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25 Commits

Author SHA1 Message Date
何冠峰
d34d1117a0 Update CHANGELOG.md 2024-08-13 10:30:52 +08:00
何冠峰
a5f3767cbc Update package.json 2024-08-13 10:30:37 +08:00
何冠峰
3bdb339f54 style : resource package 2024-08-13 10:19:29 +08:00
何冠峰
22cb3c3942 style : resource manager 2024-08-13 10:10:43 +08:00
何冠峰
e5f5241879 fix #311 2024-08-12 20:18:03 +08:00
何冠峰
79ac231df2 feat : builtin file system can be empty in host play mode.
HostPlayMode模式下内置文件系统可以为空。
2024-08-12 19:10:57 +08:00
hevinci
b7b375092f refactor : process build logic 2024-08-03 19:01:55 +08:00
hevinci
f86ea04521 refactor : operation system 2024-08-03 19:01:18 +08:00
hevinci
738c02f58f update space shooter 2024-08-03 18:43:28 +08:00
hevinci
d017688416 feat : the bundle file decryption
资源文件解密
2024-08-03 18:43:12 +08:00
何冠峰
6b56275f87 Merge pull request #326 from absences/decrypt
Assetbundle加载增加解密方法
2024-08-03 17:03:45 +08:00
hevinci
b89f00130e refactor load scene code 2024-08-03 16:53:25 +08:00
何冠峰
4f58c54eff Merge pull request #333 from dadahsueh/dev
feat : add load scene parameter LocalPhysicsMode
2024-08-03 16:09:49 +08:00
Dada Hsueh
9001be21ac feat : add load scene parameter LocalPhysicsMode 2024-08-01 11:04:43 +08:00
hevinci
b421e7d2f8 Update CHANGELOG.md 2024-07-31 12:06:23 +08:00
hevinci
0e7c14abde Update package.json 2024-07-31 12:06:15 +08:00
hevinci
caf072ed9b Update DefaultBuildinFileSystemBuild.cs 2024-07-31 12:02:07 +08:00
hevinci
51f2709956 Update EditorTools.cs 2024-07-31 12:01:29 +08:00
absences
0d5558f29f Update IDecryptionServices.cs 2024-07-29 14:34:21 +08:00
unknown
c6377ce544 原生文件加密/解密 2024-07-27 18:37:17 +08:00
unknown
07d34891ef Assetbundle加载增加解密方法 2024-07-27 17:23:26 +08:00
unknown
ddce031ee5 Assetbundle加载增加解密方法 2024-07-27 15:25:21 +08:00
hevinci
6680a6450b fix #325
适配unity2019引擎
2024-07-24 10:12:42 +08:00
hevinci
dc119b26c7 fix #321 2024-07-19 12:02:43 +08:00
hevinci
2cbfca4f3b update extension sample
着色器变种文件增加内部排序
2024-07-15 18:51:32 +08:00
38 changed files with 717 additions and 214 deletions

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@@ -2,6 +2,48 @@
All notable changes to this package will be documented in this file.
## [2.2.3-preview] - 2024-08-13
### Fixed
- (#311) 修复了断点续传下载器极小概率报错 : “416 Range Not Satisfiable”
### Improvements
- 原生文件构建管线支持原生文件加密。
- HostPlayMode模式下内置文件系统初始化参数可以为空。
- 场景加载增加了LocalPhysicsMode参数来控制物理运行模式。
- 默认的内置文件系统和缓存文件系统增加解密方法。
```csharp
/// <summary>
/// 创建默认的内置文件系统参数
/// </summary>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">内置文件的根路径</param>
public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
/// <summary>
/// 创建默认的缓存文件系统参数
/// </summary>
/// <param name="remoteServices">远端资源地址查询服务类</param>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">文件系统的根目录</param>
public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
```
## [2.2.2-preview] - 2024-07-31
### Fixed
- (#321) 修复了在Unity2022里编辑器下离线模式运行失败的问题。
- (#325) 修复了在Unity2019里编译报错问题。
## [2.2.1-preview] - 2024-07-10
统一了所有PlayMode的初始化逻辑EditorSimulateMode和OfflinePlayMode初始化不再主动加载资源清单

View File

@@ -1,9 +1,4 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;

namespace YooAsset.Editor
{
public class TaskEncryption_BBP : TaskEncryption, IBuildTask

View File

@@ -0,0 +1,18 @@

namespace YooAsset.Editor
{
public class TaskEncryption_RFBP : TaskEncryption, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
EncryptingBundleFiles(buildParameters, buildMapContext);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b3e156139dcc25f4c9440ec3d6cb96d2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -32,6 +32,7 @@ namespace YooAsset.Editor
new TaskPrepare_RFBP(),
new TaskGetBuildMap_RFBP(),
new TaskBuilding_RFBP(),
new TaskEncryption_RFBP(),
new TaskUpdateBundleInfo_RFBP(),
new TaskCreateManifest_RFBP(),
new TaskCreateReport_RFBP(),

View File

@@ -1,9 +1,4 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;

namespace YooAsset.Editor
{
public class TaskEncryption_SBP : TaskEncryption, IBuildTask

View File

@@ -3,6 +3,6 @@ namespace YooAsset.Editor
{
public interface IBuildPipeline
{
public BuildResult Run(BuildParameters buildParameters, bool enableLog);
BuildResult Run(BuildParameters buildParameters, bool enableLog);
}
}

View File

@@ -559,6 +559,21 @@ namespace YooAsset.Editor
{
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
}
/// <summary>
/// 移除路径里的后缀名
/// </summary>
public static string RemoveExtension(string str)
{
if (string.IsNullOrEmpty(str))
return str;
int index = str.LastIndexOf('.');
if (index == -1)
return str;
else
return str.Remove(index); //"assets/config/test.unity3d" --> "assets/config/test"
}
/// <summary>
/// 获取项目工程路径

