
````c#
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
````
### Removed
- 离线运行模式OfflinePlayMode下移除了资内置资源解压相关逻辑。
- 移除了初始化参数AutoReleaseGameObjectHandle及相关代码逻辑。
## [1.1.0] - 2022-06-23
### Fixed

View File

@@ -8,96 +8,6 @@ namespace YooAsset.Editor
{
public class AssetBundleBuilder
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
private readonly BuildContext _buildContext = new BuildContext();
/// <summary>

View File

@@ -0,0 +1,97 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b84510feab7cbe44a9b6d8ef0b3f559c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -18,7 +18,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
@@ -46,7 +46,7 @@ namespace YooAsset.Editor
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParametersContext)
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
// 注意:我们只有在强制重建的时候才会拷贝
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
if (buildParameters.Parameters.CopyBuildinTagFiles)
{
// 清空流目录

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@@ -10,17 +10,17 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
}
/// <summary>
/// 创建补丁清单文件到输出目录
/// </summary>
private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private void CreatePatchManifestFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
TaskEncryption.EncryptionContext encryptionContext)
{
int resourceVersion = buildParameters.Parameters.BuildVersion;
@@ -53,8 +53,8 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源包列表
/// </summary>
private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private List<PatchBundle> GetAllPatchBundle(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
TaskEncryption.EncryptionContext encryptionContext)
{
List<PatchBundle> result = new List<PatchBundle>(1000);
@@ -124,8 +124,7 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源列表
/// </summary>
private List<PatchAsset> GetAllPatchAsset(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, PatchManifest patchManifest)
private List<PatchAsset> GetAllPatchAsset(BuildParametersContext buildParameters, BuildMapContext buildMapContext, PatchManifest patchManifest)
{
List<PatchAsset> result = new List<PatchAsset>(1000);
foreach (var bundleInfo in buildMapContext.BundleInfos)

View File

@@ -8,7 +8,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
@@ -19,7 +19,7 @@ namespace YooAsset.Editor
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPatchFiles(AssetBundleBuilder.BuildParametersContext buildParameters)
private void CopyPatchFiles(BuildParametersContext buildParameters)
{
int resourceVersion = buildParameters.Parameters.BuildVersion;
string packageDirectory = buildParameters.GetPackageDirectory();

View File

@@ -10,7 +10,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
buildParameters.StopWatch();
@@ -26,7 +26,7 @@ namespace YooAsset.Editor
}
}
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
BuildReport buildReport = new BuildReport();

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@@ -24,7 +24,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var buildMode = buildParameters.Parameters.BuildMode;
@@ -45,7 +45,7 @@ namespace YooAsset.Editor
/// <summary>
/// 加密文件
/// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
var encryptionServices = buildParameters.Parameters.EncryptionServices;

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
context.SetContextObject(buildMapContext);
BuildRunner.Log("构建内容准备完毕!");

View File

@@ -11,7 +11,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
buildParameters.BeginWatch();
// 检测构建平台是否合法

View File

@@ -13,7 +13,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
@@ -32,7 +32,7 @@ namespace YooAsset.Editor
/// </summary>
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] buildedBundles = unityManifest.GetAllAssetBundles();

