AssetBundleFileLoader.cs 8.5 KB

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  1. using System;
  2. using System.IO;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace YooAsset
  7. {
  8. internal sealed class AssetBundleFileLoader : BundleLoaderBase
  9. {
  10. private enum ESteps
  11. {
  12. None = 0,
  13. Download,
  14. CheckDownload,
  15. Unpack,
  16. CheckUnpack,
  17. LoadFile,
  18. CheckLoadFile,
  19. Done,
  20. }
  21. private ESteps _steps = ESteps.None;
  22. private bool _isWaitForAsyncComplete = false;
  23. private bool _isShowWaitForAsyncError = false;
  24. private DownloaderBase _unpacker;
  25. private DownloaderBase _downloader;
  26. private AssetBundleCreateRequest _createRequest;
  27. private Stream _stream;
  28. public AssetBundleFileLoader(AssetSystemImpl impl, BundleInfo bundleInfo) : base(impl, bundleInfo)
  29. {
  30. }
  31. /// <summary>
  32. /// 轮询更新
  33. /// </summary>
  34. public override void Update()
  35. {
  36. if (_steps == ESteps.Done)
  37. return;
  38. if (_steps == ESteps.None)
  39. {
  40. if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
  41. {
  42. _steps = ESteps.Download;
  43. FileLoadPath = MainBundleInfo.Bundle.CachedDataFilePath;
  44. }
  45. else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
  46. {
  47. #if UNITY_ANDROID
  48. EBundleLoadMethod loadMethod = (EBundleLoadMethod)MainBundleInfo.Bundle.LoadMethod;
  49. if (loadMethod == EBundleLoadMethod.LoadFromMemory || loadMethod == EBundleLoadMethod.LoadFromStream)
  50. {
  51. _steps = ESteps.Unpack;
  52. FileLoadPath = MainBundleInfo.Bundle.CachedDataFilePath;
  53. }
  54. else
  55. {
  56. _steps = ESteps.LoadFile;
  57. FileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
  58. }
  59. #else
  60. _steps = ESteps.LoadFile;
  61. FileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
  62. #endif
  63. }
  64. else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
  65. {
  66. _steps = ESteps.LoadFile;
  67. FileLoadPath = MainBundleInfo.Bundle.CachedDataFilePath;
  68. }
  69. else
  70. {
  71. throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString());
  72. }
  73. }
  74. // 1. 从服务器下载
  75. if (_steps == ESteps.Download)
  76. {
  77. int failedTryAgain = Impl.DownloadFailedTryAgain;
  78. _downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain);
  79. _steps = ESteps.CheckDownload;
  80. }
  81. // 2. 检测服务器下载结果
  82. if (_steps == ESteps.CheckDownload)
  83. {
  84. DownloadProgress = _downloader.DownloadProgress;
  85. DownloadedBytes = _downloader.DownloadedBytes;
  86. if (_downloader.IsDone() == false)
  87. return;
  88. if (_downloader.HasError())
  89. {
  90. _steps = ESteps.Done;
  91. Status = EStatus.Failed;
  92. LastError = _downloader.GetLastError();
  93. }
  94. else
  95. {
  96. _steps = ESteps.LoadFile;
  97. return; //下载完毕等待一帧再去加载!
