Files
YooAsset/Assets/YooAsset/Runtime/YooAssetComponent.cs
2022-09-28 14:39:58 +08:00

1087 lines
34 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public class YooAssetComponent
{
/// <summary>
/// 运行模式
/// </summary>
public enum EPlayMode
{
/// <summary>
/// 编辑器下的模拟模式
/// 注意:在初始化的时候自动构建真机模拟环境。
/// </summary>
EditorSimulateMode,
/// <summary>
/// 离线运行模式
/// </summary>
OfflinePlayMode,
/// <summary>
/// 联机运行模式
/// </summary>
HostPlayMode,
}
private bool _isInitialize = false;
private string _initializeError = string.Empty;
private EOperationStatus _initializeStatus = EOperationStatus.None;
private EPlayMode _playMode;
private IBundleServices _bundleServices;
private ILocationServices _locationServices;
private EditorSimulateModeImpl _editorSimulateModeImpl;
private OfflinePlayModeImpl _offlinePlayModeImpl;
private HostPlayModeImpl _hostPlayModeImpl;
/// <summary>
/// 是否已经初始化
/// </summary>
public bool IsInitialized
{
get { return _isInitialize; }
}
/// <summary>
/// 异步初始化
/// </summary>
public InitializationOperation InitializeAsync(InitializeParameters parameters)
{
if (parameters == null)
throw new Exception($"YooAsset create parameters is null.");
#if !UNITY_EDITOR
if (parameters is EditorSimulateModeParameters)
throw new Exception($"Editor simulate mode only support unity editor.");
#endif
// 鉴定运行模式
if (parameters is EditorSimulateModeParameters)
_playMode = EPlayMode.EditorSimulateMode;
else if (parameters is OfflinePlayModeParameters)
_playMode = EPlayMode.OfflinePlayMode;
else if (parameters is HostPlayModeParameters)
_playMode = EPlayMode.HostPlayMode;
else
throw new NotImplementedException();
if (parameters.LocationServices == null)
throw new Exception($"{nameof(IBundleServices)} is null.");
if (_playMode == EPlayMode.OfflinePlayMode)
{
var playModeParameters = parameters as OfflinePlayModeParameters;
if (string.IsNullOrEmpty(playModeParameters.BuildinPackageName))
throw new Exception($"{nameof(playModeParameters.BuildinPackageName)} is empty.");
}
if (_playMode == EPlayMode.HostPlayMode)
{
var playModeParameters = parameters as HostPlayModeParameters;
if (playModeParameters.QueryServices == null)
throw new Exception($"{nameof(IQueryServices)} is null.");
}
if (_isInitialize)
{
throw new Exception("YooAsset is initialized yet.");
}
_locationServices = parameters.LocationServices;
// 检测参数范围
if (parameters.AssetLoadingMaxNumber < 1)
{
parameters.AssetLoadingMaxNumber = 1;
YooLogger.Warning($"{nameof(parameters.AssetLoadingMaxNumber)} minimum value is 1");
}
if (parameters.OperationSystemMaxTimeSlice < 30)
{
parameters.OperationSystemMaxTimeSlice = 30;
YooLogger.Warning($"{nameof(parameters.OperationSystemMaxTimeSlice)} minimum value is 30 milliseconds");
}
// 创建驱动器
if (_isInitialize == false)
{
_isInitialize = true;
UnityEngine.GameObject driverGo = new UnityEngine.GameObject("[YooAsset]");
driverGo.AddComponent<YooAssetDriver>();
UnityEngine.Object.DontDestroyOnLoad(driverGo);
#if DEBUG
driverGo.AddComponent<RemoteDebuggerInRuntime>();
#endif
}
// 初始化异步系统
OperationSystem.Initialize(parameters.OperationSystemMaxTimeSlice);
// 初始化下载系统
if (_playMode == EPlayMode.HostPlayMode)
{
var hostPlayModeParameters = parameters as HostPlayModeParameters;
CacheSystem.Initialize(hostPlayModeParameters.VerifyLevel);
DownloadSystem.Initialize(hostPlayModeParameters.BreakpointResumeFileSize);
}
else
{
CacheSystem.Initialize(EVerifyLevel.Low);
DownloadSystem.Initialize(int.MaxValue);
}
// 初始化资源系统
InitializationOperation initializeOperation;
if (_playMode == EPlayMode.EditorSimulateMode)
{
_editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = _editorSimulateModeImpl;
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var simulateModeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = _editorSimulateModeImpl.InitializeAsync(
simulateModeParameters.LocationToLower,
simulateModeParameters.SimulatePatchManifestPath);
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
_offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = _offlinePlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var playModeParameters = parameters as OfflinePlayModeParameters;
initializeOperation = _offlinePlayModeImpl.InitializeAsync(
playModeParameters.LocationToLower,
playModeParameters.BuildinPackageName);
}
else if (_playMode == EPlayMode.HostPlayMode)
{
_hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = _hostPlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
var playModeParameters = parameters as HostPlayModeParameters;
initializeOperation = _hostPlayModeImpl.InitializeAsync(
playModeParameters.LocationToLower,