View File

@@ -45,12 +45,15 @@ namespace YooAsset.Editor
private Label _playerName;
private ToolbarMenu _viewModeMenu;
private SliderInt _frameSlider;
private DebuggerAssetListViewer _assetListViewer;
private DebuggerBundleListViewer _bundleListViewer;
private EViewMode _viewMode;
private DebugReport _debugReport;
private string _searchKeyWord;
private DebugReport _currentReport;
private RemotePlayerSession _currentPlayerSession;
private int _rangeIndex = 0;
public void CreateGUI()
@@ -76,14 +79,36 @@ namespace YooAsset.Editor
// 视口模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction, ViewModeMenuFun, EViewMode.AssetView);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction, ViewModeMenuFun, EViewMode.BundleView);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.AssetView);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.BundleView);
_viewModeMenu.text = EViewMode.AssetView.ToString();
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 帧数相关
{
_frameSlider = root.Q<SliderInt>("FrameSlider");
_frameSlider.label = "Frame:";
_frameSlider.highValue = 0;
_frameSlider.lowValue = 0;
_frameSlider.value = 0;
_frameSlider.RegisterValueChangedCallback(evt =>
{
OnFrameSliderChange(evt.newValue);
});
var frameLast = root.Q<ToolbarButton>("FrameLast");
frameLast.clicked += OnFrameLast_clicked;
var frameNext = root.Q<ToolbarButton>("FrameNext");
frameNext.clicked += OnFrameNext_clicked;
var frameClear = root.Q<ToolbarButton>("FrameClear");
frameClear.clicked += OnFrameClear_clicked;
}
// 加载视图
_assetListViewer = new DebuggerAssetListViewer();
_assetListViewer.InitViewer();
@@ -126,7 +151,6 @@ namespace YooAsset.Editor
{
Debug.Log($"Game player disconnection : {playerId}");
_playerName.text = $"Disconneced player : {playerId}";
RemovePlayerSession(playerId);
}
private void OnHandlePlayerMessage(MessageEventArgs args)
{
@@ -135,13 +159,53 @@ namespace YooAsset.Editor
}
private void OnHandleDebugReport(int playerId, DebugReport debugReport)
{
var playerSession = GetOrCreatePlayerSession(playerId);
playerSession.AddDebugReport(debugReport);
_debugReport = debugReport;
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
Debug.Log($"Handle player {playerId} debug report !");
_currentPlayerSession = GetOrCreatePlayerSession(playerId);
_currentPlayerSession.AddDebugReport(debugReport);
_frameSlider.highValue = _currentPlayerSession.MaxRangeValue;
_frameSlider.value = _currentPlayerSession.MaxRangeValue;
UpdateFrameView(_currentPlayerSession);
}
private void OnFrameSliderChange(int sliderValue)
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(sliderValue); ;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameLast_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex - 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameNext_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex + 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameClear_clicked()
{
if (_currentPlayerSession != null)
{
_frameSlider.label = $"Frame:";
_frameSlider.value = 0;
_frameSlider.lowValue = 0;
_frameSlider.highValue = 0;
_currentPlayerSession.ClearDebugReport();
_assetListViewer.ClearView();
_bundleListViewer.ClearView();
}
}
private RemotePlayerSession GetOrCreatePlayerSession(int playerId)
{
if (_playerSessions.TryGetValue(playerId, out RemotePlayerSession session))
@@ -155,10 +219,26 @@ namespace YooAsset.Editor
return newSession;
}
}
private void RemovePlayerSession(int playerId)
private void UpdateFrameView(RemotePlayerSession playerSession)
{
if (_playerSessions.ContainsKey(playerId))
_playerSessions.Remove(playerId);
if (playerSession != null)
{
UpdateFrameView(playerSession, playerSession.MaxRangeValue);
}
}
private void UpdateFrameView(RemotePlayerSession playerSession, int rangeIndex)
{
if (playerSession == null)
return;
var debugReport = playerSession.GetDebugReport(rangeIndex);
if (debugReport != null)
{
_currentReport = debugReport;
_frameSlider.label = $"Frame: {debugReport.FrameCount}";
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
}
}
private void SampleBtn_onClick()
@@ -174,13 +254,13 @@ namespace YooAsset.Editor
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_searchKeyWord = e.newValue;
if (_debugReport != null)
if (_currentReport != null)
{
_assetListViewer.FillViewData(_debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord);
_assetListViewer.FillViewData(_currentReport, _searchKeyWord);
_bundleListViewer.FillViewData(_currentReport, _searchKeyWord);
}
}
private void ViewModeMenuAction(DropdownMenuAction action)
private void OnViewModeMenuChange(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode != viewMode)
@@ -188,11 +268,24 @@ namespace YooAsset.Editor
_viewMode = viewMode;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = viewMode.ToString();
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
if (viewMode == EViewMode.AssetView)
{
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
}
else if (viewMode == EViewMode.BundleView)
{
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root);
}
else
{
throw new NotImplementedException(viewMode.ToString());
}
}
}
private DropdownMenuAction.Status ViewModeMenuFun(DropdownMenuAction action)
private DropdownMenuAction.Status OnViewModeMenuStatusUpdate(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode == viewMode)

View File

@@ -1,8 +1,14 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;">
<uie:Toolbar name="TopToolbar" style="display: flex;">
<ui:Label text="Player" display-tooltip-when-elided="true" name="PlayerName" style="width: 200px; -unity-text-align: middle-left; padding-left: 5px;" />
<uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" />
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
<uie:ToolbarButton text="刷新" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
</uie:Toolbar>
<uie:Toolbar name="FrameToolbar">
<ui:SliderInt picking-mode="Ignore" label="Frame:" value="42" high-value="100" name="FrameSlider" style="flex-grow: 1;" />
<uie:ToolbarButton text=" &lt;&lt; " display-tooltip-when-elided="true" name="FrameLast" />
<uie:ToolbarButton text=" &gt;&gt; " display-tooltip-when-elided="true" name="FrameNext" />
<uie:ToolbarButton text="Clear" display-tooltip-when-elided="true" name="FrameClear" />
</uie:Toolbar>
</ui:UXML>

View File

@@ -18,6 +18,24 @@ namespace YooAsset.Editor
/// </summary>
public int MaxReportCount { private set; get; }
public int MinRangeValue
{
get
{
return 0;
}
}
public int MaxRangeValue
{
get
{
int index = _reportList.Count - 1;
if (index < 0)
index = 0;
return index;
}
}
public RemotePlayerSession(int playerId, int maxReportCount = 1000)
{
@@ -25,6 +43,14 @@ namespace YooAsset.Editor
MaxReportCount = maxReportCount;
}
/// <summary>
/// 清理缓存数据
/// </summary>
public void ClearDebugReport()
{
_reportList.Clear();
}
/// <summary>
/// 添加一个调试报告
/// </summary>
@@ -39,13 +65,29 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取最近一次的报告
/// 获取调试报告
/// </summary>
public DebugReport GetLatestReport()
public DebugReport GetDebugReport(int rangeIndex)
{
if (_reportList.Count == 0)
return null;
return _reportList[_reportList.Count - 1];
if (rangeIndex < 0 || rangeIndex >= _reportList.Count)
return null;
return _reportList[rangeIndex];
}
/// <summary>
/// 规范索引值
/// </summary>
public int ClampRangeIndex(int rangeIndex)
{
if (rangeIndex < 0)
return 0;
if (rangeIndex > MaxRangeValue)
return MaxRangeValue;
return rangeIndex;
}
}
}

View File

@@ -47,6 +47,18 @@ namespace YooAsset.Editor
_dependListView.bindItem = BindDependListViewItem;
}
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_assetListView.Clear();
_assetListView.ClearSelection();
_assetListView.itemsSource.Clear();
_assetListView.Rebuild();
}
/// <summary>
/// 填充页面数据
/// </summary>

View File

@@ -46,6 +46,18 @@ namespace YooAsset.Editor
_usingListView.makeItem = MakeIncludeListViewItem;
_usingListView.bindItem = BindIncludeListViewItem;
}
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_bundleListView.Clear();
_bundleListView.ClearSelection();
_bundleListView.itemsSource.Clear();
_bundleListView.Rebuild();
}
/// <summary>
/// 填充页面数据

