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1.修复服务端一个position报错
2.ResourceComponent并发加载修复,简化封装的Unity异步加载ab包的方法
3.更新运行指南

tanghai 4 years ago
parent
commit
b436a558c7

+ 6 - 11
Book/1.1运行指南.md

@@ -1,19 +1,14 @@
 # 运行步骤  
-##### 1.visual studio必须使用vs2017(更新到最新版), VS2017需要勾选安装以下内容:
+##### 1.visual studio必须使用vs2019(更新到最新版), VS2019需要勾选安装以下内容:
 a. .net 桌面开发  
-b. visual studio tools for unity  
-c. 去net core 官网下载安装 .net core 2.1  
-##### 2. master分支需要unity2018.3版(目前还是beta版), ET4.0请使用unity2017.4版
+b. 去net core 官网下载安装 .net5 
+##### 2. master分支需要unity2020.3版
 
 ##### 3. 启动unity, 菜单 File->open project->open 选中ET/Unity文件夹,点击选择文件夹按钮。
 
 ##### 4.点击Unity菜单Assets->open C# project启动vs 编译(一定要编译,右键VS解决方案,全部编译)
 
-##### 5.用vs2017打开ET/Server/Server.sln 编译(一定要编译,右键VS解决方案,全部编译)
-
-##### 6.打开Unity->tools菜单->命令行配置,选择LocalAllServer.txt 这是启动单一App的方式,如果要启动一组多App服务器,在命令行工具中选择127.0.0.1.txt,点击启动即可,具体配置都可以自己用这个命令行配置工具修改  
-##### 7.点击工具中的启动,这样就启动了服务端(也可以用VS启动,方便单步调试)  
-##### 8.运行Unity,输入帐号,点击登录这时日志 连接Gate成功,表示运行OK!  
+##### 5.用vs2019打开ET/Client-Server.sln 编译(一定要编译,右键VS解决方案,全部编译)
 
 
 # 测试状态同步demo, 帧同步demo已经删除,需要的话请看ET4.0
@@ -28,8 +23,8 @@ c. 去net core 官网下载安装 .net core 2.1
 
 一. 出错原因都是:  
 1.中文目录。  
-2.vs没有安装vs tools或者不是最新的vs tools。  
-3.没安装 .net core 2.1  
+2.vs没有安装vs
+3.没安装 .net5
 4.没编译服务端
 5.VS要更新到最新版本  
 

+ 1 - 1
README.md

@@ -4,7 +4,7 @@ __讨论QQ群 : 474643097__
 
 [ET论坛](https://et-framework.cn)  
 
-# 注意!现在master正在开发中,商业使用请用5.0分支,6.0(master分支)可以参考
+# 注意!现在master(6.0版)还在开发中,不过基本架构已经完成
 
 # ET的介绍:
 ET是一个开源的游戏客户端(基于unity3d)服务端双端框架,服务端是使用C# .net core开发的分布式游戏服务端,其特点是开发效率高,性能强,双端共享逻辑代码,客户端服务端热更机制完善,同时支持可靠udp tcp websocket协议,支持服务端3D recast寻路等等  

+ 6 - 1
Unity/Assets/HotfixView/Unit/ChangePosition_SyncGameObjectPos.cs

@@ -6,7 +6,12 @@ namespace ET
     {
         protected override async ETTask Run(EventType.ChangePosition args)
         {
-            Transform transform = args.Unit.GetComponent<GameObjectComponent>().GameObject.transform;
+            GameObjectComponent gameObjectComponent = args.Unit.GetComponent<GameObjectComponent>();
+            if (gameObjectComponent == null)
+            {
+                return;
+            }
+            Transform transform = gameObjectComponent.GameObject.transform;
             transform.position = args.Unit.Position;
             await ETTask.CompletedTask;
         }

