using System; using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace YooAsset { /// /// WebGL平台加载器 /// internal sealed class AssetBundleWebLoader : BundleLoaderBase { private enum ESteps { None = 0, Download, CheckDownload, LoadCacheFile, CheckLoadCacheFile, LoadWebFile, CheckLoadWebFile, TryLoadWebFile, Done, } private ESteps _steps = ESteps.None; private float _tryTimer = 0; private DownloaderBase _downloader; private UnityWebRequest _webRequest; private AssetBundleCreateRequest _createRequest; public AssetBundleWebLoader(AssetSystemImpl impl, BundleInfo bundleInfo) : base(impl, 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.CachedDataFilePath; } 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.CachedDataFilePath; } else { throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString()); } } // 1. 从服务器下载 if (_steps == ESteps.Download) { int failedTryAgain = Impl.DownloadFailedTryAgain; _downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain); _steps = ESteps.CheckDownload; } // 2. 检测服务器下载结果 if (_steps == ESteps.CheckDownload) { DownloadProgress = _downloader.DownloadProgress; DownloadedBytes = _downloader.DownloadedBytes; if (_downloader.IsDone() == false) return; if (_downloader.HasError()) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = _downloader.GetLastError(); } else { _steps = ESteps.LoadCacheFile; return; //下载完毕等待一帧再去加载! } } // 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 // 设置下载进度 DownloadProgress = 1f; DownloadedBytes = (ulong)MainBundleInfo.Bundle.FileSize; // Load assetBundle file var loadMethod = (EBundleLoadMethod)MainBundleInfo.Bundle.LoadMethod; if (loadMethod == EBundleLoadMethod.Normal) { _createRequest = AssetBundle.LoadFromFileAsync(FileLoadPath); } else { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"WebGL not support encrypted bundle file : {MainBundleInfo.Bundle.BundleName}"; YooLogger.Error(LastError); return; } _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 = $"Failed to load AssetBundle file : {MainBundleInfo.Bundle.BundleName}"; YooLogger.Error(LastError); // 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。 // 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性! if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) { var result = CacheSystem.VerifyingRecordFile(MainBundleInfo.Bundle.PackageName, MainBundleInfo.Bundle.CacheGUID); if (result != EVerifyResult.Succeed) { YooLogger.Error($"Found possibly corrupt file ! {MainBundleInfo.Bundle.CacheGUID}"); CacheSystem.DiscardFile(MainBundleInfo.Bundle.PackageName, MainBundleInfo.Bundle.CacheGUID); } } } else { _steps = ESteps.Done; Status = EStatus.Succeed; } } // 5. 从WEB网站获取AssetBundle文件 if (_steps == ESteps.LoadWebFile) { if (CacheSystem.DisableUnityCacheOnWebGL) { _webRequest = UnityWebRequestAssetBundle.GetAssetBundle(FileLoadPath); } else { var hash = Hash128.Parse(MainBundleInfo.Bundle.FileHash); _webRequest = UnityWebRequestAssetBundle.GetAssetBundle(FileLoadPath, hash); } DownloadSystem.SetUnityWebRequest(_webRequest); _webRequest.SendWebRequest(); _steps = ESteps.CheckLoadWebFile; } // 6. 检测AssetBundle加载结果 if (_steps == ESteps.CheckLoadWebFile) { DownloadProgress = _webRequest.downloadProgress; DownloadedBytes = _webRequest.downloadedBytes; 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 (IsDone() == false) { Status = EStatus.Failed; LastError = $"{nameof(WaitForAsyncComplete)} failed ! WebGL platform not support sync load method !"; YooLogger.Error(LastError); } } } }