View File

@@ -10,12 +10,10 @@ namespace YooAsset
{
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
private static readonly HashSet<AssetOperationHandle> _trackGameObjectHandles = new HashSet<AssetOperationHandle>();
private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
private static bool _simulationOnEditor;
private static int _loadingMaxNumber;
public static bool AutoReleaseGameObjectHandle { private set; get; }
public static IDecryptionServices DecryptionServices { private set; get; }
public static IBundleServices BundleServices { private set; get; }
@@ -24,11 +22,10 @@ namespace YooAsset
/// 初始化
/// 注意在使用AssetSystem之前需要初始化
/// </summary>
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, bool autoReleaseGameObjectHandle, IDecryptionServices decryptionServices, IBundleServices bundleServices)
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
_simulationOnEditor = simulationOnEditor;
_loadingMaxNumber = loadingMaxNumber;
AutoReleaseGameObjectHandle = autoReleaseGameObjectHandle;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
@@ -84,11 +81,6 @@ namespace YooAsset
/// </summary>
public static void UnloadUnusedAssets()
{
if (AutoReleaseGameObjectHandle)
{
CheckAutoReleaseGameObjectHandle();
}
if (_simulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
@@ -229,29 +221,6 @@ namespace YooAsset
return provider.CreateHandle<SubAssetsOperationHandle>();
}
/// <summary>
/// 添加自动释放的游戏对象句柄
/// </summary>
public static void AddAutoReleaseGameObjectHandle(AssetOperationHandle handle)
{
if (_trackGameObjectHandles.Contains(handle) == false)
_trackGameObjectHandles.Add(handle);
}
private static void CheckAutoReleaseGameObjectHandle()
{
List<AssetOperationHandle> removeList = new List<AssetOperationHandle>();
foreach (var trackHandle in _trackGameObjectHandles)
{
trackHandle.CheckAutoReleaseHandle();
if (trackHandle.IsValidNoWarning == false)
removeList.Add(trackHandle);
}
foreach (var removeHandle in removeList)
{
_trackGameObjectHandles.Remove(removeHandle);
}
}
internal static void UnloadSubScene(ProviderBase provider)
{
string providerGUID = provider.MainAssetInfo.ProviderGUID;

View File

@@ -50,6 +50,17 @@ namespace YooAsset
}
}
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
{
if (IsValid == false)
return null;
return Provider.AssetObject as TAsset;
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
@@ -133,57 +144,13 @@ namespace YooAsset
else
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
}
if (AssetSystem.AutoReleaseGameObjectHandle)
{
AddTrackGameObject(result);
}
return result;
}
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
OperationSystem.StartOperaiton(operation);
if (AssetSystem.AutoReleaseGameObjectHandle)
{
operation.Completed += InstantiateOperationCompleted;
}
return operation;
}
#region
private readonly HashSet<GameObject> _trackGameObjects = new HashSet<GameObject>();
private void InstantiateOperationCompleted(AsyncOperationBase obj)
{
if (obj.Status == EOperationStatus.Succeed)
{
var op = obj as InstantiateOperation;
AddTrackGameObject(op.Result);
}
}
private void AddTrackGameObject(GameObject go)
{
if (go != null)
{
_trackGameObjects.Add(go);
AssetSystem.AddAutoReleaseGameObjectHandle(this);
}
}
internal void CheckAutoReleaseHandle()
{
if (IsValidNoWarning == false)
return;
if (_trackGameObjects.Count == 0)
return;
foreach (var go in _trackGameObjects)
{
if (go != null)
return;
}
ReleaseInternal();
}
#endregion
}
}
}

View File

@@ -14,6 +14,15 @@ namespace YooAsset
}
internal abstract void InvokeCallback();
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo()
{
return _assetInfo;
}
/// <summary>
/// 当前状态
/// </summary>

View File

@@ -119,11 +119,6 @@ namespace YooAsset
}
}
/// <summary>
/// 错误信息
/// </summary>
public string Error { private set; get; }
private BundleInfo()
{
@@ -136,7 +131,6 @@ namespace YooAsset
RemoteMainURL = mainURL;
RemoteFallbackURL = fallbackURL;
EditorAssetPath = string.Empty;
Error = string.Empty;
}
public BundleInfo(PatchBundle patchBundle, ELoadMode loadMode, string editorAssetPath)
{
@@ -146,7 +140,6 @@ namespace YooAsset
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = editorAssetPath;
Error = string.Empty;
}
public BundleInfo(PatchBundle patchBundle, ELoadMode loadMode)
{
@@ -156,17 +149,6 @@ namespace YooAsset
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = string.Empty;
Error = string.Empty;
}
public BundleInfo(string error)
{
_patchBundle = null;
LoadMode = ELoadMode.None;
BundleName = string.Empty;
RemoteMainURL = string.Empty;
RemoteFallbackURL = string.Empty;
EditorAssetPath = string.Empty;
Error = error;
}
/// <summary>

