304 lines
8.0 KiB
C#
304 lines
8.0 KiB
C#
using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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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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{
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private enum ESteps
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{
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None = 0,
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Download,
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CheckDownload,
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Unpack,
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CheckUnpack,
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LoadFile,
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CheckLoadFile,
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Done,
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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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private DownloaderBase _downloader;
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private AssetBundleCreateRequest _createRequest;
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private FileStream _fileStream;
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public AssetBundleFileLoader(AssetSystemImpl impl, BundleInfo bundleInfo) : base(impl, bundleInfo)
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{
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}
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/// <summary>
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/// 轮询更新
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/// </summary>
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public override void Update()
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{
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if (_steps == ESteps.Done)
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return;
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if (_steps == ESteps.None)
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{
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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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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
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{
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#if UNITY_ANDROID
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EBundleLoadMethod loadMethod = (EBundleLoadMethod)MainBundleInfo.Bundle.LoadMethod;
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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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}
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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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}
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#else
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_steps = ESteps.LoadFile;
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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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}
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else
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{
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throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString());
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}
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}
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// 1. 从服务器下载
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if (_steps == ESteps.Download)
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{
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int failedTryAgain = int.MaxValue;
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_downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain);
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_steps = ESteps.CheckDownload;
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}
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// 2. 检测服务器下载结果
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if (_steps == ESteps.CheckDownload)
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{
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if (_downloader.IsDone() == false)
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return;
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if (_downloader.HasError())
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = _downloader.GetLastError();
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}
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else
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{
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_steps = ESteps.LoadFile;
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}
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}
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// 3. 内置文件解压
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if (_steps == ESteps.Unpack)
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{
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int failedTryAgain = 1;
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var bundleInfo = HostPlayModeImpl.ConvertToUnpackInfo(MainBundleInfo.Bundle);
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_unpacker = DownloadSystem.BeginDownload(bundleInfo, failedTryAgain);
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_steps = ESteps.CheckUnpack;
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}
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// 4.检测内置文件解压结果
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if (_steps == ESteps.CheckUnpack)
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{
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if (_unpacker.IsDone() == false)
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return;
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if (_unpacker.HasError())
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = _unpacker.GetLastError();
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}
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else
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{
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_steps = ESteps.LoadFile;
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}
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}
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// 5. 加载AssetBundle
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if (_steps == ESteps.LoadFile)
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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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{
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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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YooLogger.Error(LastError);
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return;
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}
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#endif
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// Load assetBundle file
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var loadMethod = (EBundleLoadMethod)MainBundleInfo.Bundle.LoadMethod;
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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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else
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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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if (Impl.DecryptionServices == null)
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = $"{nameof(IDecryptionServices)} is null : {MainBundleInfo.Bundle.BundleName}";
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YooLogger.Error(LastError);
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return;
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}
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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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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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else
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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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byte[] fileData = Impl.DecryptionServices.LoadFromMemory(fileInfo);
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromMemory(fileData);
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else
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_createRequest = AssetBundle.LoadFromMemoryAsync(fileData);
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}
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else if (loadMethod == EBundleLoadMethod.LoadFromStream)
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{
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_fileStream = Impl.DecryptionServices.LoadFromStream(fileInfo);
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uint managedReadBufferSize = Impl.DecryptionServices.GetManagedReadBufferSize();
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromStream(_fileStream, 0, managedReadBufferSize);
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else
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_createRequest = AssetBundle.LoadFromStreamAsync(_fileStream, 0, managedReadBufferSize);
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}
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else
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{
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throw new System.NotImplementedException();
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}
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}
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_steps = ESteps.CheckLoadFile;
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}
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// 6. 检测AssetBundle加载结果
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if (_steps == ESteps.CheckLoadFile)
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{
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if (_createRequest != null)
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{
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if (_isWaitForAsyncComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity bundle.");
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CacheBundle = _createRequest.assetBundle;
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}
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else
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{
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if (_createRequest.isDone == false)
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return;
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CacheBundle = _createRequest.assetBundle;
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}
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}
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// Check error
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if (CacheBundle == null)
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = $"Failed to load assetBundle : {MainBundleInfo.Bundle.BundleName}";
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YooLogger.Error(LastError);
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// 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。
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// 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性!
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if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed)
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{
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if (File.Exists(cacheLoadPath))
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{
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YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}");
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File.Delete(cacheLoadPath);
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}
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}
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}
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}
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else
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{
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_steps = ESteps.Done;
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Status = EStatus.Succeed;
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}
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}
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}
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/// <summary>
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/// 销毁
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/// </summary>
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public override void Destroy(bool forceDestroy)
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{
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base.Destroy(forceDestroy);
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if (_fileStream != null)
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{
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_fileStream.Close();
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_fileStream.Dispose();
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_fileStream = null;
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}
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}
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/// <summary>
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/// 主线程等待异步操作完毕
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/// </summary>
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public override void WaitForAsyncComplete()
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{
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_isWaitForAsyncComplete = true;
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int frame = 1000;
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while (true)
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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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if (frame == 0)
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{
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if (_isShowWaitForAsyncError == false)
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{
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_isShowWaitForAsyncError = true;
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YooLogger.Error($"WaitForAsyncComplete failed ! Try load bundle : {MainBundleInfo.Bundle.BundleName} from remote with sync load method !");
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}
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break;
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}
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// 驱动流程
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Update();
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// 完成后退出
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if (IsDone())
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break;
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}
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}
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}
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} |