playModeParameters.DefaultHostServer,
playModeParameters.FallbackHostServer,
playModeParameters.QueryServices);
}
else
{
throw new NotImplementedException();
}
// 监听初始化结果
initializeOperation.Completed += InitializeOperation_Completed;
return initializeOperation;
}
private void InitializeOperation_Completed(AsyncOperationBase op)
{
_initializeStatus = op.Status;
_initializeError = op.Error;
}
/// <summary>
/// 向网络端请求静态资源版本
/// </summary>
/// <param name="packageName">更新的资源包裹名称</param>
/// <param name="timeout">超时时间默认值60秒</param>
public UpdateStaticVersionOperation UpdateStaticVersionAsync(string packageName, int timeout = 60)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdateStaticVersionOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateStaticVersionOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.UpdateStaticVersionAsync(packageName, timeout);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 向网络端请求并更新补丁清单
/// </summary>
/// <param name="packageName">更新的资源包裹名称</param>
/// <param name="packageCRC">更新的资源包裹版本</param>
/// <param name="timeout">超时时间默认值60秒</param>
public UpdateManifestOperation UpdateManifestAsync(string packageName, string packageCRC, int timeout = 60)
{
DebugCheckInitialize();
DebugCheckUpdateManifest();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdateManifestOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateManifestOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.UpdatePatchManifestAsync(packageName, packageCRC, timeout);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="packageName">指定的资源包裹名称</param>
/// <param name="packageCRC">指定的资源包裹版本</param>
public UpdateManifestOperation WeaklyUpdateManifestAsync(string packageName, string packageCRC)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdateManifestOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateManifestOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.WeaklyUpdatePatchManifestAsync(packageName, packageCRC);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 开启一个异步操作
/// </summary>
/// <param name="operation">异步操作对象</param>
public void StartOperation(GameAsyncOperation operation)
{
OperationSystem.StartOperation(operation);
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public void UnloadUnusedAssets()
{
if (_isInitialize)
{
AssetSystem.Update();
AssetSystem.UnloadUnusedAssets();
}
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public void ForceUnloadAllAssets()
{
if (_isInitialize)
{
AssetSystem.ForceUnloadAllAssets();
}
}
#region
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool IsNeedDownloadFromRemote(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
if (assetInfo.IsInvalid)
return false;
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
return true;
else
return false;
}
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
{
YooLogger.Warning(assetInfo.Error);
return false;
}
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
return true;
else
return false;
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tag">资源标签</param>
public AssetInfo[] GetAssetInfos(string tag)
{
DebugCheckInitialize();
string[] tags = new string[] { tag };
return _bundleServices.GetAssetInfos(tags);
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tags">资源标签列表</param>
public AssetInfo[] GetAssetInfos(string[] tags)
{
DebugCheckInitialize();
return _bundleServices.GetAssetInfos(tags);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
public AssetInfo GetAssetInfo(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return assetInfo;
}
/// <summary>
/// 获取资源路径
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <returns>如果location地址无效则返回空字符串</returns>
public string GetAssetPath(string location)
{
DebugCheckInitialize();
return _locationServices.ConvertLocationToAssetPath(location);
}
#endregion
#region
/// <summary>
/// 异步获取原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="copyPath">拷贝路径</param>
public RawFileOperation GetRawFileAsync(string location, string copyPath = null)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return GetRawFileInternal(assetInfo, copyPath);
}
/// <summary>
/// 异步获取原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="copyPath">拷贝路径</param>
public RawFileOperation GetRawFileAsync(AssetInfo assetInfo, string copyPath = null)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
return GetRawFileInternal(assetInfo, copyPath);
}
private RawFileOperation GetRawFileInternal(AssetInfo assetInfo, string copyPath)
{
if (assetInfo.IsInvalid)
{
RawFileOperation operation = new CompletedRawFileOperation(assetInfo.Error, copyPath);