View File

@@ -98,6 +98,11 @@ namespace YooAsset
/// 自定义参数:原生文件构建管线
/// </summary>
public bool RawFileBuildPipeline { private set; get; } = false;
/// <summary>
/// 自定义参数:解密方法类
/// </summary>
public IDecryptionServices DecryptionServices { private set; get; }
#endregion
@@ -172,8 +177,11 @@ namespace YooAsset
if (_loadedStream.TryGetValue(bundle.BundleGUID, out Stream managedStream))
{
managedStream.Close();
managedStream.Dispose();
if (managedStream != null)
{
managedStream.Close();
managedStream.Dispose();
}
_loadedStream.Remove(bundle.BundleGUID);
}
}
@@ -181,18 +189,22 @@ namespace YooAsset
public virtual void SetParameter(string name, object value)
{
if (name == "FILE_VERIFY_LEVEL")
if (name == FileSystemParametersDefine.FILE_VERIFY_LEVEL)
{
FileVerifyLevel = (EFileVerifyLevel)value;
}
else if (name == "APPEND_FILE_EXTENSION")
else if (name == FileSystemParametersDefine.APPEND_FILE_EXTENSION)
{
AppendFileExtension = (bool)value;
}
else if (name == "RAW_FILE_BUILD_PIPELINE")
else if (name == FileSystemParametersDefine.RAW_FILE_BUILD_PIPELINE)
{
RawFileBuildPipeline = (bool)value;
}
else if (name == FileSystemParametersDefine.DECRYPTION_SERVICES)
{
DecryptionServices = (IDecryptionServices)value;
}
else
{
YooLogger.Warning($"Invalid parameter : {name}");
@@ -210,10 +222,11 @@ namespace YooAsset
// 创建解压文件系统
var remoteServices = new UnpackRemoteServices(_packageRoot);
_unpackFileSystem = new DefaultUnpackFileSystem();
_unpackFileSystem.SetParameter("REMOTE_SERVICES", remoteServices);
_unpackFileSystem.SetParameter("FILE_VERIFY_LEVEL", FileVerifyLevel);
_unpackFileSystem.SetParameter("APPEND_FILE_EXTENSION", AppendFileExtension);
_unpackFileSystem.SetParameter("RAW_FILE_BUILD_PIPELINE", RawFileBuildPipeline);
_unpackFileSystem.SetParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
_unpackFileSystem.SetParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, FileVerifyLevel);
_unpackFileSystem.SetParameter(FileSystemParametersDefine.APPEND_FILE_EXTENSION, AppendFileExtension);
_unpackFileSystem.SetParameter(FileSystemParametersDefine.RAW_FILE_BUILD_PIPELINE, RawFileBuildPipeline);
_unpackFileSystem.SetParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, DecryptionServices);
_unpackFileSystem.OnCreate(packageName, null);
}
public virtual void OnUpdate()
@@ -256,8 +269,28 @@ namespace YooAsset
if (Exists(bundle) == false)
return null;
string filePath = GetBuildinFileLoadPath(bundle);
return FileUtility.ReadAllBytes(filePath);
if (bundle.Encrypted)
{
if (DecryptionServices == null)
{
YooLogger.Error($"The {nameof(IDecryptionServices)} is null !");
return null;
}
string filePath = GetBuildinFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
return DecryptionServices.ReadFileData(fileInfo);
}
else
{
string filePath = GetBuildinFileLoadPath(bundle);
return FileUtility.ReadAllBytes(filePath);
}
}
public virtual string ReadFileText(PackageBundle bundle)
{
@@ -267,8 +300,28 @@ namespace YooAsset
if (Exists(bundle) == false)
return null;
string filePath = GetBuildinFileLoadPath(bundle);
return FileUtility.ReadAllText(filePath);
if (bundle.Encrypted)
{
if (DecryptionServices == null)
{
YooLogger.Error($"The {nameof(IDecryptionServices)} is null !");
return null;
}
string filePath = GetBuildinFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
return DecryptionServices.ReadFileText(fileInfo);
}
else
{
string filePath = GetBuildinFileLoadPath(bundle);
return FileUtility.ReadAllText(filePath);
}
}
#region
@@ -310,7 +363,7 @@ namespace YooAsset
string rootPath = PathUtility.Combine(Application.dataPath, "StreamingAssets", YooAssetSettingsData.Setting.DefaultYooFolderName);
return PathUtility.Combine(rootPath, PackageName);
}
/// <summary>
/// 记录文件信息
/// </summary>
@@ -333,6 +386,42 @@ namespace YooAsset
{
return _unpackFileSystem.InitializeFileSystemAsync();
}
/// <summary>
/// 加载加密资源文件
/// </summary>
public AssetBundle LoadEncryptedAssetBundle(PackageBundle bundle)
{
string filePath = GetBuildinFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
var assetBundle = DecryptionServices.LoadAssetBundle(fileInfo, out var managedStream);
_loadedStream.Add(bundle.BundleGUID, managedStream);
return assetBundle;
}
/// <summary>
/// 加载加密资源文件
/// </summary>
public AssetBundleCreateRequest LoadEncryptedAssetBundleAsync(PackageBundle bundle)
{
string filePath = GetBuildinFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
var createRequest = DecryptionServices.LoadAssetBundleAsync(fileInfo, out var managedStream);
_loadedStream.Add(bundle.BundleGUID, managedStream);
return createRequest;
}
#endregion
}
}

