Optimized the speed of simulate build.

优化了编辑器下模拟构建的速度。
This commit is contained in:
hevinci
2022-05-05 21:12:44 +08:00
parent c3c18cd555
commit c196cd84d3
17 changed files with 85 additions and 72 deletions
@@ -30,8 +30,8 @@ namespace YooAsset.Editor
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if(parameters.BuildMode == EBuildMode.FastRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.FastRunBuild}";
else if(parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
@@ -53,7 +53,7 @@ namespace YooAsset.Editor
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.FastRunBuild)
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
{
throw new Exception("Should never get here !");
}
@@ -132,7 +132,7 @@ namespace YooAsset.Editor
new TaskCopyBuildinFiles(), //拷贝内置文件
};
if (buildParameters.BuildMode == EBuildMode.FastRunBuild)
if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
BuildRunner.EnableLog = false;
else
BuildRunner.EnableLog = true;
@@ -1,22 +1,21 @@
using System;
using UnityEditor;
using UnityEditor;
namespace YooAsset.Editor
{
public static class AssetBundleRuntimeBuilder
public static class AssetBundleSimulateBuilder
{
private static string _manifestFilePath = string.Empty;
/// <summary>
/// 快速模式构建
/// 模拟构建
/// </summary>
public static void FastBuild()
public static void SimulateBuild()
{
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
buildParameters.BuildMode = EBuildMode.FastRunBuild;
buildParameters.BuildMode = EBuildMode.SimulateBuild;
buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
@@ -26,7 +25,7 @@ namespace YooAsset.Editor
if (buildResult)
{
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(buildParameters.OutputRoot, buildParameters.BuildTarget);
_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.FastRunBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";
_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.SimulateBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";
}
else
{
@@ -35,9 +34,9 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取构建的补丁清单文件路径
/// 获取构建的补丁清单路径
/// </summary>
public static string GetPatchManifestFilePath()
public static string GetPatchManifestPath()
{
return _manifestFilePath;
}
@@ -10,7 +10,7 @@ namespace YooAsset.Editor
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext CreateBuildMap()
public static BuildMapContext CreateBuildMap(EBuildMode buildMode)
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
@@ -19,7 +19,7 @@ namespace YooAsset.Editor
AssetBundleCollectorSettingData.Setting.CheckConfigError();
// 2. 获取所有主动收集的资源
List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets();
List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(buildMode);
// 3. 剔除未被引用的依赖资源
List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
@@ -21,9 +21,9 @@ namespace YooAsset.Editor
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 快速构建模式下跳过引擎构建
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.FastRunBuild)
if (buildMode == EBuildMode.SimulateBuild)
return;
BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
@@ -12,7 +12,8 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildMapContext = BuildMapCreater.CreateBuildMap();
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
context.SetContextObject(buildMapContext);
BuildRunner.Log("构建内容准备完毕!");
@@ -15,8 +15,8 @@ namespace YooAsset.Editor
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
// 快速构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.FastRunBuild)
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
return;
// 验证构建结果
@@ -16,14 +16,14 @@ namespace YooAsset.Editor
/// </summary>
IncrementalBuild,
/// <summary>
/// 快速构建模式
/// </summary>
FastRunBuild,
/// <summary>
/// 演练构建模式
/// </summary>
DryRunBuild,
/// <summary>
/// 模拟构建模式
/// </summary>
SimulateBuild,
}
}
@@ -235,6 +235,10 @@ namespace YooAsset.Editor
}
private List<string> GetAllDependencies(string mainAssetPath)
{
// 注意:模拟构建模式下不需要收集依赖资源
if(AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
return new List<string>();
List<string> result = new List<string>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)
@@ -8,6 +8,8 @@ namespace YooAsset.Editor
{
public class AssetBundleCollectorSetting : ScriptableObject
{
public static EBuildMode BuildMode;
/// <summary>
/// 是否启用可寻址资源定位
/// </summary>
@@ -43,8 +45,10 @@ namespace YooAsset.Editor
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets()
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
{
BuildMode = buildMode;
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 收集打包资源
@@ -98,7 +98,7 @@ namespace YooAsset.Editor
List<string> allAssets = new List<string>(1000);
// 获取所有打包的资源
List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets();
List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(EBuildMode.DryRunBuild);
List<string> collectAssets = allCollectInfos.Select(t => t.AssetPath).ToList();
foreach (var assetPath in collectAssets)
{