+ 0 - 49
Unity/Assets/Model/Module/Resource/AssetsBundleLoaderAsync.cs

@@ -1,49 +0,0 @@
-using System.IO;
-using System.Threading.Tasks;
-using UnityEngine;
-
-namespace ET
-{
-	
-	public class AssetsBundleLoaderAsyncSystem : UpdateSystem<AssetsBundleLoaderAsync>
-	{
-		public override void Update(AssetsBundleLoaderAsync self)
-		{
-			self.Update();
-		}
-	}
-
-	public class AssetsBundleLoaderAsync : Entity
-	{
-		private AssetBundleCreateRequest request;
-
-		private ETTaskCompletionSource<AssetBundle> tcs;
-
-		public void Update()
-		{
-			if (!this.request.isDone)
-			{
-				return;
-			}
-
-			ETTaskCompletionSource<AssetBundle> t = tcs;
-			t.SetResult(this.request.assetBundle);
-		}
-
-		public override void Dispose()
-		{
-			if (this.IsDisposed)
-			{
-				return;
-			}
-			base.Dispose();
-		}
-
-		public ETTask<AssetBundle> LoadAsync(string path)
-		{
-			this.tcs = new ETTaskCompletionSource<AssetBundle>();
-			this.request = AssetBundle.LoadFromFileAsync(path);
-			return this.tcs.Task;
-		}
-	}
-}

+ 0 - 3
Unity/Assets/Model/Module/Resource/AssetsBundleLoaderAsync.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: f59fcdbebced4076b5c33870f5df3463
-timeCreated: 1510746129

+ 0 - 74
Unity/Assets/Model/Module/Resource/AssetsLoaderAsync.cs

@@ -1,74 +0,0 @@
-using System.IO;
-using System.Threading.Tasks;
-using UnityEngine;
-
-namespace ET
-{
-	
-	public class AssetsLoaderAsyncAwakeSystem : AwakeSystem<AssetsLoaderAsync, AssetBundle>
-	{
-		public override void Awake(AssetsLoaderAsync self, AssetBundle a)
-		{
-			self.Awake(a);
-		}
-	}
-
-	
-	public class AssetsLoaderAsyncUpdateSystem : UpdateSystem<AssetsLoaderAsync>
-	{
-		public override void Update(AssetsLoaderAsync self)
-		{
-			self.Update();
-		}
-	}
-
-	public class AssetsLoaderAsync : Entity
-	{
-		private AssetBundle assetBundle;
-
-		private AssetBundleRequest request;
-
-		private ETTaskCompletionSource tcs;
-
-		public void Awake(AssetBundle ab)
-		{
-			this.assetBundle = ab;
-		}
-
-		public void Update()
-		{
-			if (!this.request.isDone)
-			{
-				return;
-			}
-
-			ETTaskCompletionSource t = tcs;
-			t.SetResult();
-		}
-
-		public override void Dispose()
-		{
-			if (this.IsDisposed)
-			{
-				return;
-			}
-			base.Dispose();
-
-			this.assetBundle = null;
-			this.request = null;
-		}
-
-		public async ETTask<UnityEngine.Object[]> LoadAllAssetsAsync()
-		{
-			await InnerLoadAllAssetsAsync();
-			return this.request.allAssets;
-		}
-
-		private ETTask InnerLoadAllAssetsAsync()
-		{
-			this.tcs = new ETTaskCompletionSource();
-			this.request = assetBundle.LoadAllAssetsAsync();
-			return this.tcs.Task;
-		}
-	}
-}

+ 0 - 3
Unity/Assets/Model/Module/Resource/AssetsLoaderAsync.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: f5aab0e13efc491cbae3d11cc8ed42fc
-timeCreated: 1510746129

+ 128 - 126
Unity/Assets/Model/Module/Resource/ResourcesComponent.cs

@@ -19,6 +19,7 @@ namespace ET
             self.AssetBundle = a;
             self.Name = abName;
             self.RefCount = 1;
+            self.AlreadyLoadAssets = false;
         }
     }
 
@@ -31,25 +32,21 @@ namespace ET
 
             self.RefCount = 0;
             self.Name = "";
+            self.AlreadyLoadAssets = false;
+            self.AssetBundle = null;
         }
     }
 
     public class ABInfo: Entity
     {
-        public string Name
-        {
-            get;
-            set;
-        }
+        public string Name { get; set; }
 
