Files
YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskGetBuildMap.cs
2023-10-10 16:19:53 +08:00

170 lines
5.7 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskGetBuildMap
{
/// <summary>
/// 生成资源构建上下文
/// </summary>
public BuildMapContext CreateBuildMap(BuildParameters buildParameters)
{
var buildMode = buildParameters.BuildMode;
var packageName = buildParameters.PackageName;
Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 获取所有收集器收集的资源
var collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
List<CollectAssetInfo> allCollectAssetInfos = collectResult.CollectAssets;
// 2. 剔除未被引用的依赖项资源
RemoveZeroReferenceAssets(allCollectAssetInfos);
// 3. 录入所有收集器收集的资源
foreach (var collectAssetInfo in allCollectAssetInfos)
{
if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetPath) == false)
{
if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
{
if (collectAssetInfo.AssetTags.Count > 0)
{
collectAssetInfo.AssetTags.Clear();
BuildLogger.Warning($"The tags has been cleared ! {collectAssetInfo.AssetPath} ");
}
}
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetPath);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
allBuildAssetInfos.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 4. 录入所有收集资源的依赖资源
foreach (var collectAssetInfo in allCollectAssetInfos)
{
string bundleName = collectAssetInfo.BundleName;
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.ContainsKey(dependAssetPath))
{
allBuildAssetInfos[dependAssetPath].AddReferenceBundleName(bundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddReferenceBundleName(bundleName);
allBuildAssetInfos.Add(dependAssetPath, buildAssetInfo);
}
}
}
// 5. 填充所有收集资源的依赖列表
foreach (var collectAssetInfo in allCollectAssetInfos)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
allBuildAssetInfos[collectAssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
}
// 6. 记录关键信息
BuildMapContext context = new BuildMapContext();
context.AssetFileCount = allBuildAssetInfos.Count;
context.Command = collectResult.Command;
// 7. 记录冗余资源
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.IsRedundancyAsset())
{
var redundancyInfo = new ReportRedundancyInfo();
redundancyInfo.AssetPath = buildAssetInfo.AssetPath;
redundancyInfo.AssetType = buildAssetInfo.AssetType.Name;
redundancyInfo.AssetGUID = buildAssetInfo.AssetGUID;
redundancyInfo.FileSize = FileUtility.GetFileSize(buildAssetInfo.AssetPath);
redundancyInfo.Number = buildAssetInfo.GetReferenceBundleCount();
context.RedundancyInfos.Add(redundancyInfo);
}
}
// 8. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
allBuildAssetInfos.Remove(removeValue.AssetPath);
}
// 9. 构建资源列表
var allPackAssets = allBuildAssetInfos.Values.ToList();
if (allPackAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allPackAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private void RemoveZeroReferenceAssets(List<CollectAssetInfo> allCollectAssetInfos)
{
// 1. 检测是否任何存在依赖资源
if (allCollectAssetInfos.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
return;
// 2. 获取所有主资源的依赖资源集合
HashSet<string> allDependAsset = new HashSet<string>();
foreach (var collectAssetInfo in allCollectAssetInfos)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
foreach (var dependAsset in collectAssetInfo.DependAssets)
{
if (allDependAsset.Contains(dependAsset) == false)
allDependAsset.Add(dependAsset);
}
}
}
// 3. 找出所有零引用的依赖资源集合
List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in allCollectAssetInfos)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.DependAssetCollector)
{
if (allDependAsset.Contains(collectAssetInfo.AssetPath) == false)
removeList.Add(collectAssetInfo);
}
}
// 4. 移除所有零引用的依赖资源
foreach (var removeValue in removeList)
{
BuildLogger.Warning($"发现未被依赖的资源并自动移除 : {removeValue.AssetPath}");
allCollectAssetInfos.Remove(removeValue);
}
}
}
}