View File

@@ -5,7 +5,7 @@ using UnityEngine;
namespace YooAsset
{
internal class DefaultBuildinFileSystemBuild : UnityEditor.Build.IPreprocessBuildWithReport
public class DefaultBuildinFileSystemBuild : UnityEditor.Build.IPreprocessBuildWithReport
{
public int callbackOrder { get { return 0; } }
@@ -15,6 +15,8 @@ namespace YooAsset
/// </summary>
public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
{
YooLogger.Log("Begin to create catalog file !");
string savePath = $"Assets/Resources/{YooAssetSettingsData.Setting.DefaultYooFolderName}";
DirectoryInfo saveDirectory = new DirectoryInfo(savePath);
if (saveDirectory.Exists)
@@ -24,8 +26,7 @@ namespace YooAsset
DirectoryInfo rootDirectory = new DirectoryInfo(rootPath);
if (rootDirectory.Exists == false)
{
Debug.LogWarning($"Can not found StreamingAssets root directory : {rootPath}");
return;
throw new System.Exception($"Can not found StreamingAssets root directory : {rootPath}");
}
// 搜索所有Package目录
@@ -35,7 +36,7 @@ namespace YooAsset
CreateBuildinCatalogFile(subDirectory.Name, subDirectory.FullName);
}
}
/// <summary>
/// 生成包裹的内置资源目录文件
/// </summary>
@@ -48,8 +49,7 @@ namespace YooAsset
string versionFilePath = $"{pacakgeDirectory}/{versionFileName}";
if (File.Exists(versionFilePath) == false)
{
Debug.LogWarning($"Can not found package version file : {versionFilePath}");
return;
throw new System.Exception($"Can not found package version file : {versionFilePath}");
}
packageVersion = FileUtility.ReadAllText(versionFilePath);
@@ -62,8 +62,7 @@ namespace YooAsset
string manifestFilePath = $"{pacakgeDirectory}/{manifestFileName}";
if (File.Exists(manifestFilePath) == false)
{
Debug.LogWarning($"Can not found package manifest file : {manifestFilePath}");
return;
throw new System.Exception($"Can not found package manifest file : {manifestFilePath}");
}
var binaryData = FileUtility.ReadAllBytes(manifestFilePath);
@@ -90,7 +89,8 @@ namespace YooAsset
foreach (var fileInfo in fileInfos)
{
if (fileInfo.Extension == ".meta" || fileInfo.Extension == ".version" ||
fileInfo.Extension == ".hash" || fileInfo.Extension == ".bytes")
fileInfo.Extension == ".hash" || fileInfo.Extension == ".bytes" ||
fileInfo.Extension == ".json")
continue;
string fileName = fileInfo.Name;
@@ -109,8 +109,12 @@ namespace YooAsset
FileUtility.CreateFileDirectory(saveFilePath);
UnityEditor.AssetDatabase.CreateAsset(buildinFileCatalog, saveFilePath);
UnityEditor.EditorUtility.SetDirty(buildinFileCatalog);
#if UNITY_2019
UnityEditor.AssetDatabase.SaveAssets();
UnityEditor.AssetDatabase.Refresh();
#else
UnityEditor.AssetDatabase.SaveAssetIfDirty(buildinFileCatalog);
#endif
Debug.Log($"Succeed to save buildin file catalog : {saveFilePath}");
}
}

View File

@@ -11,8 +11,8 @@ namespace YooAsset
private enum ESteps
{
None,
LoadBuidlinAssetBundle,
CheckLoadBuildinResult,
LoadAssetBundle,
CheckResult,
Done,
}
@@ -32,28 +32,56 @@ namespace YooAsset
{
DownloadProgress = 1f;
DownloadedBytes = _bundle.FileSize;
_steps = ESteps.LoadBuidlinAssetBundle;
_steps = ESteps.LoadAssetBundle;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadBuidlinAssetBundle)
if (_steps == ESteps.LoadAssetBundle)
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
if (_bundle.Encrypted)
{
if (_fileSystem.DecryptionServices == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The {nameof(IDecryptionServices)} is null !";
YooLogger.Error(Error);
return;
}
}
if (_isWaitForAsyncComplete)
{
Result = AssetBundle.LoadFromFile(filePath);
if (_bundle.Encrypted)
{
Result = _fileSystem.LoadEncryptedAssetBundle(_bundle);
}
else
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
Result = AssetBundle.LoadFromFile(filePath);
}
}
else
{
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
if (_bundle.Encrypted)
{
_createRequest = _fileSystem.LoadEncryptedAssetBundleAsync(_bundle);
}
else
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
}
}
_steps = ESteps.CheckLoadBuildinResult;
_steps = ESteps.CheckResult;
}
if (_steps == ESteps.CheckLoadBuildinResult)
if (_steps == ESteps.CheckResult)
{
if (_createRequest != null)
{
@@ -75,12 +103,22 @@ namespace YooAsset
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
return;
}
if (_bundle.Encrypted)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load encrypted buildin asset bundle file : {_bundle.BundleName}";
YooLogger.Error(Error);
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load buildin asset bundle file : {_bundle.BundleName}";
YooLogger.Error(Error);
}
}
}
@@ -149,6 +187,7 @@ namespace YooAsset
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Can not found buildin raw bundle file : {filePath}";
YooLogger.Error(Error);
}
}
}

View File

@@ -97,6 +97,11 @@ namespace YooAsset
/// 自定义参数:断点续传下载器关注的错误码
/// </summary>
public List<long> ResumeDownloadResponseCodes { private set; get; } = null;
/// <summary>
/// 自定义参数:解密方法类
/// </summary>
public IDecryptionServices DecryptionServices { private set; get; }
#endregion
@@ -200,38 +205,45 @@ namespace YooAsset
if (_loadedStream.TryGetValue(bundle.BundleGUID, out Stream managedStream))
{
managedStream.Close();
managedStream.Dispose();
if (managedStream != null)
{
managedStream.Close();
managedStream.Dispose();
}
_loadedStream.Remove(bundle.BundleGUID);
}
}
public virtual void SetParameter(string name, object value)
{
if (name == "REMOTE_SERVICES")
if (name == FileSystemParametersDefine.REMOTE_SERVICES)
{
RemoteServices = (IRemoteServices)value;
}
else if (name == "FILE_VERIFY_LEVEL")
else if (name == FileSystemParametersDefine.FILE_VERIFY_LEVEL)
{
FileVerifyLevel = (EFileVerifyLevel)value;
}
else if (name == "APPEND_FILE_EXTENSION")
else if (name == FileSystemParametersDefine.APPEND_FILE_EXTENSION)
{
AppendFileExtension = (bool)value;
}
else if (name == "RAW_FILE_BUILD_PIPELINE")
else if (name == FileSystemParametersDefine.RAW_FILE_BUILD_PIPELINE)
{
RawFileBuildPipeline = (bool)value;
}
else if (name == "RESUME_DOWNLOAD_MINMUM_SIZE")
else if (name == FileSystemParametersDefine.RESUME_DOWNLOAD_MINMUM_SIZE)
{
ResumeDownloadMinimumSize = (long)value;
}
else if (name == "RESUME_DOWNLOAD_RESPONSE_CODES")
else if (name == FileSystemParametersDefine.RESUME_DOWNLOAD_RESPONSE_CODES)
{
ResumeDownloadResponseCodes = (List<long>)value;
}
else if (name == FileSystemParametersDefine.DECRYPTION_SERVICES)
{
DecryptionServices = (IDecryptionServices)value;
}
else
{
YooLogger.Warning($"Invalid parameter : {name}");
@@ -308,16 +320,56 @@ namespace YooAsset
if (Exists(bundle) == false)
return null;
string filePath = GetCacheFileLoadPath(bundle);
return FileUtility.ReadAllBytes(filePath);
if (bundle.Encrypted)
{
if (DecryptionServices == null)
{
YooLogger.Error($"The {nameof(IDecryptionServices)} is null !");
return null;
}
string filePath = GetCacheFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
return DecryptionServices.ReadFileData(fileInfo);
}
else
{
string filePath = GetCacheFileLoadPath(bundle);
return FileUtility.ReadAllBytes(filePath);
}
}
public virtual string ReadFileText(PackageBundle bundle)
{
if (Exists(bundle) == false)
return null;
string filePath = GetCacheFileLoadPath(bundle);
return FileUtility.ReadAllText(filePath);
if (bundle.Encrypted)
{
if (DecryptionServices == null)
{
YooLogger.Error($"The {nameof(IDecryptionServices)} is null !");
return null;
}
string filePath = GetCacheFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
return DecryptionServices.ReadFileText(fileInfo);
}
else
{
string filePath = GetCacheFileLoadPath(bundle);
return FileUtility.ReadAllText(filePath);
}
}
#region
@@ -528,6 +580,42 @@ namespace YooAsset
{
return _wrappers.Keys.ToList();
}
/// <summary>
/// 加载加密资源文件
/// </summary>
public AssetBundle LoadEncryptedAssetBundle(PackageBundle bundle)
{
string filePath = GetCacheFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
var assetBundle = DecryptionServices.LoadAssetBundle(fileInfo, out var managedStream);
_loadedStream.Add(bundle.BundleGUID, managedStream);
return assetBundle;
}
/// <summary>
/// 加载加密资源文件
/// </summary>
public AssetBundleCreateRequest LoadEncryptedAssetBundleAsync(PackageBundle bundle)
{
string filePath = GetCacheFileLoadPath(bundle);
var fileInfo = new DecryptFileInfo()
{
BundleName = bundle.BundleName,
FileLoadCRC = bundle.UnityCRC,
FileLoadPath = filePath,
};
var createRequest = DecryptionServices.LoadAssetBundleAsync(fileInfo, out var managedStream);
_loadedStream.Add(bundle.BundleGUID, managedStream);
return createRequest;
}
#endregion
}
}

