using System; using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace YooAsset { internal sealed class AssetBundleWebLoader : AssetBundleLoaderBase { private enum ESteps { None = 0, Download, CheckDownload, LoadCacheFile, CheckLoadCacheFile, LoadWebFile, CheckLoadWebFile, TryLoadWebFile, Done, } private ESteps _steps = ESteps.None; private float _tryTimer = 0; private string _fileLoadPath; private bool _isShowWaitForAsyncError = false; private DownloaderBase _downloader; private UnityWebRequest _webRequest; private AssetBundleCreateRequest _createRequest; public AssetBundleWebLoader(BundleInfo bundleInfo) : base(bundleInfo) { } /// /// 轮询更新 /// public override void Update() { if (_steps == ESteps.Done) return; if (_steps == ESteps.None) { if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote) { _steps = ESteps.Download; _fileLoadPath = MainBundleInfo.Bundle.CachedFilePath; } else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming) { _steps = ESteps.LoadWebFile; _fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath; } else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) { _steps = ESteps.LoadCacheFile; _fileLoadPath = MainBundleInfo.Bundle.CachedFilePath; } else { throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString()); } } // 1. 从服务器下载 if (_steps == ESteps.Download) { int failedTryAgain = int.MaxValue; _downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain); _steps = ESteps.CheckDownload; } // 2. 检测服务器下载结果 if (_steps == ESteps.CheckDownload) { if (_downloader.IsDone() == false) return; if (_downloader.HasError()) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = _downloader.GetLastError(); } else { _steps = ESteps.LoadCacheFile; } } // 3. 从本地缓存里加载AssetBundle if (_steps == ESteps.LoadCacheFile) { #if UNITY_EDITOR // 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。 if (System.IO.File.Exists(_fileLoadPath) == false) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"Not found assetBundle file : {_fileLoadPath}"; YooLogger.Error(LastError); return; } #endif // Load assetBundle file if (MainBundleInfo.Bundle.IsEncrypted) { if (AssetSystem.DecryptionServices == null) throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.Bundle.BundleName}"); DecryptionFileInfo fileInfo = new DecryptionFileInfo(); fileInfo.BundleName = MainBundleInfo.Bundle.BundleName; fileInfo.FileHash = MainBundleInfo.Bundle.FileHash; ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo); _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset); } else { _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath); } _steps = ESteps.CheckLoadCacheFile; } // 4. 检测AssetBundle加载结果 if (_steps == ESteps.CheckLoadCacheFile) { if (_createRequest.isDone == false) return; CacheBundle = _createRequest.assetBundle; if (CacheBundle == null) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"Failed to load AssetBundle file : {MainBundleInfo.Bundle.BundleName}"; YooLogger.Error(LastError); // 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。 // 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性! if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) { string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath; if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed) { if (File.Exists(cacheLoadPath)) { YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}"); File.Delete(cacheLoadPath); } } } } else { _steps = ESteps.Done; Status = EStatus.Succeed; } } // 5. 从WEB网站获取AssetBundle文件 if (_steps == ESteps.LoadWebFile) { _webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_fileLoadPath, Hash128.Parse(MainBundleInfo.Bundle.FileHash)); _webRequest.SendWebRequest(); _steps = ESteps.CheckLoadWebFile; } // 6. 检测AssetBundle加载结果 if (_steps == ESteps.CheckLoadWebFile) { if (_webRequest.isDone == false) return; #if UNITY_2020_1_OR_NEWER if (_webRequest.result != UnityWebRequest.Result.Success) #else if (_webRequest.isNetworkError || _webRequest.isHttpError) #endif { YooLogger.Warning($"Failed to get asset bundle from web : {_fileLoadPath} Error : {_webRequest.error}"); _steps = ESteps.TryLoadWebFile; _tryTimer = 0; } else { CacheBundle = DownloadHandlerAssetBundle.GetContent(_webRequest); if (CacheBundle == null) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"AssetBundle file is invalid : {MainBundleInfo.Bundle.BundleName}"; YooLogger.Error(LastError); } else { _steps = ESteps.Done; Status = EStatus.Succeed; } } } // 7. 如果获取失败,重新尝试 if (_steps == ESteps.TryLoadWebFile) { _tryTimer += Time.unscaledDeltaTime; if (_tryTimer > 1f) { _webRequest.Dispose(); _webRequest = null; _steps = ESteps.LoadWebFile; } } } /// /// 主线程等待异步操作完毕 /// public override void WaitForAsyncComplete() { if (_isShowWaitForAsyncError == false) { _isShowWaitForAsyncError = true; YooLogger.Error($"WebGL platform not support {nameof(WaitForAsyncComplete)} ! Use the async load method instead of the sync load method !"); } } } }