OperationSystem.StartOperation(operation);
return operation;
}
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
#if UNITY_EDITOR
if (bundleInfo.Bundle.IsRawFile == false)
{
string error = $"Cannot load asset bundle file using {nameof(GetRawFileAsync)} method !";
YooLogger.Error(error);
RawFileOperation operation = new CompletedRawFileOperation(error, copyPath);
OperationSystem.StartOperation(operation);
return operation;
}
#endif
if (_playMode == EPlayMode.EditorSimulateMode)
{
RawFileOperation operation = new EditorPlayModeRawFileOperation(bundleInfo, copyPath);
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
RawFileOperation operation = new OfflinePlayModeRawFileOperation(bundleInfo, copyPath);
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
RawFileOperation operation = new HostPlayModeRawFileOperation(bundleInfo, copyPath);
OperationSystem.StartOperation(operation);
return operation;
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = AssetSystem.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
return handle;
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
var handle = AssetSystem.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
return handle;
}
#endregion
#region
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
return LoadAssetInternal(assetInfo, true);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, true);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public AssetOperationHandle LoadAssetSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
return LoadAssetInternal(assetInfo, false);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, false);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public AssetOperationHandle LoadAssetAsync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false);
}
private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
{
string error = $"Cannot load raw file using LoadAsset method !";
YooLogger.Error(error);
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(error);
return completedProvider.CreateHandle<AssetOperationHandle>();
}
#endif
var handle = AssetSystem.LoadAssetAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
return LoadSubAssetsInternal(assetInfo, true);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, true);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
if (assetInfo.IsInvalid)
YooLogger.Warning(assetInfo.Error);
return LoadSubAssetsInternal(assetInfo, false);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, false);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false);
}
private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
{
string error = $"Cannot load raw file using LoadSubAssets method !";
YooLogger.Error(error);
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(error);
return completedProvider.CreateHandle<SubAssetsOperationHandle>();
}
#endif
var handle = AssetSystem.LoadSubAssetsAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region
/// <summary>
/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public PatchDownloaderOperation CreatePatchDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return CreatePatchDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public PatchDownloaderOperation CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.CreatePatchDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 创建补丁下载器,用于下载更新当前资源版本所有的资源包文件
/// </summary>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.CreatePatchDownloaderByAll(downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 创建补丁下载器,用于下载更新指定的资源列表依赖的资源包文件
/// </summary>
/// <param name="locations">资源定位列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public PatchDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
foreach (var location in locations)
{
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
assetInfos.Add(assetInfo);
}
return _hostPlayModeImpl.CreatePatchDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 创建补丁下载器,用于下载更新指定的资源列表依赖的资源包文件
/// </summary>
/// <param name="assetInfos">资源信息列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public PatchDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.CreatePatchDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region
/// <summary>
/// 创建补丁解压器
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public PatchUnpackerOperation CreatePatchUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return CreatePatchUnpacker(new string[] { tag }, unpackingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建补丁解压器
