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7 Commits

Author SHA1 Message Date
何冠峰
a3f689d815 refactor : 重构异步操作模块 2026-01-12 11:09:27 +08:00
何冠峰
d228e41df7 Merge branch 'dev' of https://github.com/tuyoogame/YooAsset into dev 2026-01-12 10:42:57 +08:00
何冠峰
23032cc269 Merge pull request #718 from absences/desc
add FileSystemParameters description
2026-01-12 10:40:30 +08:00
xiewen
72f02bd73f add FileSystemParameters description 2026-01-09 10:03:57 +08:00
何冠峰
a37663a8c2 refactor : 重构异步操作模块 2026-01-08 19:19:05 +08:00
何冠峰
f375d45bd6 refactor : 重构异步操作模块 2026-01-08 17:22:19 +08:00
何冠峰
3dd3d4ef76 refactor : 重构异步操作模块 2026-01-08 11:21:26 +08:00
40 changed files with 752 additions and 577 deletions

View File

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

View File

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

View File

@@ -107,7 +107,7 @@ namespace YooAsset
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!
InternalUpdate();
RunOnceExecution();
}
public override void UnSuspendLoad()
{

View File

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

View File

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

View File

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

View File

@@ -113,7 +113,7 @@ namespace YooAsset
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!
InternalUpdate();
RunOnceExecution();
}
public override void UnSuspendLoad()
{

View File

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

View File

@@ -131,14 +131,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
@@ -204,14 +197,141 @@ namespace YooAsset
}
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;
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()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
@@ -419,14 +412,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
}
}

View File

@@ -47,7 +47,7 @@ namespace YooAsset
string bundleGUID = _allBundleGUIDs[i];
_fileSystem.DeleteCacheBundleFile(bundleGUID);
_allBundleGUIDs.RemoveAt(i);
if (OperationSystem.IsBusy)
if (IsBusy)
break;
}

View File

@@ -101,7 +101,7 @@ namespace YooAsset
string bundleGUID = _clearBundleGUIDs[i];
_fileSystem.DeleteCacheBundleFile(bundleGUID);
_clearBundleGUIDs.RemoveAt(i);
if (OperationSystem.IsBusy)
if (IsBusy)
break;
}

View File

@@ -99,7 +99,7 @@ namespace YooAsset
string bundleGUID = _clearBundleGUIDs[i];
_fileSystem.DeleteCacheBundleFile(bundleGUID);
_clearBundleGUIDs.RemoveAt(i);
if (OperationSystem.IsBusy)
if (IsBusy)
break;
}

View File

@@ -64,7 +64,7 @@ namespace YooAsset
string bundleGUID = _unusedBundleGUIDs[i];
_fileSystem.DeleteCacheBundleFile(bundleGUID);
_unusedBundleGUIDs.RemoveAt(i);
if (OperationSystem.IsBusy)
if (IsBusy)
break;
}

View File

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

View File

@@ -98,6 +98,10 @@ namespace YooAsset
// 检测下载结果
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;
DownloadedBytes = _request.DownloadedBytes;
Progress = DownloadProgress;
@@ -177,23 +181,12 @@ namespace YooAsset
internal override void InternalAbort()
{
if (_request != null)
_request.AbortRequest();
_request.Dispose();
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
//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);
}
//TODO 等待导入或解压本地文件完毕,该操作会挂起主线程!
RunUntilCompletion();
}
}
}

View File

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

View File

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

View File

@@ -102,7 +102,7 @@ namespace YooAsset
Result.Add(element);
}
if (OperationSystem.IsBusy)
if (IsBusy)
break;
}

View File

@@ -90,7 +90,7 @@ namespace YooAsset
for (int i = _waitingList.Count - 1; i >= 0; i--)
{
if (OperationSystem.IsBusy)
if (IsBusy)
break;
if (_verifyingList.Count >= _verifyMaxNum)