View File

@@ -250,17 +250,17 @@ namespace YooAsset
if (File.Exists(_tempFilePath))
{
FileInfo fileInfo = new FileInfo(_tempFilePath);
fileBeginLength = fileInfo.Length;
_fileOriginLength = fileBeginLength;
DownloadedBytes = _fileOriginLength;
}
// 检测下载起始位置
if (fileBeginLength >= Bundle.FileSize)
{
// 删除临时文件
if (File.Exists(_tempFilePath))
if (fileInfo.Length >= Bundle.FileSize)
{
// 删除临时文件
File.Delete(_tempFilePath);
}
else
{
fileBeginLength = fileInfo.Length;
_fileOriginLength = fileBeginLength;
DownloadedBytes = _fileOriginLength;
}
}
// 创建下载器

View File

@@ -78,15 +78,43 @@ namespace YooAsset
if (_steps == ESteps.LoadAssetBundle)
{
string filePath = _fileSystem.GetCacheFileLoadPath(_bundle);
if (_bundle.Encrypted)
{
if (_fileSystem.DecryptionServices == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"The {nameof(IDecryptionServices)} is null !";
YooLogger.Error(Error);
return;
}
}
if (_isWaitForAsyncComplete)
{
Result = AssetBundle.LoadFromFile(filePath);
if (_bundle.Encrypted)
{
Result = _fileSystem.LoadEncryptedAssetBundle(_bundle);
}
else
{
string filePath = _fileSystem.GetCacheFileLoadPath(_bundle);
Result = AssetBundle.LoadFromFile(filePath);
}
}
else
{
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
if (_bundle.Encrypted)
{
_createRequest = _fileSystem.LoadEncryptedAssetBundleAsync(_bundle);
}
else
{
string filePath = _fileSystem.GetCacheFileLoadPath(_bundle);
_createRequest = AssetBundle.LoadFromFileAsync(filePath);
}
}
_steps = ESteps.CheckResult;
}
@@ -112,51 +140,59 @@ namespace YooAsset
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
return;
}
else
// 注意当缓存文件的校验等级为Low的时候并不能保证缓存文件的完整性。
// 说明在AssetBundle文件加载失败的情况下我们需要重新验证文件的完整性
EFileVerifyResult verifyResult = _fileSystem.VerifyCacheFile(_bundle);
if (verifyResult == EFileVerifyResult.Succeed)
{
// 注意当缓存文件的校验等级为Low的时候并不能保证缓存文件的完整性。
// 说明在AssetBundle文件加载失败的情况下我们需要重新验证文件的完整性
EFileVerifyResult verifyResult = _fileSystem.VerifyCacheFile(_bundle);
if (verifyResult == EFileVerifyResult.Succeed)
if (_bundle.Encrypted)
{
// 注意:在安卓移动平台,华为和三星真机上有极小概率加载资源包失败。
// 说明:大多数情况在首次安装下载资源到沙盒内,游戏过程中切换到后台再回到游戏内有很大概率触发!
string filePath = _fileSystem.GetCacheFileLoadPath(_bundle);
byte[] fileData = FileUtility.ReadAllBytes(filePath);
if (fileData != null && fileData.Length > 0)
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load encrypted asset bundle file : {_bundle.BundleName}";
YooLogger.Error(Error);
return;
}
// 注意:在安卓移动平台,华为和三星真机上有极小概率加载资源包失败。
// 说明:大多数情况在首次安装下载资源到沙盒内,游戏过程中切换到后台再回到游戏内有很大概率触发!
string filePath = _fileSystem.GetCacheFileLoadPath(_bundle);
byte[] fileData = FileUtility.ReadAllBytes(filePath);
if (fileData != null && fileData.Length > 0)
{
Result = AssetBundle.LoadFromMemory(fileData);
if (Result == null)
{
Result = AssetBundle.LoadFromMemory(fileData);
if (Result == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load assetBundle from memory : {_bundle.BundleName}";
YooLogger.Error(Error);
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load asset bundle from memory : {_bundle.BundleName}";
YooLogger.Error(Error);
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to read assetBundle file bytes : {_bundle.BundleName}";
YooLogger.Error(Error);
Status = EOperationStatus.Succeed;
}
}
else
{
_steps = ESteps.Done;
_fileSystem.DeleteCacheFile(_bundle.BundleGUID);
Status = EOperationStatus.Failed;
Error = $"Find corrupted file and delete the file : {_bundle.BundleName}";
Error = $"Failed to read asset bundle file bytes : {_bundle.BundleName}";
YooLogger.Error(Error);
}
}
else
{
_steps = ESteps.Done;
_fileSystem.DeleteCacheFile(_bundle.BundleGUID);
Status = EOperationStatus.Failed;
Error = $"Find corrupted asset bundle file and delete : {_bundle.BundleName}";
YooLogger.Error(Error);
}
}
}
internal override void InternalWaitForAsyncComplete()
@@ -272,6 +308,7 @@ namespace YooAsset
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Can not found cache raw bundle file : {filePath}";
YooLogger.Error(Error);
}
}
}

