AssetBundleWebRequest.cs 4.8 KB

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  1. using System.IO;
  2. using UnityEngine;
  3. using UnityEngine.Networking;
  4. namespace YooAsset
  5. {
  6. internal class AssetBundleWebRequest : IWebRequester
  7. {
  8. private UnityWebRequest _webRequest;
  9. private DownloadHandlerAssetBundle _downloadhandler;
  10. private AssetBundle _cacheAssetBundle;
  11. private bool _getAssetBundle = false;
  12. public ERequestStatus Status { private set; get; } = ERequestStatus.None;
  13. public float DownloadProgress { private set; get; }
  14. public ulong DownloadedBytes { private set; get; }
  15. public string RequestNetError { private set; get; }
  16. public long RequestHttpCode { private set; get; }
  17. public AssetBundleWebRequest() { }
  18. public void Create(string requestURL, BundleInfo bundleInfo, params object[] args)
  19. {
  20. if (Status != ERequestStatus.None)
  21. throw new System.Exception("Should never get here !");
  22. if (args.Length == 0)
  23. throw new System.Exception("Not found param value");
  24. // 解析附加参数
  25. _getAssetBundle = (bool)args[0];
  26. // 创建下载器
  27. _webRequest = DownloadHelper.NewRequest(requestURL);
  28. if (CacheHelper.DisableUnityCacheOnWebGL)
  29. {
  30. uint crc = bundleInfo.Bundle.UnityCRC;
  31. _downloadhandler = new DownloadHandlerAssetBundle(requestURL, crc);
  32. }
  33. else
  34. {
  35. uint crc = bundleInfo.Bundle.UnityCRC;
  36. var hash = Hash128.Parse(bundleInfo.Bundle.FileHash);
  37. _downloadhandler = new DownloadHandlerAssetBundle(requestURL, hash, crc);
  38. }
  39. #if UNITY_2020_3_OR_NEWER
  40. _downloadhandler.autoLoadAssetBundle = false;
  41. #endif
  42. _webRequest.downloadHandler = _downloadhandler;
  43. _webRequest.disposeDownloadHandlerOnDispose = true;
  44. _webRequest.SendWebRequest();
  45. Status = ERequestStatus.InProgress;
  46. }
  47. public void Update()
  48. {
  49. if (Status == ERequestStatus.None)
  50. return;
  51. if (IsDone())
  52. return;
  53. DownloadProgress = _webRequest.downloadProgress;
  54. DownloadedBytes = _webRequest.downloadedBytes;
  55. if (_webRequest.isDone == false)
  56. return;
  57. // 检查网络错误
  58. #if UNITY_2020_3_OR_NEWER
  59. RequestHttpCode = _webRequest.responseCode;
  60. if (_webRequest.result != UnityWebRequest.Result.Success)
  61. {
  62. RequestNetError = _webRequest.error;
  63. Status = ERequestStatus.Error;
  64. }
  65. else
  66. {
  67. Status = ERequestStatus.Success;
  68. }
  69. #else
  70. RequestHttpCode = _webRequest.responseCode;
  71. if (_webRequest.isNetworkError || _webRequest.isHttpError)
  72. {
  73. RequestNetError = _webRequest.error;
  74. Status = ERequestStatus.Error;
  75. }
  76. else
  77. {
  78. Status = ERequestStatus.Success;
  79. }
  80. #endif
  81. // 缓存加载的AssetBundle对象
  82. if (Status == ERequestStatus.Success)
  83. {
  84. if (_getAssetBundle)
  85. {
  86. _cacheAssetBundle = _downloadhandler.assetBundle;
  87. if (_cacheAssetBundle == null)
  88. {
  89. RequestNetError = "assetBundle is null";
  90. Status = ERequestStatus.Error;
  91. }
  92. }
  93. }
  94. // 最终释放下载器
  95. DisposeWebRequest();
  96. }
  97. public void Abort()
  98. {
  99. // 如果下载任务还未开始
  100. if (Status == ERequestStatus.None)
  101. {
  102. RequestNetError = "user cancel";
  103. Status = ERequestStatus.Error;
  104. }
  105. else
  106. {
  107. // 注意:为了防止同一个文件强制停止之后立马创建新的请求,应该让进行中的请求自然终止。
  108. if (_webRequest != null)
  109. {
  110. if (_webRequest.isDone == false)
  111. _webRequest.Abort(); // If in progress, halts the UnityWebRequest as soon as possible.
  112. }
  113. }
  114. }
  115. public bool IsDone()
  116. {
  117. if (Status == ERequestStatus.Success || Status == ERequestStatus.Error)
  118. return true;
  119. else
  120. return false;
  121. }
  122. public object GetRequestObject()
  123. {
  124. return _cacheAssetBundle;
  125. }
  126. private void DisposeWebRequest()
  127. {
  128. if (_webRequest != null)
  129. {
  130. _webRequest.Dispose();
  131. _webRequest = null;
  132. }
  133. }
  134. }
  135. }