-        public int RefCount
-        {
-            get;
-            set;
-        }
+        public int RefCount { get; set; }
 
         public AssetBundle AssetBundle;
 
+        public bool AlreadyLoadAssets;
+
         public void Destroy(bool unload = true)
         {
             if (this.AssetBundle != null)
@@ -64,6 +61,22 @@ namespace ET
     // 用于字符串转换,减少GC
     public static class AssetBundleHelper
     {
+        public static async ETTask<AssetBundle> UnityLoadBundleAsync(string path)
+        {
+            var tcs = new ETTaskCompletionSource<AssetBundle>();
+            AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
+            request.completed += operation => { tcs.SetResult(request.assetBundle); };
+            return await tcs;
+        }
+
+        public static async ETTask<UnityEngine.Object[]> UnityLoadAssetAsync(AssetBundle assetBundle)
+        {
+            var tcs = new ETTaskCompletionSource<UnityEngine.Object[]>();
+            AssetBundleRequest request = assetBundle.LoadAllAssetsAsync();
+            request.completed += operation => { tcs.SetResult(request.allAssets); };
+            return await tcs;
+        }
+
         public static string IntToString(this int value)
         {
             string result;
@@ -120,37 +133,29 @@ namespace ET
 
     public class ResourcesComponent: Entity
     {
-        public static ResourcesComponent Instance
-        {
-            get;
-            set;
-        }
+        public static ResourcesComponent Instance { get; set; }
+
+        private AssetBundleManifest AssetBundleManifestObject { get; set; }
 
-        public AssetBundleManifest AssetBundleManifestObject
-        {
-            get;
-            set;
-        }
-        
         public Dictionary<int, string> IntToStringDict = new Dictionary<int, string>();
 
         public Dictionary<string, string> StringToABDict = new Dictionary<string, string>();
 
         public Dictionary<string, string> BundleNameToLowerDict = new Dictionary<string, string>() { { "StreamingAssets", "StreamingAssets" } };
 
-
-        private readonly Dictionary<string, Dictionary<string, UnityEngine.Object>> resourceCache = new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
+        private readonly Dictionary<string, Dictionary<string, UnityEngine.Object>> resourceCache =
+                new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
 
         private readonly Dictionary<string, ABInfo> bundles = new Dictionary<string, ABInfo>();
 
         public void Awake()
         {
             Instance = this;
-            
+
             if (Define.IsAsync)
             {
-			    LoadOneBundle("StreamingAssets");
-			    AssetBundleManifestObject = (AssetBundleManifest)GetAsset("StreamingAssets", "AssetBundleManifest");
+                LoadOneBundle("StreamingAssets");
+                AssetBundleManifestObject = (AssetBundleManifest) GetAsset("StreamingAssets", "AssetBundleManifest");
             }
         }
 
@@ -165,7 +170,7 @@ namespace ET
 
             Instance = null;
 
-            foreach (KeyValuePair<string, ABInfo> abInfo in this.bundles)
+            foreach (var abInfo in this.bundles)
             {
                 abInfo.Value.Destroy();
             }
@@ -177,7 +182,7 @@ namespace ET
             this.BundleNameToLowerDict.Clear();
         }
 
-        private string[] GetDependencies(string assetBundleName, bool isScene = false)
+        private string[] GetDependencies(string assetBundleName)
         {
             string[] dependencies = new string[0];
             if (DependenciesCache.TryGetValue(assetBundleName, out dependencies))
@@ -188,10 +193,7 @@ namespace ET
             if (!Define.IsAsync)
             {
 #if UNITY_EDITOR
-                if (isScene == false)
-                {
-                    dependencies = AssetDatabase.GetAssetBundleDependencies(assetBundleName, true);
-                }
+                dependencies = AssetDatabase.GetAssetBundleDependencies(assetBundleName, true);
 #endif
             }
             else
@@ -203,19 +205,19 @@ namespace ET
             return dependencies;
         }
 
