Update runtime code
重构原生文件加载流程。
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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace YooAsset
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{
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internal sealed class AssetBundleFileLoader : AssetBundleLoaderBase
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internal sealed class AssetBundleFileLoader : BundleLoaderBase
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{
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private enum ESteps
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{
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@@ -21,7 +21,6 @@ namespace YooAsset
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}
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private ESteps _steps = ESteps.None;
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private string _fileLoadPath;
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private bool _isWaitForAsyncComplete = false;
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private bool _isShowWaitForAsyncError = false;
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private DownloaderBase _unpacker;
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@@ -47,7 +46,7 @@ namespace YooAsset
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if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
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{
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_steps = ESteps.Download;
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_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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FileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
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{
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@@ -56,22 +55,22 @@ namespace YooAsset
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if (loadMethod == EBundleLoadMethod.LoadFromMemory || loadMethod == EBundleLoadMethod.LoadFromStream)
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{
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_steps = ESteps.Unpack;
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_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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FileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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}
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else
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{
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_steps = ESteps.LoadFile;
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_fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
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FileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
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}
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#else
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_steps = ESteps.LoadFile;
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_fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
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FileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
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#endif
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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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_steps = ESteps.LoadFile;
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_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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FileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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}
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else
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{
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@@ -137,11 +136,11 @@ namespace YooAsset
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{
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#if UNITY_EDITOR
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// 注意:Unity2017.4编辑器模式下,如果AssetBundle文件不存在会导致编辑器崩溃,这里做了预判。
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if (System.IO.File.Exists(_fileLoadPath) == false)
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if (System.IO.File.Exists(FileLoadPath) == false)
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = $"Not found assetBundle file : {_fileLoadPath}";
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LastError = $"Not found assetBundle file : {FileLoadPath}";
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YooLogger.Error(LastError);
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return;
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}
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@@ -152,9 +151,9 @@ namespace YooAsset
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if (loadMethod == EBundleLoadMethod.Normal)
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{
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath);
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CacheBundle = AssetBundle.LoadFromFile(FileLoadPath);
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else
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
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_createRequest = AssetBundle.LoadFromFileAsync(FileLoadPath);
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}
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else
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{
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@@ -169,15 +168,15 @@ namespace YooAsset
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DecryptFileInfo fileInfo = new DecryptFileInfo();
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fileInfo.BundleName = MainBundleInfo.Bundle.BundleName;
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fileInfo.FilePath = _fileLoadPath;
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fileInfo.FilePath = FileLoadPath;
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if (loadMethod == EBundleLoadMethod.LoadFromFileOffset)
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{
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ulong offset = Impl.DecryptionServices.LoadFromFileOffset(fileInfo);
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
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CacheBundle = AssetBundle.LoadFromFile(FileLoadPath, 0, offset);
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else
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
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_createRequest = AssetBundle.LoadFromFileAsync(FileLoadPath, 0, offset);
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}
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else if (loadMethod == EBundleLoadMethod.LoadFromMemory)
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{
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@@ -279,6 +278,14 @@ namespace YooAsset
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int frame = 1000;
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while (true)
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{
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// 文件解压
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if (_unpacker != null)
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{
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_unpacker.Update();
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if (_unpacker.IsDone() == false)
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continue;
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}
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// 保险机制
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// 注意:如果需要从WEB端下载资源,可能会触发保险机制!
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frame--;
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