View File

@@ -137,12 +137,14 @@ namespace YooAsset
{
None,
InitCache,
Update,
LoadManifest,
CopyManifest,
Done,
}
private readonly HostPlayModeImpl _impl;
private readonly AppManifestLoader _appManifestLoader = new AppManifestLoader();
private readonly AppManifestCopyer _appManifestCopyer = new AppManifestCopyer();
private ESteps _steps = ESteps.None;
internal HostPlayModeInitializationOperation(HostPlayModeImpl impl)
@@ -176,10 +178,10 @@ namespace YooAsset
// 更新缓存文件
CacheData.UpdateCache();
}
_steps = ESteps.Update;
_steps = ESteps.LoadManifest;
}
if (_steps == ESteps.Update)
if (_steps == ESteps.LoadManifest)
{
_appManifestLoader.Update();
Progress = _appManifestLoader.Progress();
@@ -194,10 +196,29 @@ namespace YooAsset
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
_impl.SetAppPatchManifest(_appManifestLoader.Result);
_impl.SetLocalPatchManifest(_appManifestLoader.Result);
_appManifestCopyer.Init(_appManifestLoader.StaticVersion);
_steps = ESteps.CopyManifest;
}
}
if (_steps == ESteps.CopyManifest)
{
_appManifestCopyer.Update();
if (_appManifestCopyer.IsDone() == false)
return;
if (_appManifestCopyer.Result == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _appManifestCopyer.Error;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
@@ -215,14 +236,12 @@ namespace YooAsset
CheckStaticVersion,
LoadAppManifest,
CheckAppManifest,
Succeed,
Failed,
Done,
}
private ESteps _steps = ESteps.LoadStaticVersion;
private UnityWebDataRequester _downloader1;
private UnityWebDataRequester _downloader2;
private int _staticVersion = 0;
/// <summary>
/// 错误日志
@@ -230,19 +249,21 @@ namespace YooAsset
public string Error { private set; get; }
/// <summary>
/// 补丁清单
/// 加载结果
/// </summary>
public PatchManifest Result { private set; get; }
/// <summary>
/// 内置补丁清单版本号
/// </summary>
public int StaticVersion { private set; get; }
/// <summary>
/// 是否已经完成
/// </summary>
public bool IsDone()
{
if (_steps == ESteps.Succeed || _steps == ESteps.Failed)
return true;
else
return false;
return _steps == ESteps.Done;
}
/// <summary>
@@ -255,6 +276,9 @@ namespace YooAsset
return _downloader2.Progress();
}
/// <summary>
/// 更新流程
/// </summary>
public void Update()
{
if (IsDone())
@@ -278,11 +302,11 @@ namespace YooAsset
if (_downloader1.HasError())
{
Error = _downloader1.GetError();
_steps = ESteps.Failed;
_steps = ESteps.Done;
}
else
{
_staticVersion = int.Parse(_downloader1.GetText());
StaticVersion = int.Parse(_downloader1.GetText());
_steps = ESteps.LoadAppManifest;
}
_downloader1.Dispose();
@@ -291,7 +315,7 @@ namespace YooAsset
if (_steps == ESteps.LoadAppManifest)
{
YooLogger.Log($"Load application patch manifest.");
string filePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
string filePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(StaticVersion));
string url = PathHelper.ConvertToWWWPath(filePath);
_downloader2 = new UnityWebDataRequester();
_downloader2.SendRequest(url);
@@ -306,16 +330,108 @@ namespace YooAsset
if (_downloader2.HasError())
{
Error = _downloader2.GetError();
_steps = ESteps.Failed;
_steps = ESteps.Done;
}
else
{
// 解析APP里的补丁清单
Result = PatchManifest.Deserialize(_downloader2.GetText());
_steps = ESteps.Succeed;
_steps = ESteps.Done;
}
_downloader2.Dispose();
}
}
}
/// <summary>
/// 内置补丁清单复制器
/// </summary>
internal class AppManifestCopyer
{
private enum ESteps
{
CopyAppManifest,
CheckAppManifest,
Done,
}
private ESteps _steps = ESteps.CopyAppManifest;
private UnityWebFileRequester _downloader1;
private int _staticVersion;
/// <summary>
/// 错误日志
/// </summary>
public string Error { private set; get; }
/// <summary>
/// 拷贝结果
/// </summary>
public bool Result { private set; get; }
/// <summary>
/// 是否已经完成
/// </summary>
public bool IsDone()
{
return _steps == ESteps.Done;
}
/// <summary>
/// 初始化流程
/// </summary>
public void Init(int staticVersion)
{
_staticVersion = staticVersion;
}
/// <summary>
/// 更新流程
/// </summary>
public void Update()
{
if (IsDone())
return;
if (_steps == ESteps.CopyAppManifest)
{
string destFilePath = PathHelper.MakePersistentLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
if (File.Exists(destFilePath))
{
Result = true;
_steps = ESteps.Done;
return;
}
else
{
YooLogger.Log($"Copy application patch manifest.");
string sourceFilePath = PathHelper.MakeStreamingLoadPath(YooAssetSettingsData.GetPatchManifestFileName(_staticVersion));
string url = PathHelper.ConvertToWWWPath(sourceFilePath);
_downloader1 = new UnityWebFileRequester();
_downloader1.SendRequest(url, destFilePath);
_steps = ESteps.CheckAppManifest;
}
}
if (_steps == ESteps.CheckAppManifest)
{
if (_downloader1.IsDone() == false)
return;
if (_downloader1.HasError())
{
Result = false;
Error = _downloader1.GetError();
_steps = ESteps.Done;
}
else
{
Result = true;
_steps = ESteps.Done;
}
_downloader1.Dispose();
}
}
}
}