View File

@@ -114,7 +114,7 @@ namespace YooAsset
public virtual void SetParameter(string name, object value)
{
if (name == "DISABLE_UNITY_WEB_CACHE")
if (name == FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE)
{
DisableUnityWebCache = (bool)value;
}

View File

@@ -0,0 +1,15 @@

namespace YooAsset
{
internal class FileSystemParametersDefine
{
public const string FILE_VERIFY_LEVEL = "FILE_VERIFY_LEVEL";
public const string REMOTE_SERVICES = "REMOTE_SERVICES";
public const string DECRYPTION_SERVICES = "DECRYPTION_SERVICES";
public const string APPEND_FILE_EXTENSION = "APPEND_FILE_EXTENSION";
public const string RAW_FILE_BUILD_PIPELINE = "RAW_FILE_BUILD_PIPELINE";
public const string DISABLE_UNITY_WEB_CACHE = "DISABLE_UNITY_WEB_CACHE";
public const string RESUME_DOWNLOAD_MINMUM_SIZE = "RESUME_DOWNLOAD_MINMUM_SIZE";
public const string RESUME_DOWNLOAD_RESPONSE_CODES = "RESUME_DOWNLOAD_RESPONSE_CODES";
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6b83a734e8baddb46aa731ee31fe988d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -99,28 +99,32 @@ namespace YooAsset
/// <summary>
/// 创建默认的内置文件系统参数
/// </summary>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">内置文件的根路径</param>
public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(IDecryptionServices decryptionServices = null, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
{
string fileSystemClass = typeof(DefaultBuildinFileSystem).FullName;
var fileSystemParams = new FileSystemParameters(fileSystemClass, rootDirectory);
fileSystemParams.AddParameter("FILE_VERIFY_LEVEL", verifyLevel);
fileSystemParams.AddParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, decryptionServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, verifyLevel);
return fileSystemParams;
}
/// <summary>
/// 创建默认的内置文件系统参数(原生文件)
/// </summary>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">内置文件的根路径</param>
public static FileSystemParameters CreateDefaultBuildinRawFileSystemParameters(EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
public static FileSystemParameters CreateDefaultBuildinRawFileSystemParameters(IDecryptionServices decryptionServices = null, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
{
string fileSystemClass = typeof(DefaultBuildinFileSystem).FullName;
var fileSystemParams = new FileSystemParameters(fileSystemClass, rootDirectory);
fileSystemParams.AddParameter("FILE_VERIFY_LEVEL", verifyLevel);
fileSystemParams.AddParameter("APPEND_FILE_EXTENSION", true);
fileSystemParams.AddParameter("RAW_FILE_BUILD_PIPELINE", true);
fileSystemParams.AddParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, decryptionServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, verifyLevel);
fileSystemParams.AddParameter(FileSystemParametersDefine.APPEND_FILE_EXTENSION, true);
fileSystemParams.AddParameter(FileSystemParametersDefine.RAW_FILE_BUILD_PIPELINE, true);
return fileSystemParams;
}
@@ -128,14 +132,16 @@ namespace YooAsset
/// 创建默认的缓存文件系统参数
/// </summary>
/// <param name="remoteServices">远端资源地址查询服务类</param>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">文件系统的根目录</param>
public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, IDecryptionServices decryptionServices = null, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
{
string fileSystemClass = typeof(DefaultCacheFileSystem).FullName;
var fileSystemParams = new FileSystemParameters(fileSystemClass, rootDirectory);
fileSystemParams.AddParameter("REMOTE_SERVICES", remoteServices);
fileSystemParams.AddParameter("FILE_VERIFY_LEVEL", verifyLevel);
fileSystemParams.AddParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, decryptionServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, verifyLevel);
return fileSystemParams;
}
@@ -143,16 +149,18 @@ namespace YooAsset
/// 创建默认的缓存文件系统参数(原生文件)
/// </summary>
/// <param name="remoteServices">远端资源地址查询服务类</param>
/// <param name="decryptionServices">加密文件解密服务类</param>
/// <param name="verifyLevel">缓存文件的校验等级</param>
/// <param name="rootDirectory">文件系统的根目录</param>
public static FileSystemParameters CreateDefaultCacheRawFileSystemParameters(IRemoteServices remoteServices, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
public static FileSystemParameters CreateDefaultCacheRawFileSystemParameters(IRemoteServices remoteServices, IDecryptionServices decryptionServices = null, EFileVerifyLevel verifyLevel = EFileVerifyLevel.Middle, string rootDirectory = null)
{
string fileSystemClass = typeof(DefaultCacheFileSystem).FullName;
var fileSystemParams = new FileSystemParameters(fileSystemClass, rootDirectory);
fileSystemParams.AddParameter("REMOTE_SERVICES", remoteServices);
fileSystemParams.AddParameter("FILE_VERIFY_LEVEL", verifyLevel);
fileSystemParams.AddParameter("APPEND_FILE_EXTENSION", true);
fileSystemParams.AddParameter("RAW_FILE_BUILD_PIPELINE", true);
fileSystemParams.AddParameter(FileSystemParametersDefine.REMOTE_SERVICES, remoteServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.DECRYPTION_SERVICES, decryptionServices);
fileSystemParams.AddParameter(FileSystemParametersDefine.FILE_VERIFY_LEVEL, verifyLevel);
fileSystemParams.AddParameter(FileSystemParametersDefine.APPEND_FILE_EXTENSION, true);
fileSystemParams.AddParameter(FileSystemParametersDefine.RAW_FILE_BUILD_PIPELINE, true);
return fileSystemParams;
}
@@ -164,7 +172,7 @@ namespace YooAsset
{
string fileSystemClass = typeof(DefaultWebFileSystem).FullName;
var fileSystemParams = new FileSystemParameters(fileSystemClass, null);
fileSystemParams.AddParameter("DISABLE_UNITY_WEB_CACHE", disableUnityWebCache);
fileSystemParams.AddParameter(FileSystemParametersDefine.DISABLE_UNITY_WEB_CACHE, disableUnityWebCache);
return fileSystemParams;
}
}

