Compare commits

...

6 Commits

Author SHA1 Message Date
何冠峰
354ca5197f refactor : 重构异步操作模块 2026-01-13 14:55:31 +08:00
何冠峰
ce4d6911db refactor : 重构异步操作模块 2026-01-13 12:08:02 +08:00
何冠峰
b796b1a44e refactor : 重构异步操作模块 2026-01-13 11:23:50 +08:00
何冠峰
7198e639d9 refactor : 重构异步操作模块 2026-01-12 16:10:24 +08:00
何冠峰
294fa18fec refactor : 重构异步操作模块 2026-01-12 15:35:00 +08:00
何冠峰
a3f689d815 refactor : 重构异步操作模块 2026-01-12 11:09:27 +08:00
36 changed files with 563 additions and 501 deletions

View File

@@ -255,12 +255,7 @@ namespace YooAsset
if (_watchdogAborted) if (_watchdogAborted)
return; return;
#if UNITY_2020_3_OR_NEWER double realtimeSinceStartup = TimeUtility.RealtimeSinceStartup;
double realtimeSinceStartup = UnityEngine.Time.realtimeSinceStartupAsDouble;
#else
double realtimeSinceStartup = UnityEngine.Time.realtimeSinceStartup;
#endif
if (DownloadedBytes != _lastDownloadBytes) if (DownloadedBytes != _lastDownloadBytes)
{ {
_lastDownloadBytes = DownloadedBytes; _lastDownloadBytes = DownloadedBytes;

View File

@@ -87,7 +87,7 @@ namespace YooAsset
if (Status == EDownloadRequestStatus.None) if (Status == EDownloadRequestStatus.None)
{ {
Status = EDownloadRequestStatus.Running; Status = EDownloadRequestStatus.Running;
_lastUpdateTime = GetUnityEngineRealtime(); _lastUpdateTime = TimeUtility.RealtimeSinceStartup;
} }
} }
@@ -99,7 +99,7 @@ namespace YooAsset
if (Status != EDownloadRequestStatus.Running) if (Status != EDownloadRequestStatus.Running)
return; return;
double currentTime = GetUnityEngineRealtime(); double currentTime = TimeUtility.RealtimeSinceStartup;
double deltaTime = currentTime - _lastUpdateTime; double deltaTime = currentTime - _lastUpdateTime;
_lastUpdateTime = currentTime; _lastUpdateTime = currentTime;
@@ -137,14 +137,5 @@ namespace YooAsset
public void Dispose() public void Dispose()
{ {
} }
private double GetUnityEngineRealtime()
{
#if UNITY_2020_3_OR_NEWER
return UnityEngine.Time.realtimeSinceStartupAsDouble;
#else
return UnityEngine.Time.realtimeSinceStartup;
#endif
}
} }
} }

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -17,7 +17,7 @@ namespace YooAsset
private readonly DefaultCacheFileSystem _fileSystem; private readonly DefaultCacheFileSystem _fileSystem;
private IEnumerator<string> _filesEnumerator = null; private IEnumerator<string> _filesEnumerator = null;
private float _verifyStartTime; private double _verifyStartTime;
private ESteps _steps = ESteps.None; private ESteps _steps = ESteps.None;
/// <summary> /// <summary>
@@ -33,7 +33,7 @@ namespace YooAsset
internal override void InternalStart() internal override void InternalStart()
{ {
_steps = ESteps.Prepare; _steps = ESteps.Prepare;
_verifyStartTime = UnityEngine.Time.realtimeSinceStartup; _verifyStartTime = TimeUtility.RealtimeSinceStartup;
} }
internal override void InternalUpdate() internal override void InternalUpdate()
{ {
@@ -58,7 +58,7 @@ namespace YooAsset
_steps = ESteps.Done; _steps = ESteps.Done;
Status = EOperationStatus.Succeed; Status = EOperationStatus.Succeed;
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyStartTime; double costTime = TimeUtility.RealtimeSinceStartup - _verifyStartTime;
YooLogger.Log($"Search cache files elapsed time {costTime:f1} seconds"); YooLogger.Log($"Search cache files elapsed time {costTime:f1} seconds");
} }
} }

View File

@@ -25,7 +25,7 @@ namespace YooAsset
private List<VerifyFileElement> _verifyingList; private List<VerifyFileElement> _verifyingList;
private int _verifyMaxNum; private int _verifyMaxNum;
private int _verifyTotalCount; private int _verifyTotalCount;
private float _verifyStartTime; private double _verifyStartTime;
private int _succeedCount; private int _succeedCount;
private int _failedCount; private int _failedCount;
private ESteps _steps = ESteps.None; private ESteps _steps = ESteps.None;
@@ -40,7 +40,7 @@ namespace YooAsset
internal override void InternalStart() internal override void InternalStart()
{ {
_steps = ESteps.InitVerify; _steps = ESteps.InitVerify;
_verifyStartTime = UnityEngine.Time.realtimeSinceStartup; _verifyStartTime = TimeUtility.RealtimeSinceStartup;
} }
internal override void InternalUpdate() internal override void InternalUpdate()
{ {
@@ -84,7 +84,7 @@ namespace YooAsset
{ {
_steps = ESteps.Done; _steps = ESteps.Done;
Status = EOperationStatus.Succeed; Status = EOperationStatus.Succeed;
float costTime = UnityEngine.Time.realtimeSinceStartup - _verifyStartTime; double costTime = TimeUtility.RealtimeSinceStartup - _verifyStartTime;
YooLogger.Log($"Verify cache files elapsed time {costTime:f1} seconds"); YooLogger.Log($"Verify cache files elapsed time {costTime:f1} seconds");
} }