-        public string[] GetSortedDependencies(string assetBundleName, bool isScene = false)
+        private string[] GetSortedDependencies(string assetBundleName)
         {
-            Dictionary<string, int> info = new Dictionary<string, int>();
-            List<string> parents = new List<string>();
-            CollectDependencies(parents, assetBundleName, info, isScene);
+            var info = new Dictionary<string, int>();
+            var parents = new List<string>();
+            CollectDependencies(parents, assetBundleName, info);
             string[] ss = info.OrderBy(x => x.Value).Select(x => x.Key).ToArray();
             return ss;
         }
 
-        private void CollectDependencies(List<string> parents, string assetBundleName, Dictionary<string, int> info, bool isScene = false)
+        private void CollectDependencies(List<string> parents, string assetBundleName, Dictionary<string, int> info)
         {
             parents.Add(assetBundleName);
-            string[] deps = GetDependencies(assetBundleName, isScene);
+            string[] deps = GetDependencies(assetBundleName);
             foreach (string parent in parents)
             {
                 if (!info.ContainsKey(parent))
@@ -233,14 +235,14 @@ namespace ET
                     throw new Exception($"包有循环依赖,请重新标记: {assetBundleName} {dep}");
                 }
 
-                CollectDependencies(parents, dep, info, isScene);
+                CollectDependencies(parents, dep, info);
             }
 
             parents.RemoveAt(parents.Count - 1);
         }
 
         // 缓存包依赖,不用每次计算
-        public Dictionary<string, string[]> DependenciesCache = new Dictionary<string, string[]>();
+        private readonly Dictionary<string, string[]> DependenciesCache = new Dictionary<string, string[]>();
 
         public bool Contains(string bundleName)
         {
@@ -286,6 +288,7 @@ namespace ET
                     {
                         await TimerComponent.Instance.WaitFrameAsync();
                     }
+
                     this.UnloadBundle(bundle, unload);
                 }
             }
@@ -325,7 +328,7 @@ namespace ET
             {
                 return;
             }
-            
+
             //Log.Debug($"---------------truly unload one bundle {assetBundleName} refcount: {abInfo.RefCount}");
             this.bundles.Remove(assetBundleName);
             this.resourceCache.Remove(assetBundleName);
@@ -357,7 +360,7 @@ namespace ET
             //Log.Debug($"-----------dep load finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
         }
 
-        public void AddResource(string bundleName, string assetName, UnityEngine.Object resource)
+        private void AddResource(string bundleName, string assetName, UnityEngine.Object resource)
         {
             Dictionary<string, UnityEngine.Object> dict;
             if (!this.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
@@ -379,7 +382,7 @@ namespace ET
                 //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                 return;
             }
-            
+
             if (!Define.IsAsync)
             {
                 string[] realPath = null;
@@ -392,8 +395,6 @@ namespace ET
                     AddResource(assetBundleName, assetName, resource);
                 }
 
-            
-              
                 if (realPath.Length > 0)
                 {
                     abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, null);
@@ -430,7 +431,7 @@ namespace ET
             if (!assetBundle.isStreamedSceneAssetBundle)
             {
                 // 异步load资源到内存cache住
-                UnityEngine.Object[] assets = assetBundle.LoadAllAssets();
+                var assets = assetBundle.LoadAllAssets();
                 foreach (UnityEngine.Object asset in assets)
                 {
                     AddResource(assetBundleName, asset.name, asset);
@@ -439,42 +440,61 @@ namespace ET
 
             abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle);
             this.bundles[assetBundleName] = abInfo;
-            
+
             //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
         }
 