View File

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

View File

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

View File

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

View File

@@ -3,31 +3,109 @@ namespace YooAsset
{
public class FileSystemParametersDefine
{
/// <summary>
/// 初始化的时候缓存文件校验级别 <see cref=EFileVerifyLevel>
/// </summary>
public const string FILE_VERIFY_LEVEL = "FILE_VERIFY_LEVEL";
/// <summary>
/// 初始化的时候缓存文件校验最大并发数 <see cref=int>
/// </summary>
public const string FILE_VERIFY_MAX_CONCURRENCY = "FILE_VERIFY_MAX_CONCURRENCY";
/// <summary>
/// 覆盖安装缓存清理模式 <see cref=EOverwriteInstallClearMode>
/// </summary>
public const string INSTALL_CLEAR_MODE = "INSTALL_CLEAR_MODE";
/// <summary>
/// 远端资源地址查询服务类 <see cref=IRemoteServices>
/// </summary>
public const string REMOTE_SERVICES = "REMOTE_SERVICES";
/// <summary>
/// 解密服务接口的实例类 <see cref=IDecryptionServices>
/// </summary>
public const string DECRYPTION_SERVICES = "DECRYPTION_SERVICES";
/// <summary>
/// 资源清单服务类 <see cref=IManifestRestoreServices>
/// </summary>
public const string MANIFEST_SERVICES = "MANIFEST_SERVICES";
/// <summary>
/// 数据文件追加文件格式 <see cref=bool>
/// </summary>
public const string APPEND_FILE_EXTENSION = "APPEND_FILE_EXTENSION";
/// <summary>
/// 禁用Catalog目录查询文件 <see cref=bool>
/// </summary>
public const string DISABLE_CATALOG_FILE = "DISABLE_CATALOG_FILE";
/// <summary>
/// 禁用Unity的网络缓存 <see cref=bool>
/// </summary>
public const string DISABLE_UNITY_WEB_CACHE = "DISABLE_UNITY_WEB_CACHE";
/// <summary>
/// 禁用边玩边下机制 <see cref=bool>
/// </summary>
public const string DISABLE_ONDEMAND_DOWNLOAD = "DISABLE_ONDEMAND_DOWNLOAD";
/// <summary>
/// UnityWebRequest 创建委托 <see cref=UnityWebRequestCreator>
/// </summary>
public const string UNITY_WEB_REQUEST_CREATOR = "UNITY_WEB_REQUEST_CREATOR";
/// <summary>
/// 下载后台接口 <see cref=IDownloadBackend>
/// </summary>
public const string DOWNLOAD_BACKEND = "DOWNLOAD_BACKEND";
/// <summary>
/// 最大并发连接数 默认值10推荐范围 1-32 <see cref=int>
/// </summary>
public const string DOWNLOAD_MAX_CONCURRENCY = "DOWNLOAD_MAX_CONCURRENCY";
/// <summary>
/// 每帧发起的最大请求数 默认值5推荐范围 1-10<see cref=int>
/// </summary>
public const string DOWNLOAD_MAX_REQUEST_PER_FRAME = "DOWNLOAD_MAX_REQUEST_PER_FRAME";
/// <summary>
/// 下载任务的看门狗机制监控时间 <see cref=int>
/// </summary>
public const string DOWNLOAD_WATCH_DOG_TIME = "DOWNLOAD_WATCH_DOG_TIME";
/// <summary>
/// 启用断点续传的最小尺寸 <see cref=long>
/// </summary>
public const string RESUME_DOWNLOAD_MINMUM_SIZE = "RESUME_DOWNLOAD_MINMUM_SIZE";
/// <summary>
/// 断点续传下载器关注的错误码 <see cref=List<long>>
/// </summary>
public const string RESUME_DOWNLOAD_RESPONSE_CODES = "RESUME_DOWNLOAD_RESPONSE_CODES";
/// <summary>
/// 模拟WebGL平台模式 <see cref=bool>
/// </summary>
public const string VIRTUAL_WEBGL_MODE = "VIRTUAL_WEBGL_MODE";
/// <summary>
/// 模拟虚拟下载模式 <see cref=bool>
/// </summary>
public const string VIRTUAL_DOWNLOAD_MODE = "VIRTUAL_DOWNLOAD_MODE";
/// <summary>
/// 模拟虚拟下载的网速(单位:字节) <see cref=int>
/// </summary>
public const string VIRTUAL_DOWNLOAD_SPEED = "VIRTUAL_DOWNLOAD_SPEED";
/// <summary>
/// 异步模拟加载最小帧数 <see cref=int>
/// </summary>
public const string ASYNC_SIMULATE_MIN_FRAME = "ASYNC_SIMULATE_MIN_FRAME";
/// <summary>
/// 异步模拟加载最大帧数 <see cref=int>
/// </summary>
public const string ASYNC_SIMULATE_MAX_FRAME = "ASYNC_SIMULATE_MAX_FRAME";
/// <summary>
/// 拷贝内置清单 <see cref=bool>
/// </summary>
public const string COPY_BUILDIN_PACKAGE_MANIFEST = "COPY_BUILDIN_PACKAGE_MANIFEST";
/// <summary>
/// 拷贝内置清单的目标目录 <see cref=string>
/// </summary>
public const string COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT = "COPY_BUILDIN_PACKAGE_MANIFEST_DEST_ROOT";
/// <summary>
/// 拷贝内置文件接口的实例类 <see cref=ICopyLocalFileServices>
/// </summary>
public const string COPY_LOCAL_FILE_SERVICES = "COPY_LOCAL_FILE_SERVICES";
/// <summary>
/// 解压文件系统的根目录 <see cref=string>
/// </summary>
public const string UNPACK_FILE_SYSTEM_ROOT = "UNPACK_FILE_SYSTEM_ROOT";
}
}

