Files
YooAssetScene/Assets/YooAsset/Runtime/DownloadSystem/Operation/Internal/UnityWebRequestOperation.cs
T
何冠峰 4b8f2e3acc update download system
重构下载逻辑代码
2025-07-08 16:41:50 +08:00

126 lines
3.4 KiB
C#
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using System;
using UnityEngine.Networking;
using UnityEngine;
namespace YooAsset
{
internal abstract class UnityWebRequestOperation : AsyncOperationBase
{
protected UnityWebRequest _webRequest;
protected readonly string _requestURL;
// 超时相关
private readonly float _timeout;
private ulong _latestDownloadBytes;
private float _latestDownloadRealtime;
private bool _isAbort = false;
/// <summary>
/// HTTP返回码
/// </summary>
public long HttpCode { private set; get; }
/// <summary>
/// 当前下载的字节数
/// </summary>
public long DownloadedBytes { protected set; get; }
/// <summary>
/// 当前下载进度(0f - 1f)
/// </summary>
public float DownloadProgress { protected set; get; }
/// <summary>
/// 请求的URL地址
/// </summary>
public string URL
{
get { return _requestURL; }
}
internal UnityWebRequestOperation(string url, int timeout)
{
_requestURL = url;
_timeout = timeout;
}
/// <summary>
/// 释放下载器
/// </summary>
protected void DisposeRequest()
{
if (_webRequest != null)
{
//注意:引擎底层会自动调用Abort方法
_webRequest.Dispose();
_webRequest = null;
}
}
/// <summary>
/// 重置超时计时
/// </summary>
protected void ResetTimeout()
{
_latestDownloadBytes = 0;
_latestDownloadRealtime = Time.realtimeSinceStartup;
}
/// <summary>
/// 检测超时
/// </summary>
protected void CheckRequestTimeout()
{
if (_webRequest.isDone)
return;
// 注意:在连续时间段内无新增下载数据及判定为超时
if (_isAbort == false)
{
if (_latestDownloadBytes != _webRequest.downloadedBytes)
{
_latestDownloadBytes = _webRequest.downloadedBytes;
_latestDownloadRealtime = Time.realtimeSinceStartup;
}
float offset = Time.realtimeSinceStartup - _latestDownloadRealtime;
if (offset > _timeout)
{
YooLogger.Warning($"Web request timeout : {_requestURL}");
_webRequest.Abort();
_isAbort = true;
}
}
}
/// <summary>
/// 检测请求结果
/// </summary>
protected bool CheckRequestResult()
{
HttpCode = _webRequest.responseCode;
#if UNITY_2020_3_OR_NEWER
if (_webRequest.result != UnityWebRequest.Result.Success)
{
Error = $"URL : {_requestURL} Error : {_webRequest.error}";
return false;
}
else
{
return true;
}
#else
if (_webRequest.isNetworkError || _webRequest.isHttpError)
{
Error = $"URL : {_requestURL} Error : {_webRequest.error}";
return false;
}
else
{
return true;
}
#endif
}
}
}