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public PatchUnpackerOperation CreatePatchUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.CreatePatchUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
/// <summary>
/// 创建补丁解压器
/// </summary>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public PatchUnpackerOperation CreatePatchUnpacker(int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
List<BundleInfo> downloadList = new List<BundleInfo>();
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.CreatePatchUnpackerByAll(unpackingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region
/// <summary>
/// 创建资源包裹下载器,用于下载更新指定资源版本所有的资源包文件
/// </summary>
/// <param name="packageName">指定更新的资源包裹名称</param>
/// <param name="packageCRC">指定更新的资源包裹版本</param>
/// <param name="timeout">超时时间</param>
public UpdatePackageOperation UpdatePackageAsync(string packageName, string packageCRC, int timeout = 60)
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeUpdatePackageOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdatePackageOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
return _hostPlayModeImpl.UpdatePackageAsync(packageName, packageCRC, timeout);
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region
/// <summary>
/// 获取沙盒的根路径
/// </summary>
public string GetSandboxRoot()
{
return PathHelper.MakePersistentRootPath();
}
/// <summary>
/// 清空沙盒目录
/// </summary>
public void ClearSandbox()
{
SandboxHelper.DeleteSandbox();
}
/// <summary>
/// 清空所有的缓存文件
/// </summary>
public void ClearAllCacheFiles()
{
SandboxHelper.DeleteCacheFolder();
}
/// <summary>
/// 清空未被使用的缓存文件
/// </summary>
public ClearUnusedCacheFilesOperation ClearUnusedCacheFiles()
{
DebugCheckInitialize();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var operation = new EditorPlayModeClearUnusedCacheFilesOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeClearUnusedCacheFilesOperation();
OperationSystem.StartOperation(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
var operation = new HostPlayModeClearUnusedCacheFilesOperation(_hostPlayModeImpl);
OperationSystem.StartOperation(operation);
return operation;
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region
internal void InternalDestroy()
{
if (_isInitialize)
{
_isInitialize = false;
_initializeError = string.Empty;
_initializeStatus = EOperationStatus.None;
_bundleServices = null;
_locationServices = null;
_editorSimulateModeImpl = null;
_offlinePlayModeImpl = null;
_hostPlayModeImpl = null;
OperationSystem.DestroyAll();
DownloadSystem.DestroyAll();
CacheSystem.DestroyAll();
AssetSystem.DestroyAll();
YooLogger.Log("YooAssets destroy all !");
}
}
internal void InternalUpdate()
{
OperationSystem.Update();
DownloadSystem.Update();
AssetSystem.Update();
}
/// <summary>
/// 资源定位地址转换为资源完整路径
/// </summary>
internal string MappingToAssetPath(string location)
{
return _bundleServices.MappingToAssetPath(location);
}
#endregion
#region
[Conditional("DEBUG")]
private void DebugCheckInitialize()
{
if (_initializeStatus == EOperationStatus.None)
throw new Exception("YooAssets initialize not completed !");
else if (_initializeStatus == EOperationStatus.Failed)
throw new Exception($"YooAssets initialize failed : {_initializeError}");
}
[Conditional("DEBUG")]
private void DebugCheckLocation(string location)
{
if (string.IsNullOrEmpty(location) == false)
{
// 检查路径末尾是否有空格
int index = location.LastIndexOf(" ");
if (index != -1)
{
if (location.Length == index + 1)
YooLogger.Warning($"Found blank character in location : \"{location}\"");
}
if (location.IndexOfAny(System.IO.Path.GetInvalidPathChars()) >= 0)
YooLogger.Warning($"Found illegal character in location : \"{location}\"");
}
}
[Conditional("DEBUG")]
private void DebugCheckUpdateManifest()
{
var loadedBundleInfos = AssetSystem.GetLoadedBundleInfos();
if (loadedBundleInfos.Count > 0)
{
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
}
}
#endregion
#region
/// <summary>
/// 资源定位地址转换为资源信息类,失败时内部会发出错误日志。
/// </summary>
/// <returns>如果转换失败会返回一个无效的资源信息类</returns>
private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
{
DebugCheckLocation(location);
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
PatchAsset patchAsset = _bundleServices.TryGetPatchAsset(assetPath);
if (patchAsset != null)
{
AssetInfo assetInfo = new AssetInfo(patchAsset, assetType);
return assetInfo;
}
else
{
string error;
if (string.IsNullOrEmpty(location))
error = $"The location is null or empty !";
else
error = $"The location is invalid : {location}";
YooLogger.Error(error);
AssetInfo assetInfo = new AssetInfo(error);
return assetInfo;
}
}
#endregion
}
}