         /// <summary>
-        /// 异步加载assetbundle
+        /// 异步加载assetbundle, 加载ab包分两部分,第一部分是从硬盘加载,第二部分加载all assets。两者不能同时并发
         /// </summary>
-        /// <param name="assetBundleName"></param>
-        /// <param name="isScene"></param>
-        /// <returns></returns>
-        public async ETTask LoadBundleAsync(string assetBundleName, bool isScene = false)
+        public async ETTask LoadBundleAsync(string assetBundleName)
         {
             assetBundleName = assetBundleName.BundleNameToLower();
-            
+
             string[] dependencies = GetSortedDependencies(assetBundleName);
             //Log.Debug($"-----------dep load async start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
-            using var tasts = ListComponent<ETTask>.Create();
-            async ETTask loadDependency(string dependency)
+
+            using (var abInfos = ListComponent<ABInfo>.Create())
             {
-                using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode()))
+                async ETTask LoadDependency(string dependency, List<ABInfo> abInfosList)
                 {
-                    await this.LoadOneBundleAsync(dependency, isScene);
+                    using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode()))
+                    {
+                        ABInfo abInfo = await this.LoadOneBundleAsync(dependency);
+                        if (abInfo == null || abInfo.RefCount > 1)
+                        {
+                            return;
+                        }
+
+                        abInfosList.Add(abInfo);
+                    }
                 }
-            }
-            foreach (string dependency in dependencies)
-            {
-                if (string.IsNullOrEmpty(dependency))
+
+                // LoadFromFileAsync部分可以并发加载
+                using (var tasks = ListComponent<ETTask>.Create())
                 {
-                    continue;
+                    foreach (string dependency in dependencies)
+                    {
+                        tasks.List.Add(LoadDependency(dependency, abInfos.List));
+                    }
+
+                    await ETTaskHelper.WaitAll(tasks.List);
+                }
+
+                // ab包从硬盘加载完成,可以再并发加载all assets
+                using (var tasks = ListComponent<ETTask>.Create())
+                {
+                    foreach (ABInfo abInfo in abInfos.List)
+                    {
+                        tasks.List.Add(LoadOneBundleAllAssets(abInfo));
+                    }
+
+                    await ETTaskHelper.WaitAll(tasks.List);
                 }
-                tasts.List.Add(loadDependency(dependency));
             }
-            await ETTaskHelper.WaitAll(tasts.List);
         }
-        
-        private async ETTask LoadOneBundleAsync(string assetBundleName, bool isScene)
+
+        private async ETTask<ABInfo> LoadOneBundleAsync(string assetBundleName)
         {
             assetBundleName = assetBundleName.BundleNameToLower();
             ABInfo abInfo;
@@ -482,65 +502,40 @@ namespace ET
             {
                 ++abInfo.RefCount;
                 //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
-                return;
+                return null;
             }
 
             string p = "";
             AssetBundle assetBundle = null;
-            
+
             if (!Define.IsAsync)
             {
 #if UNITY_EDITOR
-
-                if (isScene)
+                string[] realPath = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName);
+                foreach (string s in realPath)
                 {
-                    p = Path.Combine(Application.dataPath, "../SceneBundle/", assetBundleName);
-                    if (File.Exists(p)) // 如果场景有预先打包
-                    {
-                        using (AssetsBundleLoaderAsync assetsBundleLoaderAsync = EntityFactory.CreateWithParent<AssetsBundleLoaderAsync>(this))
-                        {
-                            assetBundle = await assetsBundleLoaderAsync.LoadAsync(p);
-                        }
+                    string assetName = Path.GetFileNameWithoutExtension(s);
+                    UnityEngine.Object resource = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(s);
+                    AddResource(assetBundleName, assetName, resource);
+                }
 
-                        if (assetBundle == null)
-                        {
-                            // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
-                            Log.Warning($"Scene bundle not found: {assetBundleName}");
-                            return;
-                        }
-                        
-                        abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle);
-                        this.bundles[assetBundleName] = abInfo;
-                    }
+                if (realPath.Length > 0)
+                {
+                    abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, null);
+                    this.bundles[assetBundleName] = abInfo;
+                    //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                 }
                 else
                 {
-                    string[] realPath = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName);
-                    foreach (string s in realPath)
-                    {
-                        string assetName = Path.GetFileNameWithoutExtension(s);
-                        UnityEngine.Object resource = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(s);
-                        AddResource(assetBundleName, assetName, resource);
-                    }
-
-                    if (realPath.Length > 0)
-                    {
-                        abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, null);
-                        this.bundles[assetBundleName] = abInfo;
-                        //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
-                    }
-                    else
-                    {
-                        Log.Error("Bundle not exist! BundleName: " + assetBundleName);
-                    }
+                    Log.Error("Bundle not exist! BundleName: " + assetBundleName);
                 }
+
                 // 编辑器模式也不能同步加载
-                await TimerComponent.Instance.WaitAsync(20);
+                await TimerComponent.Instance.WaitAsync(100);
 #endif
-                return;
+                return abInfo;
             }
 