View File

@@ -152,6 +152,14 @@ namespace YooAsset
return IsDone;
}
/// <summary>
/// 清空完成回调
/// </summary>
protected void ClearCompletedCallback()
{
_callback = null;
}
/// <summary>
/// 等待异步执行完毕
/// </summary>

View File

@@ -15,6 +15,10 @@ namespace YooAsset
{
OnAbort();
}
internal override void InternalWaitForAsyncComplete()
{
OnWaitForAsyncComplete();
}
/// <summary>
/// 异步操作开始
@@ -31,6 +35,11 @@ namespace YooAsset
/// </summary>
protected abstract void OnAbort();
/// <summary>
/// 异步等待完成
/// </summary>
protected virtual void OnWaitForAsyncComplete() { }
/// <summary>
/// 异步操作系统是否繁忙
/// </summary>

View File

@@ -23,7 +23,7 @@ namespace YooAsset
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SceneHandle)} is invalid");
throw new System.Exception($"{nameof(SceneHandle)} is invalid !");
if (Provider.IsDone)
value.Invoke(this);
else
@@ -32,7 +32,7 @@ namespace YooAsset
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SceneHandle)} is invalid");
throw new System.Exception($"{nameof(SceneHandle)} is invalid !");
_callback -= value;
}
}
@@ -168,13 +168,12 @@ namespace YooAsset
}
// 卸载子场景
// 注意:如果场景正在加载过程,必须等待加载完成后才可以卸载该场景。
{
var operation = new UnloadSceneOperation(Provider);
OperationSystem.StartOperation(packageName, operation);
return operation;
}
}
}
}

View File

@@ -14,14 +14,13 @@ namespace YooAsset
CheckError,
PrepareDone,
UnLoadScene,
Checking,
Done,
}
private ESteps _steps = ESteps.None;
private readonly string _error;
private readonly ProviderOperation _provider;
private AsyncOperation _asyncOp;
private AsyncOperation _asyncOp = null;
internal UnloadSceneOperation(string error)
{
@@ -96,16 +95,16 @@ namespace YooAsset
if (_steps == ESteps.UnLoadScene)
{
_asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
_provider.ResourceMgr.UnloadSubScene(_provider.SceneName);
_steps = ESteps.Checking;
}
if (_asyncOp == null)
{
_asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
_provider.ResourceMgr.UnloadSubScene(_provider.SceneName);
}
if (_steps == ESteps.Checking)
{
Progress = _asyncOp.progress;
if (_asyncOp.isDone == false)
return;
_provider.ResourceMgr.TryUnloadUnusedAsset(_provider.MainAssetInfo);
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;

View File

@@ -8,13 +8,24 @@ namespace YooAsset
{
internal sealed class BundledSceneProvider : ProviderOperation
{
public readonly LoadSceneMode SceneMode;
public readonly LoadSceneParameters LoadSceneParams;
private AsyncOperation _asyncOperation;
private bool _suspendLoadMode;
public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
/// <summary>
/// 场景加载模式
/// </summary>
public LoadSceneMode SceneMode
{
SceneMode = sceneMode;
get
{
return LoadSceneParams.loadSceneMode;
}
}
public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad) : base(manager, providerGUID, assetInfo)
{
LoadSceneParams = loadSceneParams;
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoadMode = suspendLoad;
}
@@ -61,15 +72,14 @@ namespace YooAsset
if (IsWaitForAsyncComplete)
{
// 注意:场景同步加载方法不会立即加载场景,而是在下一帧加载。
LoadSceneParameters parameters = new LoadSceneParameters(SceneMode);
SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, parameters);
SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, LoadSceneParams);
_steps = ESteps.Checking;
}
else
{
// 注意如果场景不存在异步加载方法返回NULL
// 注意:即使是异步加载也要在当帧获取到场景对象
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, LoadSceneParams);
if (_asyncOperation != null)
{
_asyncOperation.allowSceneActivation = !_suspendLoadMode;

View File

@@ -8,13 +8,24 @@ namespace YooAsset
{
internal sealed class DatabaseSceneProvider : ProviderOperation
{
public readonly LoadSceneMode SceneMode;
private bool _suspendLoadMode;
public readonly LoadSceneParameters LoadSceneParams;
private AsyncOperation _asyncOperation;
private bool _suspendLoadMode;
public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
/// <summary>
/// 场景加载模式
/// </summary>
public LoadSceneMode SceneMode
{
SceneMode = sceneMode;
get
{
return LoadSceneParams.loadSceneMode;
}
}
public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad) : base(manager, providerGUID, assetInfo)
{
LoadSceneParams = loadSceneParams;
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoadMode = suspendLoad;
}
@@ -53,14 +64,12 @@ namespace YooAsset
{
if (IsWaitForAsyncComplete)
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
_steps = ESteps.Checking;
}
else
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode);
_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
if (_asyncOperation != null)
{
_asyncOperation.allowSceneActivation = !_suspendLoadMode;

View File

@@ -86,7 +86,7 @@ namespace YooAsset
/// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。
/// 注意:业务逻辑层应该避免同时加载一个子场景。
/// </summary>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneParameters loadSceneParams, bool suspendLoad, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -97,7 +97,7 @@ namespace YooAsset
}
// 如果加载的是主场景,则卸载所有缓存的场景
if (sceneMode == LoadSceneMode.Single)
if (loadSceneParams.loadSceneMode == LoadSceneMode.Single)
{
UnloadAllScene();
}
@@ -107,9 +107,9 @@ namespace YooAsset
ProviderOperation provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad);
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad);
provider = new BundledSceneProvider(this, providerGUID, assetInfo, loadSceneParams, suspendLoad);
provider.InitSpawnDebugInfo();
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);

View File

@@ -45,6 +45,12 @@ namespace YooAsset
if (_steps == ESteps.ClearFileSystemA)
{
if (_fileSystemA == null)
{
_steps = ESteps.ClearFileSystemB;
return;
}
if (_clearAllBundleFilesOpA == null)
_clearAllBundleFilesOpA = _fileSystemA.ClearAllBundleFilesAsync();