View File

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

View File

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

View File

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

View File

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

View File

@@ -10,7 +10,7 @@ namespace YooAsset
{ {
private List<AsyncOperationBase> _childs; private List<AsyncOperationBase> _childs;
private Action<AsyncOperationBase> _callback; private Action<AsyncOperationBase> _callback;
private int _whileFrame = 1000; private uint _priority = 0;
/// <summary> /// <summary>
/// 等待异步执行完成 /// 等待异步执行完成
@@ -35,10 +35,28 @@ namespace YooAsset
} }
} }
/// <summary>
/// 标记脏(用于调度器检测并重排)
/// </summary>
internal bool IsDirty { set; get; } = false;
/// <summary> /// <summary>
/// 任务优先级 /// 任务优先级
/// </summary> /// </summary>
public uint Priority { set; get; } = 0; public uint Priority
{
set
{
if (_priority == value)
return;
_priority = value;
IsDirty = true;
}
get
{
return _priority;
}
}
/// <summary> /// <summary>
/// 任务状态 /// 任务状态
@@ -122,7 +140,7 @@ namespace YooAsset
} }
internal virtual void InternalWaitForAsyncComplete() internal virtual void InternalWaitForAsyncComplete()
{ {
throw new System.NotImplementedException(this.GetType().Name); throw new YooInternalException($"InternalWaitForAsyncComplete() not implemented : {this.GetType().Name}");
} }
internal virtual string InternalGetDesc() internal virtual string InternalGetDesc()
{ {
@@ -137,9 +155,19 @@ namespace YooAsset
if (_childs == null) if (_childs == null)
_childs = new List<AsyncOperationBase>(10); _childs = new List<AsyncOperationBase>(10);
#if UNITY_EDITOR #if UNITY_EDITOR || DEBUG
if (child == null)
throw new YooInternalException("The child node is null !");
if (ReferenceEquals(child, this))
throw new YooInternalException("The child node cannot be itself !");
if (_childs.Contains(child)) if (_childs.Contains(child))
throw new YooInternalException($"The child node {child.GetType().Name} already exists !"); throw new YooInternalException($"The child node {child.GetType().Name} already exists !");
// 禁止形成环依赖
if (WouldCreateCycle(child))
throw new YooInternalException($"AddChildOperation would create a cycle : {this.GetType().Name} -> {child.GetType().Name}");
#endif #endif
_childs.Add(child); _childs.Add(child);
@@ -153,7 +181,10 @@ namespace YooAsset
if (_childs == null) if (_childs == null)
return; return;
#if UNITY_EDITOR #if UNITY_EDITOR || DEBUG
if (child == null)
throw new YooInternalException("The child node is null !");
if (_childs.Contains(child) == false) if (_childs.Contains(child) == false)
throw new YooInternalException($"The child node {child.GetType().Name} not exists !"); throw new YooInternalException($"The child node {child.GetType().Name} not exists !");
#endif #endif
@@ -182,7 +213,16 @@ namespace YooAsset
DebugBeginRecording(); DebugBeginRecording();
// 开始任务 // 开始任务
InternalStart(); try
{
InternalStart();
}
catch (Exception ex)
{
Status = EOperationStatus.Failed;
Error = ex.ToString();
YooLogger.Error($"Exception in {this.GetType().Name}.InternalStart : {ex}");
}
} }
} }
@@ -197,7 +237,18 @@ namespace YooAsset
DebugUpdateRecording(); DebugUpdateRecording();
// 更新任务 // 更新任务
InternalUpdate(); // 注意:兜底隔离机制
// 说明检测的异常源包含I/O解压/读写权限/磁盘满),平台差异等
try
{
InternalUpdate();
}
catch (Exception ex)
{
Status = EOperationStatus.Failed;
Error = ex.ToString();
YooLogger.Error($"Exception in {this.GetType().Name}.InternalUpdate : {ex}");
}
} }
if (IsDone && IsFinish == false) if (IsDone && IsFinish == false)
@@ -226,12 +277,15 @@ namespace YooAsset
Error = "user abort"; Error = "user abort";
YooLogger.Warning($"Async operation {this.GetType().Name} has been aborted !"); YooLogger.Warning($"Async operation {this.GetType().Name} has been aborted !");
} }
//注意强制收尾确保Task能完成
FinishOperation();
} }
/// <summary> /// <summary>
/// 强制结束异步任务 /// 强制结束异步任务
/// </summary> /// </summary>
internal void FinishOperation() private void FinishOperation()
{ {
if (IsFinish == false) if (IsFinish == false)
{ {
@@ -243,6 +297,7 @@ namespace YooAsset
try try
{ {
//TODO 单个回调异常会阻断后续回调
_callback?.Invoke(this); _callback?.Invoke(this);