View File

@@ -69,6 +69,7 @@ namespace YooAsset
private ESteps _steps = ESteps.None;
private UnityWebDataRequester _downloader1;
private UnityWebDataRequester _downloader2;
private VerifyManager _verifyManager = new VerifyManager();
private float _verifyTime;
internal HostPlayModeUpdateManifestOperation(HostPlayModeImpl impl, int resourceVersion, int timeout)
@@ -171,20 +172,20 @@ namespace YooAsset
if (_steps == ESteps.InitVerifyingCache)
{
InitVerifyingCache();
_verifyManager.InitVerifyingCache(_impl.AppPatchManifest, _impl.LocalPatchManifest, false);
_verifyTime = UnityEngine.Time.realtimeSinceStartup;
_steps = ESteps.UpdateVerifyingCache;
}
if (_steps == ESteps.UpdateVerifyingCache)
{
Progress = GetVerifyProgress();
if (UpdateVerifyingCache())
Progress = _verifyManager.GetVerifyProgress();
if (_verifyManager.UpdateVerifyingCache())
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyTime;
YooLogger.Log($"Verify result : Success {_verifySuccessCount}, Fail {_verifyFailCount}, Elapsed time {costTime} seconds");
YooLogger.Log($"Verify result : Success {_verifyManager.VerifySuccessCount}, Fail {_verifyManager.VerifyFailCount}, Elapsed time {costTime} seconds");
}
}
}
@@ -248,8 +249,107 @@ namespace YooAsset
else
return string.Empty;
}
}
#region 线
/// <summary>
/// 网络模式的更新清单操作(弱联网)
/// </summary>
internal sealed class HostPlayModeWeaklyUpdateManifestOperation : UpdateManifestOperation
{
private enum ESteps
{
None,
LoadSandboxManifestHash,
InitVerifyingCache,
UpdateVerifyingCache,
Done,
}
private readonly HostPlayModeImpl _impl;
private readonly int _resourceVersion;
private ESteps _steps = ESteps.None;
private VerifyManager _verifyManager = new VerifyManager();
private float _verifyTime;
internal HostPlayModeWeaklyUpdateManifestOperation(HostPlayModeImpl impl, int resourceVersion)
{
_impl = impl;
_resourceVersion = resourceVersion;
}
internal override void Start()
{
_steps = ESteps.LoadSandboxManifestHash;
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadSandboxManifestHash)
{
LoadSandboxPatchManifest(_resourceVersion);
_steps = ESteps.InitVerifyingCache;
}
if (_steps == ESteps.InitVerifyingCache)
{
if (_verifyManager.InitVerifyingCache(_impl.AppPatchManifest, _impl.LocalPatchManifest, true))
{
_verifyTime = UnityEngine.Time.realtimeSinceStartup;
_steps = ESteps.UpdateVerifyingCache;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The resource version {_resourceVersion} content is not complete !";
}
}
if (_steps == ESteps.UpdateVerifyingCache)
{
Progress = _verifyManager.GetVerifyProgress();
if (_verifyManager.UpdateVerifyingCache())
{
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyTime;
YooLogger.Log($"Verify result : Success {_verifyManager.VerifySuccessCount}, Fail {_verifyManager.VerifyFailCount}, Elapsed time {costTime} seconds");
if (_verifyManager.VerifyFailCount > 0)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The resource version {_resourceVersion} content has verify failed file !";
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}
/// <summary>
/// 加载沙盒内的补丁清单
/// 注意:在加载本地补丁清单之前,未验证过文件的哈希值
/// </summary>
private void LoadSandboxPatchManifest(int updateResourceVersion)
{
string filePath = PathHelper.MakePersistentLoadPath(YooAssetSettingsData.GetPatchManifestFileName(updateResourceVersion));
if (File.Exists(filePath))
{
YooLogger.Log("Load sandbox patch manifest file.");
string jsonData = File.ReadAllText(filePath);
var sandboxPatchManifest = PatchManifest.Deserialize(jsonData);
_impl.SetLocalPatchManifest(sandboxPatchManifest);
}
}
}
/// <summary>
/// 本地缓存文件验证管理器
/// </summary>
internal class VerifyManager
{
private class ThreadInfo
{
public bool Result = false;
@@ -267,13 +367,14 @@ namespace YooAsset
private readonly ThreadSyncContext _syncContext = new ThreadSyncContext();
private int _verifyMaxNum = 32;
private int _verifyTotalCount = 0;
private int _verifySuccessCount = 0;
private int _verifyFailCount = 0;
private void InitVerifyingCache()
public int VerifySuccessCount { private set; get; } = 0;
public int VerifyFailCount { private set; get; } = 0;
public bool InitVerifyingCache(PatchManifest appPatchManifest, PatchManifest localPatchManifest, bool weaklyUpdate)
{
// 遍历所有文件然后验证并缓存合法文件
foreach (var patchBundle in _impl.LocalPatchManifest.BundleList)
foreach (var patchBundle in localPatchManifest.BundleList)
{
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
@@ -281,18 +382,27 @@ namespace YooAsset
// 忽略APP资源
// 注意如果是APP资源并且哈希值相同则不需要下载
if (_impl.AppPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
if (appPatchManifest.Bundles.TryGetValue(patchBundle.BundleName, out PatchBundle appPatchBundle))
{
if (appPatchBundle.IsBuildin && appPatchBundle.Hash == patchBundle.Hash)
continue;
}
// 查看文件是否存在
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath) == false)
continue;
_waitingList.Add(patchBundle);
// 注意:在弱联网模式下,我们需要验证指定资源版本的所有资源完整性
if (weaklyUpdate)
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath))
_waitingList.Add(patchBundle);
else
return false;
}
else
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (File.Exists(filePath))
_waitingList.Add(patchBundle);
}
}
// 设置同时验证的最大数
@@ -300,8 +410,9 @@ namespace YooAsset
YooLogger.Log($"Work threads : {workerThreads}, IO threads : {ioThreads}");
_verifyMaxNum = Math.Min(workerThreads, ioThreads);
_verifyTotalCount = _waitingList.Count;
return true;
}
private bool UpdateVerifyingCache()
public bool UpdateVerifyingCache()
{
_syncContext.Update();
@@ -331,6 +442,13 @@ namespace YooAsset
return false;
}
public float GetVerifyProgress()
{
if (_verifyTotalCount == 0)
return 1f;
return (float)(VerifySuccessCount + VerifyFailCount) / _verifyTotalCount;
}
private bool RunThread(PatchBundle patchBundle)
{
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
@@ -348,24 +466,17 @@ namespace YooAsset
ThreadInfo info = (ThreadInfo)obj;
if (info.Result)
{
_verifySuccessCount++;
VerifySuccessCount++;
DownloadSystem.CacheVerifyFile(info.Bundle.Hash, info.Bundle.BundleName);
}
else
{
_verifyFailCount++;
VerifyFailCount++;
YooLogger.Warning($"Failed to verify file : {info.FilePath}");
if (File.Exists(info.FilePath))
File.Delete(info.FilePath);
}
_verifyingList.Remove(info.Bundle);
}
private float GetVerifyProgress()
{
if (_verifyTotalCount == 0)
return 1f;
return (float)(_verifySuccessCount + _verifyFailCount) / _verifyTotalCount;
}
#endregion
}
}