View File

@@ -8,14 +8,9 @@ namespace YooAsset
{
public abstract class AsyncOperationBase : IEnumerator, IComparable<AsyncOperationBase>
{
private List<AsyncOperationBase> _childs;
private Action<AsyncOperationBase> _callback;
private string _packageName = null;
private int _whileFrame = 1000;
/// <summary>
/// 所有子任务
/// </summary>
internal readonly List<AsyncOperationBase> Childs = new List<AsyncOperationBase>(10);
private uint _priority = 0;
/// <summary>
/// 等待异步执行完成
@@ -27,10 +22,41 @@ namespace YooAsset
/// </summary>
internal bool IsFinish { private set; get; } = false;
/// <summary>
/// 异步系统是否繁忙
/// </summary>
internal bool IsBusy
{
get
{
if (IsWaitForAsyncComplete)
return false;
return OperationSystem.IsBusy;
}
}
/// <summary>
/// 标记脏(用于调度器检测并重排)
/// </summary>
internal bool IsDirty { set; get; } = false;
/// <summary>
/// 任务优先级
/// </summary>
public uint Priority { set; get; } = 0;
public uint Priority
{
set
{
if (_priority == value)
return;
_priority = value;
IsDirty = true;
}
get
{
return _priority;
}
}
/// <summary>
/// 任务状态
@@ -47,17 +73,6 @@ namespace YooAsset
/// </summary>
public float Progress { get; protected set; }
/// <summary>
/// 所属包裹名称
/// </summary>
public string PackageName
{
get
{
return _packageName;
}
}
/// <summary>
/// 是否已经完成
/// </summary>
@@ -76,10 +91,24 @@ namespace YooAsset
{
add
{
if (value == null)
return;
if (IsDone)
value.Invoke(this);
{
try
{
value.Invoke(this);
}
catch (Exception ex)
{
YooLogger.Error($"Exception in completion callback: {ex}");
}
}
else
{
_callback += value;
}
}
remove
{
@@ -111,32 +140,27 @@ namespace YooAsset
}
internal virtual void InternalWaitForAsyncComplete()
{
throw new System.NotImplementedException(this.GetType().Name);
throw new YooInternalException($"InternalWaitForAsyncComplete() not implemented : {this.GetType().Name}");
}
internal virtual string InternalGetDesc()
{
return string.Empty;
}
/// <summary>
/// 设置包裹名称
/// </summary>
internal void SetPackageName(string packageName)
{
_packageName = packageName;
}
/// <summary>
/// 添加子任务
/// </summary>
internal void AddChildOperation(AsyncOperationBase child)
{
if (_childs == null)
_childs = new List<AsyncOperationBase>(10);
#if UNITY_EDITOR
if (Childs.Contains(child))
if (_childs.Contains(child))
throw new YooInternalException($"The child node {child.GetType().Name} already exists !");
#endif
Childs.Add(child);
_childs.Add(child);
}
/// <summary>
@@ -144,12 +168,15 @@ namespace YooAsset
/// </summary>
internal void RemoveChildOperation(AsyncOperationBase child)
{
if (_childs == null)
return;
#if UNITY_EDITOR
if (Childs.Contains(child) == false)
if (_childs.Contains(child) == false)
throw new YooInternalException($"The child node {child.GetType().Name} not exists !");
#endif
Childs.Remove(child);
_childs.Remove(child);
}
/// <summary>
@@ -193,9 +220,40 @@ namespace YooAsset
if (IsDone && IsFinish == false)
{
IsFinish = true;
FinishOperation();
}
}
// 进度百分百完成
/// <summary>
/// 终止异步任务
/// </summary>
internal void AbortOperation()
{
if (_childs != null)
{
foreach (var child in _childs)
{
child.AbortOperation();
}
}
if (IsDone == false)
{
InternalAbort();
Status = EOperationStatus.Failed;
Error = "user abort";
YooLogger.Warning($"Async operation {this.GetType().Name} has been aborted !");