} }
catch (Exception ex) catch (Exception ex)
@@ -259,25 +314,58 @@ namespace YooAsset
} }
/// <summary> /// <summary>
/// 执行While循环 /// 执行一次更新逻辑
/// </summary> /// </summary>
protected bool ExecuteWhileDone() protected void RunOnceExecution()
{ {
if (IsDone == false) if (IsDone)
return;
UpdateOperation();
}
/// <summary>
/// 批量执行一定次数的更新逻辑
/// </summary>
/// <param name="count">次数</param>
protected void RunBatchExecution(int count = 1000)
{
if (IsDone)
return;
int runCount = count;
while (true)
{ {
// 执行更新逻辑 // 执行更新逻辑
InternalUpdate(); UpdateOperation();
if (IsDone)
break;
// 当执行次数用完时 // 当执行次数用完时
_whileFrame--; runCount--;
if (_whileFrame <= 0) if (runCount <= 0)
{ break;
Status = EOperationStatus.Failed; }
Error = $"Operation {this.GetType().Name} failed to wait for async complete !"; }
YooLogger.Error(Error);
} /// <summary>
/// 无限次数的执行更新逻辑,直到任务完成
/// </summary>
/// <param name="sleepMS">休眠时长</param>
protected void RunUntilCompletion(int sleepMS = 1)
{
if (IsDone)
return;
while (true)
{
UpdateOperation();
if (IsDone)
break;
// 注意: 短暂休眠避免完全占用CPU资源
System.Threading.Thread.Sleep(sleepMS);
} }
return IsDone;
} }
/// <summary> /// <summary>
@@ -285,11 +373,7 @@ namespace YooAsset
/// </summary> /// </summary>
public void WaitForAsyncComplete() public void WaitForAsyncComplete()
{ {
if (IsDone)
return;
//TODO 防止异步操作被挂起陷入无限死循环! //TODO 防止异步操作被挂起陷入无限死循环!
// 例如:文件解压任务或者文件导入任务!
if (Status == EOperationStatus.None) if (Status == EOperationStatus.None)
{ {
StartOperation(); StartOperation();
@@ -298,12 +382,19 @@ namespace YooAsset
if (IsWaitForAsyncComplete == false) if (IsWaitForAsyncComplete == false)
{ {
IsWaitForAsyncComplete = true; IsWaitForAsyncComplete = true;
InternalWaitForAsyncComplete();
#if UNITY_EDITOR
if (IsDone == false) if (IsDone == false)
throw new YooInternalException($"WaitForAsyncComplete() must complete operation: {this.GetType().Name}"); InternalWaitForAsyncComplete();
#endif
if (IsDone == false)
{
Status = EOperationStatus.Failed;
Error = $"Operation {this.GetType().Name} failed to wait for async complete !";
YooLogger.Error(Error);
}
//注意强制收尾确保Task能完成
FinishOperation();
} }
} }
@@ -311,7 +402,7 @@ namespace YooAsset
/// <summary> /// <summary>
/// 开始的时间 /// 开始的时间
/// </summary> /// </summary>
public string BeginTime = string.Empty; public string BeginTime { protected set; get; }
/// <summary> /// <summary>
/// 处理耗时(单位:毫秒) /// 处理耗时(单位:毫秒)
@@ -326,7 +417,7 @@ namespace YooAsset
{ {
if (_watch == null) if (_watch == null)
{ {
BeginTime = SpawnTimeToString(UnityEngine.Time.realtimeSinceStartup); BeginTime = SpawnTimeToString(TimeUtility.RealtimeSinceStartup);
_watch = Stopwatch.StartNew(); _watch = Stopwatch.StartNew();
} }
} }
@@ -350,13 +441,46 @@ namespace YooAsset
} }
} }
private string SpawnTimeToString(float spawnTime) private string SpawnTimeToString(double spawnTime)
{ {
float h = UnityEngine.Mathf.FloorToInt(spawnTime / 3600f); double h = System.Math.Floor(spawnTime / 3600);
float m = UnityEngine.Mathf.FloorToInt(spawnTime / 60f - h * 60f); double m = System.Math.Floor(spawnTime / 60 - h * 60);
float s = UnityEngine.Mathf.FloorToInt(spawnTime - m * 60f - h * 3600f); double s = System.Math.Floor(spawnTime - m * 60 - h * 3600);
return h.ToString("00") + ":" + m.ToString("00") + ":" + s.ToString("00"); return h.ToString("00") + ":" + m.ToString("00") + ":" + s.ToString("00");
} }
private bool WouldCreateCycle(AsyncOperationBase child)
{
const int maxVisited = 4096;
var stack = new Stack<AsyncOperationBase>();
var visited = new HashSet<AsyncOperationBase>();
stack.Push(child);
while (stack.Count > 0)
{
var node = stack.Pop();
if (node == null)
continue;
if (visited.Add(node) == false)
continue;
if (visited.Count > maxVisited)
throw new YooInternalException("Child operation graph is too large, cycle check aborted !");
if (ReferenceEquals(node, this))
return true;
if (node._childs == null)
continue;
for (int i = 0; i < node._childs.Count; i++)
{
stack.Push(node._childs[i]);
}
}
return false;
}
internal DebugOperationInfo GetDebugOperationInfo() internal DebugOperationInfo GetDebugOperationInfo()
{ {