View File

@@ -56,6 +56,16 @@ namespace YooAsset
OperationSystem.StartOperaiton(operation);
return operation;
}
/// <summary>
/// 异步更新补丁清单(弱联网)
/// </summary>
public UpdateManifestOperation WeaklyUpdatePatchManifestAsync(int resourceVersion)
{
var operation = new HostPlayModeWeaklyUpdateManifestOperation(this, resourceVersion);
OperationSystem.StartOperaiton(operation);
return operation;
}
/// <summary>
/// 异步更新资源包裹
@@ -249,16 +259,60 @@ namespace YooAsset
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByTags(string[] tags, int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByTags(AppPatchManifest, tags);
List<BundleInfo> unpcakList = GetUnpackListByTags(tags);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
private List<BundleInfo> GetUnpackListByTags(string[] tags)
{
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in AppPatchManifest.BundleList)
{
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
continue;
// 查询DLC资源
if (patchBundle.HasTag(tags))
{
downloadList.Add(patchBundle);
}
}
return ConvertToUnpackList(downloadList);
}
/// <summary>
/// 创建解压器
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByAll(int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByAll(AppPatchManifest);
List<BundleInfo> unpcakList = GetUnpackListByAll();
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
private List<BundleInfo> GetUnpackListByAll()
{
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in AppPatchManifest.BundleList)
{
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 忽略缓存文件
if (DownloadSystem.ContainsVerifyFile(patchBundle.Hash))
continue;
downloadList.Add(patchBundle);
}
return ConvertToUnpackList(downloadList);
}
// WEB相关
public string GetPatchDownloadMainURL(string fileName)
@@ -290,6 +344,26 @@ namespace YooAsset
return bundleInfo;
}
// 解压相关
public List<BundleInfo> ConvertToUnpackList(List<PatchBundle> unpackList)
{
List<BundleInfo> result = new List<BundleInfo>(unpackList.Count);
foreach (var patchBundle in unpackList)
{
var bundleInfo = ConvertToUnpackInfo(patchBundle);
result.Add(bundleInfo);
}
return result;
}
public BundleInfo ConvertToUnpackInfo(PatchBundle patchBundle)
{
// 注意:我们把流加载路径指定为远端下载地址
string streamingPath = PathHelper.MakeStreamingLoadPath(patchBundle.Hash);
streamingPath = PathHelper.ConvertToWWWPath(streamingPath);
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromRemote, streamingPath, streamingPath);
return bundleInfo;
}
// 设置资源清单
internal void SetAppPatchManifest(PatchManifest patchManifest)
{

View File

@@ -30,22 +30,6 @@ namespace YooAsset
return _appPatchManifest.ResourceVersion;
}
/// <summary>
/// 创建解压器
/// </summary>
public PatchUnpackerOperation CreatePatchUnpackerByTags(string[] tags, int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByTags(_appPatchManifest, tags);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
public PatchUnpackerOperation CreatePatchUnpackerByAll(int fileUpackingMaxNumber, int failedTryAgain)
{
List<BundleInfo> unpcakList = PatchHelper.GetUnpackListByAll(_appPatchManifest);
var operation = new PatchUnpackerOperation(unpcakList, fileUpackingMaxNumber, failedTryAgain);
return operation;
}
// 设置资源清单
internal void SetAppPatchManifest(PatchManifest patchManifest)
{

View File

@@ -124,72 +124,6 @@ namespace YooAsset
/// </summary>
internal static class PatchHelper
{
/// <summary>
/// 获取内置资源解压列表
/// </summary>
public static List<BundleInfo> GetUnpackListByTags(PatchManifest appPatchManifest, string[] tags)
{
// 注意:离线运行模式也依赖下面逻辑,所以判断沙盒内文件是否存在不能通过缓存系统去验证。
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in appPatchManifest.BundleList)
{
// 如果已经在沙盒内
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (System.IO.File.Exists(filePath))
continue;
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
// 查询DLC资源
if (patchBundle.HasTag(tags))
{
downloadList.Add(patchBundle);
}
}
return ConvertToUnpackList(downloadList);
}
public static List<BundleInfo> GetUnpackListByAll(PatchManifest appPatchManifest)
{
// 注意:离线运行模式也依赖下面逻辑,所以判断沙盒内文件是否存在不能通过缓存系统去验证。
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
foreach (var patchBundle in appPatchManifest.BundleList)
{
// 如果已经在沙盒内
string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
if (System.IO.File.Exists(filePath))
continue;
// 如果不是内置资源
if (patchBundle.IsBuildin == false)
continue;
downloadList.Add(patchBundle);
}
return ConvertToUnpackList(downloadList);
}
private static List<BundleInfo> ConvertToUnpackList(List<PatchBundle> unpackList)
{
List<BundleInfo> result = new List<BundleInfo>(unpackList.Count);
foreach (var patchBundle in unpackList)
{
var bundleInfo = ConvertToUnpackInfo(patchBundle);
result.Add(bundleInfo);
}
return result;
}
private static BundleInfo ConvertToUnpackInfo(PatchBundle patchBundle)
{
// 注意:我们把流加载路径指定为远端下载地址
string streamingPath = PathHelper.MakeStreamingLoadPath(patchBundle.Hash);
streamingPath = PathHelper.ConvertToWWWPath(streamingPath);
BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromRemote, streamingPath, streamingPath);
return bundleInfo;
}
/// <summary>
/// 获取资源信息列表
/// </summary>