}
}
/// <summary>
/// 强制结束异步任务
/// </summary>
internal void FinishOperation()
{
if (IsFinish == false)
{
IsFinish = true;
Progress = 1f;
// 结束记录
@@ -211,6 +269,7 @@ namespace YooAsset
}
finally
{
_callback = null;
if (_taskCompletionSource != null)
_taskCompletionSource.TrySetResult(null);
}
@@ -218,52 +277,63 @@ namespace YooAsset
}
/// <summary>
/// 终止异步任务
/// 执行一次更新逻辑
/// </summary>
internal void AbortOperation()
protected void RunOnceExecution()
{
foreach (var child in Childs)
{
child.AbortOperation();
}
if (IsDone)
return;
if (IsDone == false)
{
Status = EOperationStatus.Failed;
Error = "user abort";
YooLogger.Warning($"Async operaiton {this.GetType().Name} has been abort !");
InternalAbort();
}
UpdateOperation();
}
/// <summary>
/// 执行While循环
/// 批量执行一定次数的更新逻辑
/// </summary>
protected bool ExecuteWhileDone()
/// <param name="count">次数</param>
protected void RunBatchExecution(int count = 1000)
{
if (IsDone == false)
if (IsDone)
return;
int runCount = count;
while (true)
{
// 执行更新逻辑
InternalUpdate();
UpdateOperation();
if (IsDone)
break;
// 当执行次数用完时
_whileFrame--;
if (_whileFrame <= 0)
runCount--;
if (runCount <= 0)
{
Status = EOperationStatus.Failed;
Error = $"Operation {this.GetType().Name} failed to wait for async complete !";
YooLogger.Error(Error);
break;
}
}
return IsDone;
}
/// <summary>
/// 清空完成回调
/// 无限次数的执行更新逻辑,直到任务完成
/// </summary>
protected void ClearCompletedCallback()
/// <param name="sleepMS">休眠时长</param>
protected void RunUntilCompletion(int sleepMS = 1)
{
_callback = null;
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);
}
}
/// <summary>
@@ -338,6 +408,34 @@ namespace YooAsset
float s = UnityEngine.Mathf.FloorToInt(spawnTime - m * 60f - h * 3600f);
return h.ToString("00") + ":" + m.ToString("00") + ":" + s.ToString("00");
}
internal DebugOperationInfo GetDebugOperationInfo()
{
var operationInfo = new DebugOperationInfo();
operationInfo.OperationName = this.GetType().Name;
operationInfo.OperationDesc = GetOperationDesc();
operationInfo.Priority = Priority;
operationInfo.Progress = Progress;
operationInfo.BeginTime = BeginTime;
operationInfo.ProcessTime = ProcessTime;
operationInfo.Status = Status.ToString();
if (_childs == null)
{
operationInfo.Childs = new List<DebugOperationInfo>();
}
else
{
operationInfo.Childs = new List<DebugOperationInfo>(_childs.Count);
foreach (var child in _childs)
{
var childInfo = child.GetDebugOperationInfo();
operationInfo.Childs.Add(childInfo);
}
}
return operationInfo;
}
#endregion
#region
@@ -360,4 +458,4 @@ namespace YooAsset
private TaskCompletionSource<object> _taskCompletionSource;
#endregion
}
}
}

View File

@@ -11,14 +11,6 @@ namespace YooAsset
{
OnUpdate();
}
internal override void InternalAbort()
{
OnAbort();
}
internal override void InternalWaitForAsyncComplete()
{
OnWaitForAsyncComplete();
}
/// <summary>
/// 异步操作开始
@@ -29,31 +21,5 @@ namespace YooAsset
/// 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
/// </summary>
protected virtual void OnWaitForAsyncComplete() { }
/// <summary>
/// 异步操作系统是否繁忙
/// </summary>
protected bool IsBusy()
{
return OperationSystem.IsBusy;
}
/// <summary>
/// 终止异步操作
/// </summary>
protected void Abort()
{
AbortOperation();
}
}
}