View File

@@ -10,6 +10,7 @@ namespace YooAsset
{ {
private readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(100); private readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(100);
private readonly List<AsyncOperationBase> _newList = new List<AsyncOperationBase>(100); private readonly List<AsyncOperationBase> _newList = new List<AsyncOperationBase>(100);
private uint _priority = 0;
/// <summary> /// <summary>
/// 所属包裹名称 /// 所属包裹名称
@@ -19,7 +20,23 @@ namespace YooAsset
/// <summary> /// <summary>
/// 调度器优先级(值越大越优先) /// 调度器优先级(值越大越优先)
/// </summary> /// </summary>
public int Priority { private set; get; } public uint Priority
{
get { return _priority; }
set
{
if (_priority != value)
{
_priority = value;
IsDirty = true;
}
}
}
/// <summary>
/// 优先级是否已变更(需要重新排序)
/// </summary>
public bool IsDirty { set; get; } = false;
/// <summary> /// <summary>
/// 创建顺序(用于同优先级稳定排序) /// 创建顺序(用于同优先级稳定排序)
@@ -27,10 +44,9 @@ namespace YooAsset
public int CreateIndex { private set; get; } public int CreateIndex { private set; get; }
public OperationScheduler(string packageName, int priority, int createIndex) public OperationScheduler(string packageName, int createIndex)
{ {
PackageName = packageName; PackageName = packageName;
Priority = priority;
CreateIndex = createIndex; CreateIndex = createIndex;
} }
@@ -41,9 +57,6 @@ namespace YooAsset
{ {
_newList.Add(operation); _newList.Add(operation);
operation.StartOperation(); operation.StartOperation();
// 通知开始回调
OperationSystem.InvokeStartCallback(PackageName, operation);
} }
/// <summary> /// <summary>
@@ -58,31 +71,29 @@ namespace YooAsset
if (operation.IsFinish) if (operation.IsFinish)
{ {
_operations.RemoveAt(i); _operations.RemoveAt(i);
// 通知完成回调
OperationSystem.InvokeFinishCallback(PackageName, operation);
} }
} }
// 添加新增的异步操作 // 添加新增的异步操作
if (_newList.Count > 0) if (_newList.Count > 0)
{ {
bool sorting = false;
foreach (var operation in _newList)
{
if (operation.Priority > 0)
{
sorting = true;
break;
}
}
_operations.AddRange(_newList); _operations.AddRange(_newList);
_newList.Clear(); _newList.Clear();
}
// 重新排序优先级 // 检测是否需要执行排序
if (sorting) bool isDirty = false;
_operations.Sort(); foreach (var operation in _operations)
{
if (operation.IsDirty)
{
operation.IsDirty = false;
isDirty = true;
}
}
if (isDirty)
{
_operations.Sort();
} }
// 更新进行中的异步操作 // 更新进行中的异步操作
@@ -109,7 +120,6 @@ namespace YooAsset
foreach (var operation in _newList) foreach (var operation in _newList)
{ {
operation.AbortOperation(); operation.AbortOperation();
operation.FinishOperation(); //注意强制收尾确保Task能完成
} }
_newList.Clear(); _newList.Clear();
@@ -117,7 +127,6 @@ namespace YooAsset
foreach (var operation in _operations) foreach (var operation in _operations)
{ {
operation.AbortOperation(); operation.AbortOperation();
operation.FinishOperation(); //注意强制收尾确保Task能完成
} }
_operations.Clear(); _operations.Clear();
} }