View File

@@ -40,12 +40,6 @@ namespace YooAsset
/// </summary>
public bool LocationToLower = false;
/// <summary>
/// 自动释放游戏对象所属资源句柄
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
/// </summary>
public bool AutoReleaseGameObjectHandle = false;
/// <summary>
/// 资源定位服务接口
/// </summary>
@@ -91,11 +85,6 @@ namespace YooAsset
/// </summary>
public class HostPlayModeParameters : InitializeParameters
{
/// <summary>
/// 当缓存池被污染的时候清理缓存池
/// </summary>
public bool ClearCacheWhenDirty;
/// <summary>
/// 默认的资源服务器下载地址
/// </summary>
@@ -106,6 +95,11 @@ namespace YooAsset
/// </summary>
public string FallbackHostServer;
/// <summary>
/// 当缓存池被污染的时候清理缓存池
/// </summary>
public bool ClearCacheWhenDirty = false;
/// <summary>
/// 启用断点续传功能的文件大小
/// </summary>
@@ -214,7 +208,7 @@ namespace YooAsset
{
_editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = _editorSimulateModeImpl;
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = _editorSimulateModeImpl.InitializeAsync(
editorSimulateModeParameters.LocationToLower,
@@ -224,14 +218,14 @@ namespace YooAsset
{
_offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = _offlinePlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
initializeOperation = _offlinePlayModeImpl.InitializeAsync(parameters.LocationToLower);
}
else if (_playMode == EPlayMode.HostPlayMode)
{
_hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = _hostPlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var hostPlayModeParameters = parameters as HostPlayModeParameters;
initializeOperation = _hostPlayModeImpl.InitializeAsync(
hostPlayModeParameters.LocationToLower,
@@ -313,6 +307,36 @@ namespace YooAsset
}
}
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdateManifestOperation();
OperationSystem.StartOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateManifestOperation();
OperationSystem.StartOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.WeaklyUpdatePatchManifestAsync(resourceVersion);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 开启一个异步操作
/// </summary>
@@ -512,6 +536,15 @@ namespace YooAsset
}
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.IsRawFile == false)
{
string error = $"Cannot load asset bundle file using {nameof(GetRawFileAsync)} interfaces !";
YooLogger.Warning(error);
RawFileOperation operation = new CompletedRawFileOperation(error, copyPath);
OperationSystem.StartOperaiton(operation);
return operation;
}
if (_playMode == EPlayMode.EditorSimulateMode)
{
RawFileOperation operation = new EditorPlayModeRawFileOperation(bundleInfo, copyPath);
@@ -847,7 +880,9 @@ namespace YooAsset
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
return _offlinePlayModeImpl.CreatePatchUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
@@ -875,7 +910,9 @@ namespace YooAsset
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
return _offlinePlayModeImpl.CreatePatchUnpackerByAll(unpackingMaxNumber, failedTryAgain);
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{

View File

@@ -1,7 +1,7 @@
{
"name": "com.tuyoogame.yooasset",
"displayName": "YooAsset",
"version": "1.1.0",
"version": "1.1.1",
"unity": "2019.4",
"description": "unity3d resources management system",
"author": {

View File

@@ -114,7 +114,8 @@ private static void BuildInternal(BuildTarget buildTarget)
buildParameters.BuildinTags = "buildin";
buildParameters.VerifyBuildingResult = true;
buildParameters.EnableAddressable = false;
buildParameters.AppendFileExtension = false;
buildParameters.AppendFileExtension = false;
buildParameters.CopyBuildinTagFiles = true;
buildParameters.EncryptionServices = new GameEncryption();
buildParameters.CompressOption = ECompressOption.LZ4;