View File

@@ -0,0 +1,159 @@
using System;
using System.Collections.Generic;
namespace YooAsset
{
/// <summary>
/// 异步操作调度器
/// </summary>
internal class OperationScheduler : IComparable<OperationScheduler>
{
private readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(100);
private readonly List<AsyncOperationBase> _newList = new List<AsyncOperationBase>(100);
/// <summary>
/// 所属包裹名称
/// </summary>
public string PackageName { private set; get; }
/// <summary>
/// 调度器优先级(值越大越优先)
/// </summary>
public int Priority { private set; get; }
/// <summary>
/// 创建顺序(用于同优先级稳定排序)
/// </summary>
public int CreateIndex { private set; get; }
public OperationScheduler(string packageName, int priority, int createIndex)
{
PackageName = packageName;
Priority = priority;
CreateIndex = createIndex;
}
/// <summary>
/// 开始处理异步操作
/// </summary>
public void StartOperation(AsyncOperationBase operation)
{
_newList.Add(operation);
operation.StartOperation();
}
/// <summary>
/// 更新调度器
/// </summary>
public void Update()
{
// 移除已经完成的异步操作
for (int i = _operations.Count - 1; i >= 0; i--)
{
var operation = _operations[i];
if (operation.IsFinish)
{
_operations.RemoveAt(i);
}
}
// 添加新增的异步操作
if (_newList.Count > 0)
{
_operations.AddRange(_newList);
_newList.Clear();
}
// 检测是否需要执行排序
bool isDirty = false;
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
for (int i = 0; i < _operations.Count; i++)
{
// 检查全局时间切片预算
if (OperationSystem.IsBusy)
break;
var operation = _operations[i];
if (operation.IsFinish)
continue;
operation.UpdateOperation();
}
}
/// <summary>
/// 清空并中止所有任务
/// </summary>
public void ClearAll()
{
// 终止临时队列里的任务
foreach (var operation in _newList)
{
operation.AbortOperation();
operation.FinishOperation(); //注意强制收尾确保Task能完成
}
_newList.Clear();
// 终止正在进行的任务
foreach (var operation in _operations)
{
operation.AbortOperation();
operation.FinishOperation(); //注意强制收尾确保Task能完成
}
_operations.Clear();
}
/// <summary>
/// 获取调试信息
/// </summary>
public List<DebugOperationInfo> GetDebugOperationInfos()
{
int totalCount = _operations.Count + _newList.Count;
List<DebugOperationInfo> result = new List<DebugOperationInfo>(totalCount);
// 包含正在执行的任务
foreach (var operation in _operations)
{
var operationInfo = operation.GetDebugOperationInfo();
result.Add(operationInfo);
}
// 包含待处理的新任务
foreach (var operation in _newList)
{
var operationInfo = operation.GetDebugOperationInfo();
result.Add(operationInfo);
}
return result;
}
#region
public int CompareTo(OperationScheduler other)
{
// 优先级高的排前面
int result = other.Priority.CompareTo(this.Priority);
if (result == 0)
{
// 优先级相同,按创建顺序
result = this.CreateIndex.CompareTo(other.CreateIndex);
}
return result;
}
#endregion
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 919380cb845bb8146a03ed154644b89f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
@@ -15,22 +15,26 @@ namespace YooAsset
}
#endif
private static readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(1000);
private static readonly List<AsyncOperationBase> _newList = new List<AsyncOperationBase>(1000);
private static Action<string, AsyncOperationBase> _startCallback = null;
private static Action<string, AsyncOperationBase> _finishCallback = null;
// 全局调度器名称
public const string GLOBAL_SCHEDULER_NAME = "YOOASSET_GLOBAL_SCHEDULER";
private static readonly Dictionary<string, OperationScheduler> _schedulerDic = new Dictionary<string, OperationScheduler>(100);
private static readonly List<OperationScheduler> _schedulerList = new List<OperationScheduler>(100);
private static bool _isInitialize = false;
private static bool _schedulerListDirty = false;
private static int _createIndex = 0;
// 计时器相关
private static Stopwatch _watch;
private static long _frameTime;
/// <summary>
/// 异步操作的最小时间片段
/// 异步操作系统的每帧最大执行预算(毫秒)
/// </summary>
public static long MaxTimeSlice { set; get; } = long.MaxValue;
/// <summary>
/// 处理器是否繁忙
/// 异步操作系统是否繁忙
/// </summary>
public static bool IsBusy
{
@@ -39,7 +43,10 @@ namespace YooAsset
if (_watch == null)
return false;