View File

@@ -5,7 +5,7 @@ using System.Diagnostics;
namespace YooAsset namespace YooAsset
{ {
internal class OperationSystem internal static class OperationSystem
{ {
#if UNITY_EDITOR #if UNITY_EDITOR
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)] [UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
@@ -16,16 +16,13 @@ namespace YooAsset
#endif #endif
// 全局调度器名称 // 全局调度器名称
public const string GLOBAL_SCHEDULER_NAME = ""; public const string GLOBAL_SCHEDULER_NAME = "YOOASSET_GLOBAL_SCHEDULER";
private static readonly Dictionary<string, OperationScheduler> _schedulerDic = new Dictionary<string, OperationScheduler>(100); private static readonly Dictionary<string, OperationScheduler> _schedulerDic = new Dictionary<string, OperationScheduler>(100);
private static readonly List<OperationScheduler> _schedulerList = new List<OperationScheduler>(100); private static readonly List<OperationScheduler> _schedulerList = new List<OperationScheduler>(100);
private static bool _schedulerListDirty = false; private static bool _isInitialize = false;
private static int _createIndex = 0; private static int _createIndex = 0;
private static Action<string, AsyncOperationBase> _startCallback = null;
private static Action<string, AsyncOperationBase> _finishCallback = null;
// 计时器相关 // 计时器相关
private static Stopwatch _watch; private static Stopwatch _watch;
private static long _frameTime; private static long _frameTime;
@@ -59,10 +56,14 @@ namespace YooAsset
/// </summary> /// </summary>
public static void Initialize() public static void Initialize()
{ {
_watch = Stopwatch.StartNew(); if (_isInitialize == false)
{
_isInitialize = true;
_watch = Stopwatch.StartNew();
// 创建全局调度器 // 创建全局调度器
CreatePackageScheduler(GLOBAL_SCHEDULER_NAME, 0); CreatePackageScheduler(GLOBAL_SCHEDULER_NAME, uint.MaxValue);
}
} }
/// <summary> /// <summary>
@@ -70,10 +71,21 @@ namespace YooAsset
/// </summary> /// </summary>
public static void Update() public static void Update()
{ {
// 重新排序调度器 if (_isInitialize == false)
if (_schedulerListDirty) return;
// 检测是否需要执行排序
bool isDirty = false;
foreach (var scheduler in _schedulerList)
{
if (scheduler.IsDirty)
{
scheduler.IsDirty = false;
isDirty = true;
}
}
if (isDirty)
{ {
_schedulerListDirty = false;
_schedulerList.Sort(); _schedulerList.Sort();
} }
@@ -95,6 +107,9 @@ namespace YooAsset
/// </summary> /// </summary>
public static void DestroyAll() public static void DestroyAll()
{ {
_isInitialize = false;
YooLogger.Log("Operation system destroy all !");
// 清空所有调度器 // 清空所有调度器
foreach (var scheduler in _schedulerList) foreach (var scheduler in _schedulerList)
{ {
@@ -102,11 +117,8 @@ namespace YooAsset
} }
_schedulerDic.Clear(); _schedulerDic.Clear();
_schedulerList.Clear(); _schedulerList.Clear();
_schedulerListDirty = false;
_createIndex = 0; _createIndex = 0;
_startCallback = null;
_finishCallback = null;
_watch = null; _watch = null;
_frameTime = 0; _frameTime = 0;
MaxTimeSlice = long.MaxValue; MaxTimeSlice = long.MaxValue;
@@ -115,24 +127,29 @@ namespace YooAsset
/// <summary> /// <summary>
/// 创建包裹调度器 /// 创建包裹调度器
/// </summary> /// </summary>
internal static void CreatePackageScheduler(string packageName, int priority) public static OperationScheduler CreatePackageScheduler(string packageName, uint priority)
{ {
DebugCheckInitialize(packageName);
if (_schedulerDic.ContainsKey(packageName)) if (_schedulerDic.ContainsKey(packageName))
{ {
throw new YooInternalException($"Package scheduler already exists: {packageName}"); throw new YooInternalException($"Package scheduler already exists: {packageName}");
} }
var scheduler = new OperationScheduler(packageName, priority, _createIndex++); var scheduler = new OperationScheduler(packageName, _createIndex++);
_schedulerDic.Add(packageName, scheduler); _schedulerDic.Add(packageName, scheduler);
_schedulerList.Add(scheduler); _schedulerList.Add(scheduler);
_schedulerListDirty = true; scheduler.Priority = priority;
return scheduler;
} }
/// <summary> /// <summary>
/// 销毁包裹调度器 /// 销毁包裹调度器
/// </summary> /// </summary>
internal static void DestroyPackageScheduler(string packageName) public static void DestroyPackageScheduler(string packageName)
{ {
DebugCheckInitialize(packageName);
// 不允许销毁默认调度器 // 不允许销毁默认调度器
if (packageName == GLOBAL_SCHEDULER_NAME) if (packageName == GLOBAL_SCHEDULER_NAME)
{ {
@@ -152,6 +169,8 @@ namespace YooAsset
/// </summary> /// </summary>
public static void ClearPackageOperation(string packageName) public static void ClearPackageOperation(string packageName)
{ {
DebugCheckInitialize(packageName);
var scheduler = GetScheduler(packageName); var scheduler = GetScheduler(packageName);
scheduler.ClearAll(); scheduler.ClearAll();
} }
@@ -161,40 +180,32 @@ namespace YooAsset
/// </summary> /// </summary>
public static void StartOperation(string packageName, AsyncOperationBase operation) public static void StartOperation(string packageName, AsyncOperationBase operation)
{ {
DebugCheckInitialize(packageName);
var scheduler = GetScheduler(packageName); var scheduler = GetScheduler(packageName);
scheduler.StartOperation(operation); scheduler.StartOperation(operation);
} }
/// <summary> /// <summary>
/// 监听任务开始 /// 设置调度器优先级
/// </summary> /// </summary>
public static void RegisterStartCallback(Action<string, AsyncOperationBase> callback) public static void SetSchedulerPriority(string packageName, uint priority)
{ {
_startCallback = callback; DebugCheckInitialize(packageName);
var scheduler = GetScheduler(packageName);
scheduler.Priority = priority;
} }
/// <summary> /// <summary>
/// 监听任务结束 /// 获取调度器优先级
/// </summary> /// </summary>
public static void RegisterFinishCallback(Action<string, AsyncOperationBase> callback) public static uint GetSchedulerPriority(string packageName)
{ {
_finishCallback = callback; DebugCheckInitialize(packageName);
}
/// <summary> var scheduler = GetScheduler(packageName);
/// 触发任务开始回调 return scheduler.Priority;
/// </summary>
internal static void InvokeStartCallback(string packageName, AsyncOperationBase operation)
{
_startCallback?.Invoke(packageName, operation);
}
/// <summary>
/// 触发任务完成回调
/// </summary>
internal static void InvokeFinishCallback(string packageName, AsyncOperationBase operation)
{
_finishCallback?.Invoke(packageName, operation);
} }
/// <summary> /// <summary>
@@ -202,32 +213,34 @@ namespace YooAsset
/// </summary> /// </summary>
private static OperationScheduler GetScheduler(string packageName) private static OperationScheduler GetScheduler(string packageName)
{ {
// 空包名路由到默认调度器
if (string.IsNullOrEmpty(packageName))
packageName = GLOBAL_SCHEDULER_NAME;
if (_schedulerDic.TryGetValue(packageName, out var scheduler)) if (_schedulerDic.TryGetValue(packageName, out var scheduler))
{ {
return scheduler; return scheduler;
} }
// 严格模式:非默认包裹必须先创建调度器 // 严格模式:非默认包裹必须先创建调度器
throw new YooInternalException($"Package scheduler not found: {packageName}. Please call YooAssets.CreatePackage() first!"); throw new YooInternalException($"Operation scheduler not found: {packageName}.");
} }
#region #region
internal static List<DebugOperationInfo> GetDebugOperationInfos(string packageName) internal static List<DebugOperationInfo> GetDebugOperationInfos(string packageName)
{ {
// 空包名路由到默认调度器 DebugCheckInitialize(packageName);
if (string.IsNullOrEmpty(packageName))
packageName = GLOBAL_SCHEDULER_NAME;
if (_schedulerDic.TryGetValue(packageName, out var scheduler)) var scheduler = GetScheduler(packageName);
{ return scheduler.GetDebugOperationInfos();
return scheduler.GetDebugOperationInfos(); }
} #endregion
return new List<DebugOperationInfo>(); #region
[Conditional("DEBUG")]
private static void DebugCheckInitialize(string packageName)
{
if (string.IsNullOrWhiteSpace(packageName))
throw new YooInternalException("Package name is null or empty.");
if (_isInitialize == false)
throw new YooInternalException($"{nameof(OperationSystem)} not initialized !");
} }
#endregion #endregion
} }