View File

@@ -45,6 +45,12 @@ namespace YooAsset
if (_steps == ESteps.ClearFileSystemA)
{
if (_fileSystemA == null)
{
_steps = ESteps.ClearFileSystemB;
return;
}
if (_clearUnusedBundleFilesOpA == null)
_clearUnusedBundleFilesOpA = _fileSystemA.ClearUnusedBundleFilesAsync(_impl.ActiveManifest);

View File

@@ -130,7 +130,7 @@ namespace YooAsset
long downloadBytes = _cachedDownloadBytes;
foreach (var downloader in _downloaders)
{
downloadBytes += (long)downloader.DownloadedBytes;
downloadBytes += downloader.DownloadedBytes;
if (downloader.IsDone == false)
continue;
@@ -145,7 +145,7 @@ namespace YooAsset
// 下载成功
_removeList.Add(downloader);
_cachedDownloadCount++;
_cachedDownloadBytes += (long)downloader.DownloadedBytes;
_cachedDownloadBytes += downloader.DownloadedBytes;
}
// 移除已经完成的下载器(无论成功或失败)

View File

@@ -201,14 +201,6 @@ namespace YooAsset
if (_steps == ESteps.CreateFileSystem)
{
if (_parameters.BuildinFileSystemParameters == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Buildin file system parameters is null";
return;
}
if (_parameters.CacheFileSystemParameters == null)
{
_steps = ESteps.Done;
@@ -217,6 +209,19 @@ namespace YooAsset
return;
}
if (_parameters.BuildinFileSystemParameters != null)
{
_impl.BuildinFileSystem = PlayModeHelper.CreateFileSystem(_impl.PackageName, _parameters.BuildinFileSystemParameters);
if (_impl.BuildinFileSystem == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Failed to create buildin file system";
return;
}
return;
}
if (_parameters.DeliveryFileSystemParameters != null)
{
_impl.DeliveryFileSystem = PlayModeHelper.CreateFileSystem(_impl.PackageName, _parameters.DeliveryFileSystemParameters);
@@ -229,15 +234,6 @@ namespace YooAsset
}
}
_impl.BuildinFileSystem = PlayModeHelper.CreateFileSystem(_impl.PackageName, _parameters.BuildinFileSystemParameters);
if (_impl.BuildinFileSystem == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Failed to create buildin file system";
return;
}
_impl.CacheFileSystem = PlayModeHelper.CreateFileSystem(_impl.PackageName, _parameters.CacheFileSystemParameters);
if (_impl.CacheFileSystem == null)
{
@@ -252,6 +248,13 @@ namespace YooAsset
if (_steps == ESteps.InitBuildinFileSystem)
{
// 注意:内置文件系统可以为空
if (_impl.BuildinFileSystem == null)
{
_steps = ESteps.InitDeliveryFileSystem;
return;
}
if (_initBuildinFileSystemOp == null)
_initBuildinFileSystemOp = _impl.BuildinFileSystem.InitializeFileSystemAsync();

View File

@@ -7,7 +7,7 @@ namespace YooAsset
internal class HostPlayModeImpl : IPlayMode, IBundleQuery
{
public readonly string PackageName;
public IFileSystem BuildinFileSystem { set; get; }
public IFileSystem BuildinFileSystem { set; get; } //可以为空!
public IFileSystem DeliveryFileSystem { set; get; } //可以为空!
public IFileSystem CacheFileSystem { set; get; }
@@ -118,7 +118,7 @@ namespace YooAsset
if (packageBundle == null)
throw new Exception("Should never get here !");
if (BuildinFileSystem.Belong(packageBundle))
if (BuildinFileSystem != null && BuildinFileSystem.Belong(packageBundle))
{
BundleInfo bundleInfo = new BundleInfo(BuildinFileSystem, packageBundle);
return bundleInfo;

View File

@@ -486,11 +486,12 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single)
/// <param name="physicsMode">场景物理模式</param>
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, true, sceneMode, false, 0);
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
}
/// <summary>
@@ -498,10 +499,11 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single)
/// <param name="physicsMode">场景物理模式</param>
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckInitialize();
return LoadSceneInternal(assetInfo, true, sceneMode, false, 0);
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
}
/// <summary>
@@ -509,13 +511,14 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority);
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
}
/// <summary>
@@ -523,18 +526,20 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority);
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
}
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority)
{
DebugCheckAssetLoadType(assetInfo.AssetType);
var handle = _resourceManager.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;

View File

@@ -34,5 +34,15 @@ namespace YooAsset
/// 注意:加载流对象在资源包对象释放的时候会自动释放
/// </summary>
AssetBundleCreateRequest LoadAssetBundleAsync(DecryptFileInfo fileInfo, out Stream managedStream);
/// <summary>
/// 获取解密的字节数据
/// </summary>
byte[] ReadFileData(DecryptFileInfo fileInfo);
/// <summary>
/// 获取解密的文本数据
/// </summary>
string ReadFileText(DecryptFileInfo fileInfo);
}
}
}

View File

@@ -161,10 +161,11 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single)
/// <param name="physicsMode">场景物理模式</param>
public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneSync(location, sceneMode);
return _defaultPackage.LoadSceneSync(location, sceneMode, physicsMode);
}
/// <summary>
@@ -172,10 +173,11 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single)
/// <param name="physicsMode">场景物理模式</param>
public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneSync(assetInfo, sceneMode);
return _defaultPackage.LoadSceneSync(assetInfo, sceneMode, physicsMode);
}
/// <summary>
@@ -183,12 +185,13 @@ namespace YooAsset
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
return _defaultPackage.LoadSceneAsync(location, sceneMode, physicsMode, suspendLoad, priority);
}
/// <summary>
@@ -196,12 +199,13 @@ namespace YooAsset
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, physicsMode, suspendLoad, priority);
}
#endregion