// NOTE : 单次调用开销约1微秒
if (MaxTimeSlice == long.MaxValue)
return false;
// 注意 : 单次调用开销约1微秒
return _watch.ElapsedMilliseconds - _frameTime >= MaxTimeSlice;
}
}
@@ -50,7 +57,11 @@ namespace YooAsset
/// </summary>
public static void Initialize()
{
_isInitialize = true;
_watch = Stopwatch.StartNew();
// 创建全局调度器
CreatePackageScheduler(GLOBAL_SCHEDULER_NAME, 0);
}
/// <summary>
@@ -58,54 +69,26 @@ namespace YooAsset
/// </summary>
public static void Update()
{
// 移除已经完成的异步操作
// 注意:移除上一帧完成的异步操作,方便调试器接收到完整的信息!
for (int i = _operations.Count - 1; i >= 0; i--)
{
var operation = _operations[i];
if (operation.IsFinish)
{
_operations.RemoveAt(i);
if (_isInitialize == false)
return;
if (_finishCallback != null)
_finishCallback.Invoke(operation.PackageName, operation);
}
// 重新排序调度器
if (_schedulerListDirty)
{
_schedulerListDirty = false;
_schedulerList.Sort();
}
// 添加新增的异步操作
if (_newList.Count > 0)
{
bool sorting = false;
foreach (var operation in _newList)
{
if (operation.Priority > 0)
{
sorting = true;
break;
}
}
_operations.AddRange(_newList);
_newList.Clear();
// 重新排序优先级
if (sorting)
_operations.Sort();
}
// 更新进行中的异步操作
bool checkBusy = MaxTimeSlice < long.MaxValue;
// 更新帧时间
_frameTime = _watch.ElapsedMilliseconds;
for (int i = 0; i < _operations.Count; i++)
// 更新调度器
for (int i = 0; i < _schedulerList.Count; i++)
{
if (checkBusy && IsBusy)
if (IsBusy)
break;
var operation = _operations[i];
if (operation.IsFinish)
continue;
operation.UpdateOperation();
_schedulerList[i].Update();
}
}
@@ -114,37 +97,64 @@ namespace YooAsset
/// </summary>
public static void DestroyAll()
{
_operations.Clear();
_newList.Clear();
_startCallback = null;
_finishCallback = null;
// 清空所有调度器
foreach (var scheduler in _schedulerList)
{
scheduler.ClearAll();
}
_schedulerDic.Clear();
_schedulerList.Clear();
_schedulerListDirty = false;
_createIndex = 0;
_isInitialize = false;
_watch = null;
_frameTime = 0;
MaxTimeSlice = long.MaxValue;
}
/// <summary>
/// 创建包裹调度器
/// </summary>
public static void CreatePackageScheduler(string packageName, int priority)
{
if (_schedulerDic.ContainsKey(packageName))
{
throw new YooInternalException($"Package scheduler already exists: {packageName}");
}
var scheduler = new OperationScheduler(packageName, priority, _createIndex++);
_schedulerDic.Add(packageName, scheduler);
_schedulerList.Add(scheduler);
_schedulerListDirty = true;
}
/// <summary>
/// 销毁包裹调度器
/// </summary>
public static void DestroyPackageScheduler(string packageName)
{
// 不允许销毁默认调度器
if (packageName == GLOBAL_SCHEDULER_NAME)
{
throw new YooInternalException("Cannot destroy the global package scheduler!");
}
if (_schedulerDic.TryGetValue(packageName, out var scheduler))
{
scheduler.ClearAll();
_schedulerDic.Remove(packageName);
_schedulerList.Remove(scheduler);
}
}
/// <summary>
/// 销毁包裹的所有任务
/// </summary>
public static void ClearPackageOperation(string packageName)
{
// 终止临时队列里的任务
foreach (var operation in _newList)
{
if (operation.PackageName == packageName)
{
operation.AbortOperation();
}
}
// 终止正在进行的任务
foreach (var operation in _operations)
{
if (operation.PackageName == packageName)
{
operation.AbortOperation();
}
}
var scheduler = GetScheduler(packageName);
scheduler.ClearAll();
}
/// <summary>
@@ -152,62 +162,30 @@ namespace YooAsset
/// </summary>
public static void StartOperation(string packageName, AsyncOperationBase operation)
{
_newList.Add(operation);
operation.SetPackageName(packageName);
operation.StartOperation();
if (_startCallback != null)
_startCallback.Invoke(packageName, operation);
var scheduler = GetScheduler(packageName);
scheduler.StartOperation(operation);
}
/// <summary>
/// 监听任务开始
/// 获取调度器(严格模式)
/// </summary>
public static void RegisterStartCallback(Action<string, AsyncOperationBase> callback)
private static OperationScheduler GetScheduler(string packageName)
{
_startCallback = callback;
}
if (_schedulerDic.TryGetValue(packageName, out var scheduler))
{
return scheduler;
}
/// <summary>
/// 监听任务结束
/// </summary>