View File

@@ -56,8 +56,8 @@ OperationSystem 是 YooAsset 资源管理系统的**异步操作调度核心**
### 核心组件 ### 核心组件
- **OperationSystem**: 静态调度器,管理所有操作的执行 - **OperationSystem**: 静态调度器,管理所有操作的执行
- **OperationScheduler**: 包裹级调度器,维护操作队列并负责更新调度
- **AsyncOperationBase**: 异步操作基类,定义生命周期和状态 - **AsyncOperationBase**: 异步操作基类,定义生命周期和状态
- **GameAsyncOperation**: 游戏层操作基类,提供更友好的 API
- **EOperationStatus**: 操作状态枚举 - **EOperationStatus**: 操作状态枚举
--- ---
@@ -68,8 +68,8 @@ OperationSystem 是 YooAsset 资源管理系统的**异步操作调度核心**
OperationSystem/ OperationSystem/
├── EOperationStatus.cs # 操作状态枚举 ├── EOperationStatus.cs # 操作状态枚举
├── AsyncOperationBase.cs # 异步操作基类 ├── AsyncOperationBase.cs # 异步操作基类
├── OperationScheduler.cs # 包裹级调度器
├── OperationSystem.cs # 异步操作调度器 ├── OperationSystem.cs # 异步操作调度器
└── GameAsyncOperation.cs # 游戏层操作基类
``` ```
--- ---
@@ -113,12 +113,21 @@ None ─────────────────► Processing ───
| `Status` | `EOperationStatus` | 当前状态 | | `Status` | `EOperationStatus` | 当前状态 |
| `Error` | `string` | 错误信息(失败时) | | `Error` | `string` | 错误信息(失败时) |
| `Progress` | `float` | 处理进度0-1 | | `Progress` | `float` | 处理进度0-1 |
| `PackageName` | `string` | 所属包裹名称 |
| `IsDone` | `bool` | 是否已完成Succeed 或 Failed | | `IsDone` | `bool` | 是否已完成Succeed 或 Failed |
| `Task` | `Task` | 用于 async/await | | `Task` | `Task` | 用于 async/await |
| `BeginTime` | `string` | 开始时间(调试用) | | `BeginTime` | `string` | 开始时间(调试用) |
| `ProcessTime` | `long` | 处理耗时毫秒(调试用) | | `ProcessTime` | `long` | 处理耗时毫秒(调试用) |
> 说明:`AsyncOperationBase` 本身不保存包裹名称;包裹名称由 `OperationSystem.StartOperation(packageName, operation)` 传入,并由 `OperationScheduler` 维护。
#### 内部协作:时间切片(`IsBusy`
为配合 `OperationSystem.MaxTimeSlice` 的时间切片预算,`AsyncOperationBase` 提供了内部属性 `IsBusy``internal`)用于任务在 `InternalUpdate()` 内主动让出本帧预算。
- 推荐用法:在 `InternalUpdate()` 内部(或内部子步骤)在执行重逻辑前判断 `IsBusy`,若繁忙则 `return`,把工作拆到下一帧继续执行。
- 同步等待特殊处理:当调用了 `WaitForAsyncComplete()` 进入同步等待阶段时,`IsBusy` 会强制返回 `false`,避免因时间切片判断导致同步等待无法推进。
- 注意:`WaitForAsyncComplete()` 会阻塞主线程,应谨慎使用;同步等待阶段不受时间切片保护,可能带来卡顿。
#### 公共事件 #### 公共事件
```csharp ```csharp
@@ -150,14 +159,16 @@ public void WaitForAsyncComplete();
#### 子任务管理 #### 子任务管理
```csharp ```csharp
// 子任务列表 // 添加/移除子任务(内部使用)
internal readonly List<AsyncOperationBase> Childs;
// 添加/移除子任务
internal void AddChildOperation(AsyncOperationBase child); internal void AddChildOperation(AsyncOperationBase child);
internal void RemoveChildOperation(AsyncOperationBase child); internal void RemoveChildOperation(AsyncOperationBase child);
``` ```
**调用约束(重要):**
- 仅允许在 Unity 主线程调用(与 `OperationSystem.Update()` 的调度线程一致)。
- 不要在 `InternalUpdate()` 正在遍历/处理中途频繁增删子任务;推荐在任务启动阶段完成子任务挂接,或在确保无并发修改风险的安全点调整。
- `AbortOperation()` 会递归中止子任务,子任务的生命周期由父任务统一管理;避免在 `Completed` 回调里再去修改子任务关系,防止时序混乱。
--- ---
### OperationSystem调度器 ### OperationSystem调度器
@@ -206,61 +217,36 @@ public static void ClearPackageOperation(string packageName);
/// 启动异步操作 /// 启动异步操作
/// </summary> /// </summary>
public static void StartOperation(string packageName, AsyncOperationBase operation); public static void StartOperation(string packageName, AsyncOperationBase operation);
/// <summary>
/// 设置调度器优先级
/// </summary>
public static void SetSchedulerPriority(string packageName, uint priority);
/// <summary>
/// 获取调度器优先级
/// </summary>
public static uint GetSchedulerPriority(string packageName);
``` ```
#### 包裹调度说明
- `packageName` 不允许为空(`null` / `""`),否则会抛出异常。
- 若需要使用全局调度器,请传入 `OperationSystem.GLOBAL_SCHEDULER_NAME``Initialize()` 时自动创建)。
- `packageName` 为非全局调度器名称时,必须先通过 `YooAssets.CreatePackage(packageName)` 创建包裹(内部会注册对应 `OperationScheduler`),否则会抛出异常。
#### 回调监听 #### 回调监听
```csharp OperationSystem **当前未提供**全局任务开始/结束回调的注册接口。
/// <summary>
/// 注册任务开始回调
/// </summary>
public static void RegisterStartCallback(Action<string, AsyncOperationBase> callback);
/// <summary> 如需监听任务结束(推荐),请直接订阅具体任务的 `Completed` 事件:
/// 注册任务结束回调
/// </summary>
public static void RegisterFinishCallback(Action<string, AsyncOperationBase> callback);
```
---
### GameAsyncOperation游戏层基类
继承 `AsyncOperationBase`,为业务层提供更友好的 API。
```csharp ```csharp
public abstract class GameAsyncOperation : AsyncOperationBase var operation = package.LoadAssetAsync<GameObject>(location);
operation.Completed += op =>
{ {
/// <summary> // TODO : 根据 op.Status 判断成功/失败
/// 异步操作开始 };
/// </summary>
protected abstract void OnStart();
/// <summary>
/// 异步操作更新
/// </summary>