-            
             p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
             if (!File.Exists(p))
             {
@@ -550,40 +545,47 @@ namespace ET
             if (!File.Exists(p))
             {
                 Log.Error("Async load bundle not exist! BundleName : " + p);
-                return;
+                return null;
             }
 
-            using (AssetsBundleLoaderAsync assetsBundleLoaderAsync = EntityFactory.CreateWithParent<AssetsBundleLoaderAsync>(this))
-            {
-                assetBundle = await assetsBundleLoaderAsync.LoadAsync(p);
-            }
+            assetBundle = await AssetBundleHelper.UnityLoadBundleAsync(p);
 
             if (assetBundle == null)
             {
                 // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
                 Log.Warning($"assets bundle not found: {assetBundleName}");
-                return;
+                return null;
             }
 
-            if (!assetBundle.isStreamedSceneAssetBundle)
+            abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle);
+            this.bundles[assetBundleName] = abInfo;
+            return abInfo;
+            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
+        }
+
+        // 加载ab包中的all assets
+        private async ETTask LoadOneBundleAllAssets(ABInfo abInfo)
+        {
+            using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode()))
             {
-                // 异步load资源到内存cache住
-                UnityEngine.Object[] assets;
-                using (AssetsLoaderAsync assetsLoaderAsync = EntityFactory.CreateWithParent<AssetsLoaderAsync, AssetBundle>(this, assetBundle))
+                if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
                 {
-                    assets = await assetsLoaderAsync.LoadAllAssetsAsync();
+                    return;
                 }
 
-                foreach (UnityEngine.Object asset in assets)
+                if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
                 {
-                    AddResource(assetBundleName, asset.name, asset);
+                    // 异步load资源到内存cache住
+                    var assets = await AssetBundleHelper.UnityLoadAssetAsync(abInfo.AssetBundle);
+
+                    foreach (UnityEngine.Object asset in assets)
+                    {
+                        AddResource(abInfo.Name, asset.name, asset);
+                    }
                 }
-            }
 
-            abInfo = EntityFactory.CreateWithParent<ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle);
-            this.bundles[assetBundleName] = abInfo;
-            
-            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
+                abInfo.AlreadyLoadAssets = true;
+            }
         }
 
         public string DebugString()

+ 0 - 2
Unity/Unity.Model.csproj

@@ -69,7 +69,6 @@
      <Compile Include="Assets\Model\Core\Async\ETCancellationToken.cs" />
      <Compile Include="Assets\Model\Core\Object\IAwakeSystem.cs" />
      <Compile Include="Assets\Model\Module\Numeric\NumericType.cs" />
-     <Compile Include="Assets\Model\Module\Resource\AssetsLoaderAsync.cs" />
      <Compile Include="Assets\Model\Core\Helper\EnumHelper.cs" />
      <Compile Include="Assets\Model\Core\Object\BaseAttribute.cs" />
      <Compile Include="Assets\Model\Generate\Config\StartZoneConfig.cs" />
@@ -198,7 +197,6 @@
      <Compile Include="Assets\Model\Module\Message\MessagePool.cs" />
      <Compile Include="Assets\Model\Module\Config\IConfig.cs" />
      <Compile Include="Assets\Model\Module\Message\ResponseTypeAttribute.cs" />
-     <Compile Include="Assets\Model\Module\Resource\AssetsBundleLoaderAsync.cs" />
      <Compile Include="Assets\Model\Core\Object\ObjectPool.cs" />
      <Compile Include="Assets\Model\Core\Async\ETTaskHelper.cs" />
      <Compile Include="Assets\Model\Module\NetworkTCP\TChannel.cs" />