public static void RegisterFinishCallback(Action<string, AsyncOperationBase> callback)
{
_finishCallback = callback;
// 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!");
}
#region
internal static List<DebugOperationInfo> GetDebugOperationInfos(string packageName)
{
List<DebugOperationInfo> result = new List<DebugOperationInfo>(_operations.Count);
foreach (var operation in _operations)
{
if (operation.PackageName == packageName)
{
var operationInfo = GetDebugOperationInfo(operation);
result.Add(operationInfo);
}
}
return result;
}
internal static DebugOperationInfo GetDebugOperationInfo(AsyncOperationBase operation)
{
var operationInfo = new DebugOperationInfo();
operationInfo.OperationName = operation.GetType().Name;
operationInfo.OperationDesc = operation.GetOperationDesc();
operationInfo.Priority = operation.Priority;
operationInfo.Progress = operation.Progress;
operationInfo.BeginTime = operation.BeginTime;
operationInfo.ProcessTime = operation.ProcessTime;
operationInfo.Status = operation.Status.ToString();
operationInfo.Childs = new List<DebugOperationInfo>(operation.Childs.Count);
foreach (var child in operation.Childs)
{
var childInfo = GetDebugOperationInfo(child);
operationInfo.Childs.Add(childInfo);
}
return operationInfo;
var scheduler = GetScheduler(packageName);
return scheduler.GetDebugOperationInfos();
}
#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
- **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
- **GameAsyncOperation**: 游戏层操作基类,提供更友好的 API
- **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/
├── EOperationStatus.cs # 操作状态枚举
├── 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
└── GameAsyncOperation.cs # 游戏层操作基类
```
---
@@ -113,12 +113,21 @@ None ─────────────────► Processing ───
| `Status` | `EOperationStatus` | 当前状态 |
| `Error` | `string` | 错误信息(失败时) |
| `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 |
| `Task` | `Task` | 用于 async/await |
| `BeginTime` | `string` | 开始时间(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
```csharp
@@ -150,14 +159,16 @@ public void WaitForAsyncComplete();
#### 子任务管理
```csharp
// 子任务列表
internal readonly List<AsyncOperationBase> Childs;
// 添加/移除子任务
// 添加/移除子任务(内部使用)
internal void AddChildOperation(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
@@ -208,6 +219,12 @@ public static void ClearPackageOperation(string packageName);
public static void StartOperation(string packageName, AsyncOperationBase operation);
```
#### 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
```csharp
@@ -224,47 +241,6 @@ public static void RegisterFinishCallback(Action<string, AsyncOperationBase> cal
---
### GameAsyncOperation游戏层基类
继承 `AsyncOperationBase`,为业务层提供更友好的 API。
```csharp
public abstract class GameAsyncOperation : AsyncOperationBase
{
/// <summary>
/// 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();
}
```
---
## 异步编程模式
### 1. 协程模式IEnumerator
@@ -345,9 +321,9 @@ operation.Priority = 100; // 设置高优先级
```
**排序规则:**
- 新操作添加时检查是否需要排序
- 仅当存在非零优先级时触发排序
- 使用 `List.Sort()` 进行原地排序
- 新操作添加时:若新增队列存在非零优先级,则触发排序
- 运行时修改 `Priority`:会在下一次调度器更新时自动触发重排(即时生效,通常为下一帧)
- 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
@@ -358,6 +334,10 @@ operation.Priority = 100; // 设置高优先级
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:**
```
@@ -420,24 +400,29 @@ OperationSystem.MaxTimeSlice = 8;
### 调试信息结构
```csharp
[Serializable]
internal struct DebugOperationInfo
{
public string OperationName; // 操作类型名
public string OperationDesc; // 操作描述
public string OperationName; // 任务名称
public string OperationDesc; // 任务说明
public uint Priority; // 优先级
public float Progress; // 进度
public string BeginTime; // 开始时间
public long ProcessTime; // 处理耗时(毫秒)
public string Status; // 状态
public List<DebugOperationInfo> Childs; // 子操作
public float Progress; // 任务进度
public string BeginTime; // 任务开始时间
public long ProcessTime; // 处理耗时(单位:毫秒)
public string Status; // 任务状态
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
```csharp
// 获取指定包裹的所有操作信息