protected abstract void OnUpdate();
/// <summary>
/// 异步操作终止
/// </summary>
protected abstract void OnAbort();
/// <summary>
/// 异步等待完成(可选重写)
/// </summary>
protected virtual void OnWaitForAsyncComplete();
/// <summary>
/// 异步操作系统是否繁忙
/// </summary>
protected bool IsBusy();
/// <summary>
/// 终止异步操作
/// </summary>
protected void Abort();
}
``` ```
--- ---
@@ -339,15 +325,37 @@ void LoadAssetSync()
操作按 `Priority` 属性降序排列,优先级高的操作先执行。 操作按 `Priority` 属性降序排列,优先级高的操作先执行。
#### 操作优先级
```csharp ```csharp
var operation = package.LoadAssetAsync<GameObject>(location); var operation = package.LoadAssetAsync<GameObject>(location);
operation.Priority = 100; // 设置高优先级 operation.Priority = 100; // 设置高优先级
``` ```
#### 包裹优先级
通过 `ResourcePackage.PackagePriority` 可以设置包裹的调度器优先级,值越大越优先更新。
```csharp
// 创建包裹时指定优先级
var package = YooAssets.CreatePackage("MyPackage", 100);
// 运行时动态调整优先级
package.PackagePriority = 200;
// 获取当前优先级
uint priority = package.PackagePriority;
```
**使用场景:**
- 多包裹场景下,可根据游戏状态动态调整包裹优先级
- 例如:进入战斗时提高战斗资源包的优先级,退出战斗时恢复默认优先级
**排序规则:** **排序规则:**
- 新操作添加时检查是否需要排序 - 新操作添加时:若新增队列存在非零优先级,则触发排序
- 仅当存在非零优先级时触发排序 - 运行中修改 `Priority`:调度器会在每帧 `Update()` 的排序阶段检测 `IsDirty` 并触发重排;若在某个操作的 `InternalUpdate()` 内修改(本帧排序已完成),则新的优先级会延后一帧生效(可能与预期不符)
- 使用 `List.Sort()` 进行原地排序 - 若期望本帧生效:请尽量在任务入队前或本帧调度器 `Update()` 开始前设置 `Priority`,避免在 `InternalUpdate()` 内临时调整
- 排序使用 `List.Sort()` 进行原地排序;频繁修改优先级会带来额外排序开销,建议按需使用
### 时间切片 ### 时间切片
@@ -358,6 +366,10 @@ operation.Priority = 100; // 设置高优先级
OperationSystem.MaxTimeSlice = 8; OperationSystem.MaxTimeSlice = 8;
``` ```
**操作侧协作建议:**
- 在操作的 `InternalUpdate()` 中使用 `IsBusy``AsyncOperationBase` 的内部属性)进行“自愿让出”,将重任务拆分到多帧执行。
- 在同步等待(`WaitForAsyncComplete()`)阶段,`IsBusy` 会强制返回 `false`,以保证同步等待推进;此时需要自行评估卡顿风险。
**执行流程:** **执行流程:**
``` ```
@@ -420,24 +432,29 @@ OperationSystem.MaxTimeSlice = 8;
### 调试信息结构 ### 调试信息结构
```csharp ```csharp
[Serializable]
internal struct DebugOperationInfo internal struct DebugOperationInfo
{ {
public string OperationName; // 操作类型名 public string OperationName; // 任务名称
public string OperationDesc; // 操作描述 public string OperationDesc; // 任务说明
public uint Priority; // 优先级 public uint Priority; // 优先级
public float Progress; // 进度 public float Progress; // 任务进度
public string BeginTime; // 开始时间 public string BeginTime; // 任务开始时间
public long ProcessTime; // 处理耗时(毫秒) public long ProcessTime; // 处理耗时(单位:毫秒)
public string Status; // 状态 public string Status; // 任务状态
public List<DebugOperationInfo> Childs; // 子操作 public List<DebugOperationInfo> Childs; // 子任务列表注意JsonUtility 序列化深度限制)
} }
``` ```
> 说明:该结构体真实定义位于 `Runtime/DiagnosticSystem/DebugOperationInfo.cs`,这里仅展示关键字段以便理解。
### 获取调试信息 ### 获取调试信息
```csharp ```csharp
// 获取指定包裹的所有操作信息 // 获取指定包裹的所有操作信息(内部调试接口)
var infos = OperationSystem.GetDebugOperationInfos("DefaultPackage"); // packageName 不允许为空;全局调度器请使用 OperationSystem.GLOBAL_SCHEDULER_NAME
// 非全局包裹需先 YooAssets.CreatePackage(packageName)
var infos = OperationSystem.GetDebugOperationInfos(OperationSystem.GLOBAL_SCHEDULER_NAME);
foreach (var info in infos) foreach (var info in infos)
{ {
@@ -457,105 +474,6 @@ Debug.Log($"处理耗时: {operation.ProcessTime}ms");
--- ---
## 使用示例
### 自定义异步操作
```csharp
public class MyCustomOperation : GameAsyncOperation
{
private int _step = 0;
protected override void OnStart()
{
// 初始化操作
_step = 0;
}
protected override void OnUpdate()
{
// 检查系统是否繁忙(时间切片)
if (IsBusy())
return;
// 执行步骤
switch (_step)
{
case 0:
// 第一步
Progress = 0.3f;
_step = 1;
break;
case 1:
// 第二步
Progress = 0.6f;
_step = 2;
break;
case 2:
// 完成
Status = EOperationStatus.Succeed;
break;
}
}
protected override void OnAbort()
{
// 清理资源
}
}
```
### 启动自定义操作
```csharp
var operation = new MyCustomOperation();
OperationSystem.StartOperation("DefaultPackage", operation);
// 使用回调
operation.Completed += (op) =>
{
if (op.Status == EOperationStatus.Succeed)
Debug.Log("操作成功");
};
// 或使用 await
await operation.Task;
```
### 带子任务的操作
```csharp
public class ParentOperation : GameAsyncOperation
{
private ChildOperation _child;
protected override void OnStart()
{
_child = new ChildOperation();
AddChildOperation(_child); // 添加子任务
OperationSystem.StartOperation(PackageName, _child);
}
protected override void OnUpdate()
{
if (_child.IsDone)
{
if (_child.Status == EOperationStatus.Succeed)
Status = EOperationStatus.Succeed;
else
Status = EOperationStatus.Failed;
}
}
protected override void OnAbort()