View File

@@ -24,6 +24,25 @@
#### 资源分组
- Active Rule
激活规则,规则可以自定义扩展。下面是内置规则:
- EnableGroup 启用分组。
- DisableGroup 禁用分组。
````c#
//自定义扩展范例
public class DisableGroup : IActiveRule
{
public bool IsActiveGroup()
{
return false;
}
}
````
- Grouper Name
分组名称
@@ -63,6 +82,7 @@
- AddressByCollectorAndFileName 以收集器名+文件名为定位地址。
````c#
//自定义扩展范例
public class AddressByFileName : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)

View File

@@ -1,11 +1,15 @@
# 调试器
调试器是在游戏运行时,帮助我们查看资源包加载信息的工具。可以查看资源对象列表信息AssetView资源包列表信息BundleView
调试器是在游戏运行时,帮助我们查看资源包加载信息的工具,通过该工具可以发现潜在的资源泄漏
未来计划支持在编辑器下通过远程调试真机信息
可以查看资源对象列表信息AssetView资源包列表信息BundleView
**注意**该工具仅支持Unity2019+
### 真机远程调试注意事项
在构建安装包的时候需要勾选上Development Build和Autoconnect Profiler
### 资源对象列表视图
![image](https://github.com/tuyoogame/YooAsset/raw/main/Docs/Image/AssetDebugger-img1.png)

View File

@@ -4,7 +4,7 @@
````C#
// 资源系统初始化方法,根据不同的模式,我们传递不同的创建参数类
YooAssets.InitializeAsync(CreateParameters parameters);
YooAssets.InitializeAsync(InitializeParameters parameters);
````
**编辑器模拟模式**
@@ -16,9 +16,9 @@ YooAssets.InitializeAsync(CreateParameters parameters);
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.EditorSimulateModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(initParameters);
}
````
@@ -31,9 +31,9 @@ private IEnumerator InitializeYooAsset()
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.OfflinePlayModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.OfflinePlayModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(initParameters);
}
````
@@ -59,16 +59,19 @@ private IEnumerator InitializeYooAsset()
- FallbackHostServer : 备用的资源服务器IP地址。
- VerifyLevel : 下载文件校验等级
````c#
private IEnumerator InitializeYooAsset()
{
var createParameters = new YooAssets.HostPlayModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
createParameters.DecryptionServices = null;
createParameters.ClearCacheWhenDirty = false;
createParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android";
createParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android";
yield return YooAssets.InitializeAsync(createParameters);
var initParameters = new YooAssets.HostPlayModeParameters();
initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
initParameters.DecryptionServices = null;
initParameters.ClearCacheWhenDirty = false;
initParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android";
initParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android";
initParameters.VerifyLevel = EVerifyLevel.High;
yield return YooAssets.InitializeAsync(initParameters);
}
````

View File

@@ -86,9 +86,10 @@ IEnumerator Download()
long totalDownloadBytes = downloader.TotalDownloadBytes;
//注册回调方法
downloader.OnDownloadFileFailedCallback = OneDownloadFileFailed;
downloader.OnDownloadProgressCallback = OnDownloadProgressUpdate;
downloader.OnDownloadOverCallback = OnDownloadOver;
downloader.OnDownloadErrorCallback = OnDownloadErrorFunction;
downloader.OnDownloadProgressCallback = OnDownloadProgressUpdateFunction;
downloader.OnDownloadOverCallback = OnDownloadOverFunction;
downloader.OnStartDownloadFileCallback = OnStartDownloadFileFunction;
//开启下载
downloader.BeginDownload();
@@ -106,5 +107,48 @@ IEnumerator Download()
}
````
**弱联网更新解决方案**
对于偏单机但是也有资源热更需求的项目。当玩家本地网络不稳定或无网络的时候,我们又不希望玩家卡在资源更新步骤而不能正常游戏。所以当玩家本地网络有问题的时候,我们可以跳过资源更新的步骤。
````c#
private IEnumerator UpdateStaticVersion()
{
UpdateStaticVersionOperation operation = YooAssets.UpdateStaticVersionAsync(10);
yield return operation;
if (operation.Status == EOperationStatus.Succeed)
{
// 如果获取远端资源版本成功,说明当前网络连接并无问题,可以走正常更新流程。
......
// 注意:在成功下载所有资源之后,我们需要记录当前最新的资源版本号
PlayerPrefs.SetInt("STATIC_VERSION", resourceVersion);
}
else
{
// 如果获取远端资源版本失败,我们走弱联网更新模式。
// 注意如果从来没有保存过版本信息则需要从内部读取StaticVersion.bytes文件的版本信息。
int staticVersion = PlayerPrefs.GetInt("STATIC_VERSION", -1);
if (staticVersion == -1)
{
staticVersion = LoadStaticVersionFromStreamingAssets();
PlayerPrefs.SetInt("STATIC_VERSION", staticVersion);
}
// 在弱联网情况下更新补丁清单
UpdateManifestOperation operation2 = YooAssets.WeaklyUpdateManifestAsync(staticVersion);
yield return operation2;
if (operation2.Status == EOperationStatus.Succeed)
{
StartGame();
}
else
{
// 指定版本的资源内容本地并不完整,需要提示玩家更新。
ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
}
}
}
````

View File

@@ -1,19 +1,42 @@
# 资源加载
加载方法
**加载方法**
- YooAssets.LoadAssetSync() 同步加载资源对象
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
- YooAssets.LoadAssetAsync() 异步加载资源对象
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象
- YooAssets.LoadSceneAsync() 异步加载场景
- YooAssets.GetRawFileAsync() 异步获取原生文件
统一约定location为资源的定位地址也是加载资源对象的唯一标识符。
**统一约定**
DefaultLocationServices 默认资源定位服务location代表的是资源对象的相对路径
**Location**为资源定位地址,也是加载资源对象的唯一标识符
AddressLocationServices 可寻址资源定位服务location代表的是资源对象可寻址地址
- DefaultLocationServices 默认资源定位服务location代表的是资源对象的相对路径
```c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 设定资源路径的根目录为:"Assets/GameRes",后续加载的资源定位地址填写相对路径:"Audio/bgMusic"
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return YooAssets.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
```
- AddressLocationServices 可寻址资源定位服务location代表的是资源对象可寻址地址。
````c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 需要在资源配置界面启用可寻址功能Enable Addressable
// 配置界面的可寻址规则为AddressByFileName那么资源定位地址填写文件名称"bgMusic"
var createParameters = new YooAssets.EditorSimulateModeParameters();
createParameters.LocationServices = new AddressLocationServices();
yield return YooAssets.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("bgMusic");
````
**注意**以下范例执行环境是在DefaultLocationServices下。

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@@ -48,7 +48,7 @@
## 入门教程
1. [快速开始](https://github.com/tuyoogame/YooAsset/blob/master/Docs/QuickStart.md)
2. [全局配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/Settings.md)
3. [资源配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetGrouper.md)
3. [资源配置](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetCollector.md)
4. [资源打包](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetBuilder.md)
5. [资源部署](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetDeploy.md)
5. [构建报告](https://github.com/tuyoogame/YooAsset/blob/master/Docs/AssetReporter.md)