var infos = OperationSystem.GetDebugOperationInfos("DefaultPackage");
// 获取指定包裹的所有操作信息(内部调试接口)
// 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)
{
@@ -457,105 +442,6 @@ 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
### 模板方法模式
@@ -589,7 +475,7 @@ AsyncOperationBase
### 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
@@ -608,10 +494,6 @@ IEnumerator + IComparable<AsyncOperationBase>
AsyncOperationBase (抽象基类)
├── GameAsyncOperation (游戏层基类)
│ │
│ └── [业务层自定义操作]
└── [YooAsset 内部操作]
@@ -632,4 +514,4 @@ 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
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
7. **循环保护**`WaitForAsyncComplete()` 有 1000 帧上限,防止无限循环
7. **循环保护**`InternalWaitForAsyncComplete()` 中如果使用 `ExecuteWhileDone()`,内部默认有 1000 次执行保护,防止无限循环

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

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

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@@ -40,11 +40,8 @@ namespace YooAsset
_loopCounter--;
LoopUnloadUnused();
if (IsWaitForAsyncComplete == false)
{
if (OperationSystem.IsBusy)
break;
}
if (IsBusy)
break;
}
if (_loopCounter <= 0)
@@ -56,14 +53,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
internal override string InternalGetDesc()
{

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

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

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@@ -108,9 +108,6 @@ namespace YooAsset
_downloadingMaxNumber = UnityEngine.Mathf.Clamp(downloadingMaxNumber, 1, MAX_LOADER_COUNT); ;
_failedTryAgain = failedTryAgain;
// 设置包裹名称 (fix #210)
SetPackageName(packageName);
// 统计下载信息
CalculatDownloaderInfo();
}

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@@ -159,11 +159,8 @@ namespace YooAsset
_packageAssetCount--;
Progress = 1f - _packageAssetCount / _progressTotalValue;
if (IsWaitForAsyncComplete == false)
{
if (OperationSystem.IsBusy)
break;
}
if (IsBusy)
break;
}
if (_packageAssetCount <= 0)
@@ -196,11 +193,8 @@ namespace YooAsset
_packageBundleCount--;
Progress = 1f - _packageBundleCount / _progressTotalValue;
if (IsWaitForAsyncComplete == false)
{
if (OperationSystem.IsBusy)
break;
}
if (IsBusy)
break;
}
if (_packageBundleCount <= 0)
@@ -226,14 +220,7 @@ namespace YooAsset
}
internal override void InternalWaitForAsyncComplete()
{
while (true)
{
if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
}
}
RunBatchExecution();
}
private void CreateAssetCollection(PackageManifest manifest, int assetCount)

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@@ -213,7 +213,7 @@ namespace YooAsset
options.ReleaseAllHandles = true;
options.LockLoadOperation = true;
var operation = new DestroyOperation(this, options);
OperationSystem.StartOperation(null, operation);
OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
return operation;
}

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@@ -114,6 +114,16 @@ namespace YooAsset
/// </summary>
/// <param name="packageName">包裹名称</param>
public static ResourcePackage CreatePackage(string packageName)
{
return CreatePackage(packageName, 0);
}
/// <summary>
/// 创建资源包裹
/// </summary>
/// <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>
public static ResourcePackage CreatePackage(string packageName, int packagePriority)
{
CheckException(packageName);
if (ContainsPackage(packageName))
@@ -122,6 +132,10 @@ namespace YooAsset
YooLogger.Log($"Create resource package : {packageName}");
ResourcePackage package = new ResourcePackage(packageName);
_packages.Add(package);
// 注册包裹调度器
OperationSystem.CreatePackageScheduler(packageName, packagePriority);
return package;
}
@@ -185,6 +199,10 @@ namespace YooAsset
}
YooLogger.Log($"Remove resource package : {packageName}");
// 先销毁调度器,再移除包裹
OperationSystem.DestroyPackageScheduler(packageName);
_packages.Remove(package);
return true;
}
@@ -207,7 +225,7 @@ namespace YooAsset
public static void StartOperation(GameAsyncOperation operation)
{
// 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);
}