{
// 子任务会自动中止
}
}
```
---
## 设计模式 ## 设计模式
### 模板方法模式 ### 模板方法模式
@@ -589,7 +507,7 @@ AsyncOperationBase
### 组合模式 ### 组合模式
通过 `Childs` 列表支持父子操作关系: 通过内部子任务列表支持父子操作关系:
``` ```
ParentOperation ParentOperation
@@ -608,10 +526,6 @@ IEnumerator + IComparable<AsyncOperationBase>
AsyncOperationBase (抽象基类) AsyncOperationBase (抽象基类)
├── GameAsyncOperation (游戏层基类)
│ │
│ └── [业务层自定义操作]
└── [YooAsset 内部操作] └── [YooAsset 内部操作]
@@ -632,4 +546,4 @@ IEnumerator + IComparable<AsyncOperationBase>
4. **子任务中止**:父操作中止时会自动中止所有子操作 4. **子任务中止**:父操作中止时会自动中止所有子操作
5. **回调异常**`Completed` 回调中的异常会被捕获并记录,不会中断系统 5. **回调异常**`Completed` 回调中的异常会被捕获并记录,不会中断系统
6. **编辑器重置**:编辑器中使用 `RuntimeInitializeOnLoadMethod` 自动重置状态 6. **编辑器重置**:编辑器中使用 `RuntimeInitializeOnLoadMethod` 自动重置状态
7. **循环保护**`WaitForAsyncComplete()` 有 1000 帧上限,防止无限循环 7. **循环保护**`InternalWaitForAsyncComplete()` 中建议使用 `RunBatchExecution()`(默认 1000 次)限制单次推进次数,避免陷入无限循环或长时间占用主线程

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -44,6 +44,15 @@ namespace YooAsset
} }
} }
/// <summary>
/// 包裹优先级(值越大越优先更新)
/// </summary>
public uint PackagePriority
{
get { return OperationSystem.GetSchedulerPriority(PackageName); }
set { OperationSystem.SetSchedulerPriority(PackageName, value); }
}
internal ResourcePackage(string packageName) internal ResourcePackage(string packageName)
{ {
@@ -213,7 +222,7 @@ namespace YooAsset
options.ReleaseAllHandles = true; options.ReleaseAllHandles = true;
options.LockLoadOperation = true; options.LockLoadOperation = true;
var operation = new DestroyOperation(this, options); var operation = new DestroyOperation(this, options);
OperationSystem.StartOperation(null, operation); OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
return operation; return operation;
} }

View File

@@ -5,6 +5,27 @@ using System.Text;
namespace YooAsset namespace YooAsset
{ {
/// <summary>
/// 时间工具类
/// </summary>
internal static class TimeUtility
{
/// <summary>
/// The real time in seconds since the game started
/// </summary>
public static double RealtimeSinceStartup
{
get
{
#if UNITY_2020_3_OR_NEWER
return UnityEngine.Time.realtimeSinceStartupAsDouble;
#else
return UnityEngine.Time.realtimeSinceStartup;
#endif
}
}
}
/// <summary> /// <summary>
/// 路径工具类 /// 路径工具类
/// </summary> /// </summary>

View File

@@ -59,6 +59,7 @@ namespace YooAsset
_driver.AddComponent<RemoteDebuggerInRuntime>(); _driver.AddComponent<RemoteDebuggerInRuntime>();
#endif #endif
// 初始化异步操作系统
OperationSystem.Initialize(); OperationSystem.Initialize();
} }
} }
@@ -75,8 +76,8 @@ namespace YooAsset
if (_driver != null) if (_driver != null)
GameObject.Destroy(_driver); GameObject.Destroy(_driver);
// 终止并清空所有包裹的异步操作 // 销毁异步操作系统
ClearAllPackageOperation(); OperationSystem.DestroyAll();
// 卸载所有AssetBundle // 卸载所有AssetBundle
AssetBundle.UnloadAllAssetBundles(true); AssetBundle.UnloadAllAssetBundles(true);
@@ -97,18 +98,6 @@ namespace YooAsset
} }
} }
/// <summary>
/// 终止并清空所有包裹的异步操作
/// </summary>
internal static void ClearAllPackageOperation()
{
foreach (var package in _packages)
{
OperationSystem.ClearPackageOperation(package.PackageName);
}
OperationSystem.DestroyAll();
}
/// <summary> /// <summary>
/// 创建资源包裹 /// 创建资源包裹
/// </summary> /// </summary>
@@ -123,7 +112,7 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="packageName">包裹名称</param> /// <param name="packageName">包裹名称</param>
/// <param name="packagePriority">包裹优先级(值越大越优先更新)</param> /// <param name="packagePriority">包裹优先级(值越大越优先更新)</param>
public static ResourcePackage CreatePackage(string packageName, int packagePriority) public static ResourcePackage CreatePackage(string packageName, uint packagePriority)
{ {
CheckException(packageName); CheckException(packageName);
if (ContainsPackage(packageName)) if (ContainsPackage(packageName))
@@ -225,7 +214,7 @@ namespace YooAsset
public static void StartOperation(GameAsyncOperation operation) public static void StartOperation(GameAsyncOperation operation)
{ {
// 注意:游戏业务逻辑的包裹填写为空 // 注意:游戏业务逻辑的包裹填写为空
OperationSystem.StartOperation(string.Empty, operation); OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
} }

View File

@@ -25,7 +25,7 @@ namespace YooAsset
void OnApplicationQuit() void OnApplicationQuit()
{ {
// 说明在编辑器下确保播放被停止时IO类操作被终止。 // 说明在编辑器下确保播放被停止时IO类操作被终止。
YooAssets.ClearAllPackageOperation(); YooAssets.Destroy();
} }
#endif #endif