Files
YooAssetScene/Assets/YooAsset/Runtime/AssetSystem/AssetSystem.cs
T
2022-09-29 18:40:43 +08:00

369 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal class AssetSystemImpl
{
private static string SceneRunningPackage = string.Empty;
private readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
private readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
private long _sceneCreateCount = 0;
private bool _simulationOnEditor;
private int _loadingMaxNumber;
public IDecryptionServices DecryptionServices { private set; get; }
public IBundleServices BundleServices { private set; get; }
/// <summary>
/// 初始化
/// 注意:在使用AssetSystem之前需要初始化
/// </summary>
public void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
_simulationOnEditor = simulationOnEditor;
_loadingMaxNumber = loadingMaxNumber;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
/// <summary>
/// 更新
/// </summary>
public void Update()
{
// 更新加载器
foreach (var loader in _loaders)
{
loader.Update();
}
// 更新资源提供者
// 注意:循环更新的时候,可能会扩展列表
// 注意:不能限制场景对象的加载
int loadingCount = 0;
for (int i = 0; i < _providers.Count; i++)
{
var provider = _providers[i];
if (provider.IsSceneProvider())
{
provider.Update();
}
else
{
if (loadingCount < _loadingMaxNumber)
provider.Update();
if (provider.IsDone == false)
loadingCount++;
}
}
}
/// <summary>
/// 销毁
/// </summary>
public void DestroyAll()
{
_loaders.Clear();
_providers.Clear();
_sceneHandles.Clear();
DecryptionServices = null;
BundleServices = null;
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public void UnloadUnusedAssets()
{
if (_simulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
{
if (_providers[i].CanDestroy())
{
_providers[i].Destroy();
_providers.RemoveAt(i);
}
}
}
else
{
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoaderBase loader = _loaders[i];
loader.TryDestroyAllProviders();
}
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoaderBase loader = _loaders[i];
if (loader.CanDestroy())
{
loader.Destroy(false);
_loaders.RemoveAt(i);
}
}
}
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public void ForceUnloadAllAssets()
{
foreach (var provider in _providers)
{
provider.Destroy();
}
_providers.Clear();
foreach (var loader in _loaders)
{
loader.Destroy(true);
}
_loaders.Clear();
// 注意:调用底层接口释放所有资源
Resources.UnloadUnusedAssets();
}
/// <summary>
/// 加载场景
/// </summary>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
{
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SceneOperationHandle>();
}
// 注意:场景只允许运行在一个资源包内
if (string.IsNullOrEmpty(SceneRunningPackage))
{
SceneRunningPackage = BundleServices.GetPackageName();
}
if (BundleServices.GetPackageName() != SceneRunningPackage)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
string error = $"Scene are allowed to running within only {SceneRunningPackage}";
completedProvider.SetCompleted(error);
return completedProvider.CreateHandle<SceneOperationHandle>();
}
// 如果加载的是主场景,则卸载所有缓存的场景
if (sceneMode == LoadSceneMode.Single)
{
UnloadAllScene();
}
// 注意:同一个场景的ProviderGUID每次加载都会变化
string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateCount}";
ProviderBase provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
var handle = provider.CreateHandle<SceneOperationHandle>();
_sceneHandles.Add(providerGUID, handle);
return handle;
}
/// <summary>
/// 加载资源对象
/// </summary>
public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<AssetOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseAssetProvider(this, providerGUID, assetInfo);
else
provider = new BundledAssetProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
return provider.CreateHandle<AssetOperationHandle>();
}
/// <summary>
/// 加载子资源对象
/// </summary>
public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SubAssetsOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseSubAssetsProvider(this, providerGUID, assetInfo);
else
provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
return provider.CreateHandle<SubAssetsOperationHandle>();
}
internal void UnloadSubScene(ProviderBase provider)
{
string providerGUID = provider.ProviderGUID;
if (_sceneHandles.ContainsKey(providerGUID) == false)
throw new Exception("Should never get here !");
// 释放子场景句柄
_sceneHandles[providerGUID].ReleaseInternal();
_sceneHandles.Remove(providerGUID);
// 卸载未被使用的资源(包括场景)
UnloadUnusedAssets();
}
internal void UnloadAllScene()
{
// 释放所有场景句柄
foreach (var valuePair in _sceneHandles)
{
valuePair.Value.ReleaseInternal();
}
_sceneHandles.Clear();
// 卸载未被使用的资源(包括场景)
UnloadUnusedAssets();
}
internal AssetBundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
{
BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
return CreateAssetBundleLoaderInternal(bundleInfo);
}
internal List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
{
BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>(depends.Length);
foreach (var bundleInfo in depends)
{
AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(bundleInfo);
result.Add(dependLoader);
}
return result;
}
internal void RemoveBundleProviders(List<ProviderBase> providers)
{
foreach (var provider in providers)
{
_providers.Remove(provider);
}
}
private AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
// 如果加载器已经存在
AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.Bundle.BundleName);
if (loader != null)
return loader;
// 新增下载需求
#if UNITY_WEBGL
loader = new AssetBundleWebLoader(this, bundleInfo);
#else
loader = new AssetBundleFileLoader(this, bundleInfo);
#endif
_loaders.Add(loader);
return loader;
}
private AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
{
AssetBundleLoaderBase loader = null;
for (int i = 0; i < _loaders.Count; i++)
{
AssetBundleLoaderBase temp = _loaders[i];
if (temp.MainBundleInfo.Bundle.BundleName.Equals(bundleName))
{
loader = temp;
break;
}
}
return loader;
}
private ProviderBase TryGetProvider(string providerGUID)
{
ProviderBase provider = null;
for (int i = 0; i < _providers.Count; i++)
{
ProviderBase temp = _providers[i];
if (temp.ProviderGUID.Equals(providerGUID))
{
provider = temp;
break;
}
}
return provider;
}
#region 调试信息
internal List<DebugProviderInfo> GetDebugReportInfos()
{
List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providers.Count);
foreach (var provider in _providers)
{
DebugProviderInfo providerInfo = new DebugProviderInfo();
providerInfo.PackageName = BundleServices.GetPackageName();
providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
providerInfo.SpawnScene = provider.SpawnScene;
providerInfo.SpawnTime = provider.SpawnTime;
providerInfo.RefCount = provider.RefCount;
providerInfo.Status = (int)provider.Status;
providerInfo.DependBundleInfos = new List<DebugBundleInfo>();
result.Add(providerInfo);
if (provider is BundledProvider)
{
BundledProvider temp = provider as BundledProvider;
temp.GetBundleDebugInfos(providerInfo.DependBundleInfos);
}
}
return result;
}
internal List<BundleInfo> GetLoadedBundleInfos()
{
List<BundleInfo> result = new List<BundleInfo>(100);
foreach (var bundleLoader in _loaders)
{
result.Add(bundleLoader.MainBundleInfo);
}
return result;
}
#endregion
}
}