123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232 |
- 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)
- {
- }
- /// <summary>
- /// 轮询更新
- /// </summary>
- 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 = $"AssetBundle file is invalid : {MainBundleInfo.Bundle.BundleName}";
- YooLogger.Error(LastError);
- }
- else
- {
- _steps = ESteps.Done;
- Status = EStatus.Succeed;
- }
- }
- }
- // 7. 如果获取失败,重新尝试
- if (_steps == ESteps.TryLoadWebFile)
- {
- _tryTimer += Time.unscaledDeltaTime;
- if (_tryTimer > 1f)
- {
- _webRequest.Dispose();
- _webRequest = null;
- _steps = ESteps.LoadWebFile;
- }
- }
- }
- /// <summary>
- /// 主线程等待异步操作完毕
- /// </summary>
- public override void WaitForAsyncComplete()
- {
- if (_isShowWaitForAsyncError == false)
- {
- _isShowWaitForAsyncError = true;
- YooLogger.Error($"WebGL platform not support {nameof(WaitForAsyncComplete)} ! Use the async load method instead of the sync load method !");
- }
- }
- }
- }
|