View File

@@ -11,8 +11,10 @@ using UnityEditor;
public class ShaderVariantCollectionManifest
{
[Serializable]
public class ShaderVariantElement
public class ShaderVariantElement : IComparable<ShaderVariantElement>
{
public string SortValue { private set; get; }
/// <summary>
/// Pass type to use in this variant.
/// </summary>
@@ -22,11 +24,31 @@ public class ShaderVariantCollectionManifest
/// Array of shader keywords to use in this variant.
/// </summary>
public string[] Keywords;
public void MakeSortValue()
{
string combineKeyword = string.Empty;
for (int i = 0; i < Keywords.Length; i++)
{
if (i == 0)
combineKeyword = Keywords[0];
else
combineKeyword = $"{combineKeyword}+{Keywords[0]}";
}
SortValue = $"{PassType}+{combineKeyword}";
}
public int CompareTo(ShaderVariantElement other)
{
return SortValue.CompareTo(other.SortValue);
}
}
[Serializable]
public class ShaderVariantInfo : IComparable<ShaderVariantInfo>
{
public string SortValue { private set; get; }
/// <summary>
/// 着色器资源路径.
/// </summary>
@@ -47,11 +69,13 @@ public class ShaderVariantCollectionManifest
/// </summary>
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
public void MakeSortValue()
{
SortValue = AssetPath + "+" + ShaderName;
}
public int CompareTo(ShaderVariantInfo other)
{
string thisStr = AssetPath + "+" +ShaderName;
string otherStr = other.AssetPath + "+" + other.ShaderName;
return thisStr.CompareTo(otherStr);
return SortValue.CompareTo(other.SortValue);
}
}
@@ -76,10 +100,15 @@ public class ShaderVariantCollectionManifest
/// </summary>
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
{
// 排序Keyword列表
List<string> temper = new List<string>(keywords);
temper.Sort();
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
ShaderVariantElement element = new ShaderVariantElement();
element.PassType = passType;
element.Keywords = keywords;
element.Keywords = temper.ToArray();
element.MakeSortValue();
info.ShaderVariantElements.Add(element);
info.ShaderVariantCount++;
}
@@ -91,6 +120,7 @@ public class ShaderVariantCollectionManifest
ShaderVariantInfo newInfo = new ShaderVariantInfo();
newInfo.AssetPath = assetPath;
newInfo.ShaderName = shaderName;
newInfo.MakeSortValue();
ShaderVariantInfos.Add(newInfo);
return newInfo;
}
@@ -150,6 +180,11 @@ public class ShaderVariantCollectionManifest
// 重新排序
manifest.ShaderVariantInfos.Sort();
foreach (var shaderVariantInfo in manifest.ShaderVariantInfos)
{
shaderVariantInfo.ShaderVariantElements.Sort();
}
return manifest;
}
}

View File

@@ -21,8 +21,8 @@ public static class ShaderVariantCollector
WaitingDone,
}
private const float WaitMilliseconds = 1000f;
private const float SleepMilliseconds = 2000f;
private const float WaitMilliseconds = 3000f;
private const float SleepMilliseconds = 3000f;
private static string _savePath;
private static string _packageName;
private static int _processMaxNum;

View File

@@ -100,12 +100,12 @@ public class BattleRoom
if (_startWaitTimer.Update(Time.deltaTime))
{
// 生成实体
var handle = YooAssets.LoadAssetAsync<GameObject>("player_ship");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_ship");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(_roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
_steps = ESteps.SpawnEnemy;
}
}
@@ -117,12 +117,12 @@ public class BattleRoom
Quaternion spawnRotation = Quaternion.identity;
// 生成实体
var handle = YooAssets.LoadAssetAsync<GameObject>(enemyLocation);
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>(enemyLocation);
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(spawnPosition, spawnRotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
_waveSpawnCount++;
if (_waveSpawnCount >= EnemyCount)
@@ -166,12 +166,12 @@ public class BattleRoom
var msg = message as BattleEventDefine.PlayerDead;
// 创建爆炸效果
var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_player");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_player");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
_steps = ESteps.GameOver;
BattleEventDefine.GameOver.SendEventMessage();
@@ -181,12 +181,12 @@ public class BattleRoom
var msg = message as BattleEventDefine.EnemyDead;
// 创建爆炸效果
var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_enemy");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_enemy");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
_totalScore += EnemyScore;
BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
@@ -196,12 +196,12 @@ public class BattleRoom
var msg = message as BattleEventDefine.AsteroidExplosion;
// 创建爆炸效果
var handle = YooAssets.LoadAssetAsync<GameObject>("explosion_asteroid");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("explosion_asteroid");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
_totalScore += AsteroidScore;
BattleEventDefine.ScoreChange.SendEventMessage(_totalScore);
@@ -211,24 +211,24 @@ public class BattleRoom
var msg = message as BattleEventDefine.PlayerFireBullet;
// 创建子弹实体
var handle = YooAssets.LoadAssetAsync<GameObject>("player_bullet");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("player_bullet");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
}
else if (message is BattleEventDefine.EnemyFireBullet)
{
var msg = message as BattleEventDefine.EnemyFireBullet;
// 创建子弹实体
var handle = YooAssets.LoadAssetAsync<GameObject>("enemy_bullet");
handle.Completed += (AssetHandle handle) =>
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("enemy_bullet");
assetHandle.Completed += (AssetHandle handle) =>
{
handle.InstantiateSync(msg.Position, msg.Rotation, _roomRoot.transform);
};
_handles.Add(handle);
_handles.Add(assetHandle);
}
}
}

View File

@@ -172,6 +172,22 @@ internal class FsmInitializePackage : IStateNode
return AssetBundle.LoadFromStreamAsync(bundleStream, fileInfo.FileLoadCRC, GetManagedReadBufferSize());
}
/// <summary>
/// 获取解密的字节数据
/// </summary>
byte[] IDecryptionServices.ReadFileData(DecryptFileInfo fileInfo)
{
throw new System.NotImplementedException();
}
/// <summary>
/// 获取解密的文本数据
/// </summary>
string IDecryptionServices.ReadFileText(DecryptFileInfo fileInfo)
{
throw new System.NotImplementedException();
}
private static uint GetManagedReadBufferSize()
{
return 1024;
@@ -203,6 +219,22 @@ internal class FsmInitializePackage : IStateNode
return AssetBundle.LoadFromFileAsync(fileInfo.FileLoadPath, fileInfo.FileLoadCRC, GetFileOffset());
}
/// <summary>
/// 获取解密的字节数据
/// </summary>
byte[] IDecryptionServices.ReadFileData(DecryptFileInfo fileInfo)
{
throw new System.NotImplementedException();
}
/// <summary>
/// 获取解密的文本数据
/// </summary>
string IDecryptionServices.ReadFileText(DecryptFileInfo fileInfo)
{
throw new System.NotImplementedException();
}
private static ulong GetFileOffset()
{
return 32;

View File

@@ -1,7 +1,7 @@
{
"name": "com.tuyoogame.yooasset",
"displayName": "YooAsset",
"version": "2.2.1-preview",
"version": "2.2.3-preview",
"unity": "2019.4",
"description": "unity3d resources management system.",
"author": {