  98. }
  99. }
  100. // 3. 内置文件解压
  101. if (_steps == ESteps.Unpack)
  102. {
  103. int failedTryAgain = Impl.DownloadFailedTryAgain;
  104. var bundleInfo = ManifestTools.ConvertToUnpackInfo(MainBundleInfo.Bundle);
  105. _unpacker = DownloadSystem.BeginDownload(bundleInfo, failedTryAgain);
  106. _steps = ESteps.CheckUnpack;
  107. }
  108. // 4.检测内置文件解压结果
  109. if (_steps == ESteps.CheckUnpack)
  110. {
  111. DownloadProgress = _unpacker.DownloadProgress;
  112. DownloadedBytes = _unpacker.DownloadedBytes;
  113. if (_unpacker.IsDone() == false)
  114. return;
  115. if (_unpacker.HasError())
  116. {
  117. _steps = ESteps.Done;
  118. Status = EStatus.Failed;
  119. LastError = _unpacker.GetLastError();
  120. }
  121. else
  122. {
  123. _steps = ESteps.LoadFile;
  124. }
  125. }
  126. // 5. 加载AssetBundle
  127. if (_steps == ESteps.LoadFile)
  128. {
  129. #if UNITY_EDITOR
  130. // 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。
  131. if (System.IO.File.Exists(FileLoadPath) == false)
  132. {
  133. _steps = ESteps.Done;
  134. Status = EStatus.Failed;
  135. LastError = $"Not found assetBundle file : {FileLoadPath}";
  136. YooLogger.Error(LastError);
  137. return;
  138. }
  139. #endif
  140. // 设置下载进度
  141. DownloadProgress = 1f;
  142. DownloadedBytes = (ulong)MainBundleInfo.Bundle.FileSize;
  143. // Load assetBundle file
  144. var loadMethod = (EBundleLoadMethod)MainBundleInfo.Bundle.LoadMethod;
  145. if (loadMethod == EBundleLoadMethod.Normal)
  146. {
  147. if (_isWaitForAsyncComplete)
  148. CacheBundle = AssetBundle.LoadFromFile(FileLoadPath);
  149. else
  150. _createRequest = AssetBundle.LoadFromFileAsync(FileLoadPath);
  151. }
  152. else
  153. {
  154. if (Impl.DecryptionServices == null)
  155. {
  156. _steps = ESteps.Done;
  157. Status = EStatus.Failed;
  158. LastError = $"{nameof(IDecryptionServices)} is null : {MainBundleInfo.Bundle.BundleName}";
  159. YooLogger.Error(LastError);
  160. return;
  161. }
  162. DecryptFileInfo fileInfo = new DecryptFileInfo();
  163. fileInfo.BundleName = MainBundleInfo.Bundle.BundleName;
  164. fileInfo.FilePath = FileLoadPath;
  165. if (loadMethod == EBundleLoadMethod.LoadFromFileOffset)
  166. {
  167. ulong offset = Impl.DecryptionServices.LoadFromFileOffset(fileInfo);
  168. if (_isWaitForAsyncComplete)
  169. CacheBundle = AssetBundle.LoadFromFile(FileLoadPath, 0, offset);
  170. else
  171. _createRequest = AssetBundle.LoadFromFileAsync(FileLoadPath, 0, offset);
  172. }
  173. else if (loadMethod == EBundleLoadMethod.LoadFromMemory)
  174. {
  175. byte[] fileData = Impl.DecryptionServices.LoadFromMemory(fileInfo);
  176. if (_isWaitForAsyncComplete)
  177. CacheBundle = AssetBundle.LoadFromMemory(fileData);
  178. else
  179. _createRequest = AssetBundle.LoadFromMemoryAsync(fileData);
  180. }
  181. else if (loadMethod == EBundleLoadMethod.LoadFromStream)
  182. {
  183. _stream = Impl.DecryptionServices.LoadFromStream(fileInfo);
  184. uint managedReadBufferSize = Impl.DecryptionServices.GetManagedReadBufferSize();
  185. if (_isWaitForAsyncComplete)
  186. CacheBundle = AssetBundle.LoadFromStream(_stream, 0, managedReadBufferSize);
  187. else
  188. _createRequest = AssetBundle.LoadFromStreamAsync(_stream, 0, managedReadBufferSize);
  189. }
  190. else
  191. {
  192. throw new System.NotImplementedException();
  193. }
  194. }
  195. _steps = ESteps.CheckLoadFile;
  196. }
  197. // 6. 检测AssetBundle加载结果
  198. if (_steps == ESteps.CheckLoadFile)
  199. {
  200. if (_createRequest != null)
  201. {
  202. if (_isWaitForAsyncComplete)
  203. {
  204. // 强制挂起主线程(注意:该操作会很耗时)
  205. YooLogger.Warning("Suspend the main thread to load unity bundle.");
  206. CacheBundle = _createRequest.assetBundle;
  207. }
  208. else
  209. {
  210. if (_createRequest.isDone == false)
  211. return;
  212. CacheBundle = _createRequest.assetBundle;
  213. }
  214. }
  215. // Check error
  216. if (CacheBundle == null)
  217. {
  218. _steps = ESteps.Done;
  219. Status = EStatus.Failed;
  220. LastError = $"Failed to load assetBundle : {MainBundleInfo.Bundle.BundleName}";
  221. YooLogger.Error(LastError);
  222. // 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。
  223. // 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性!
  224. if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
  225. {
  226. var result = CacheSystem.VerifyingRecordFile(MainBundleInfo.Bundle.PackageName, MainBundleInfo.Bundle.CacheGUID);
  227. if (result != EVerifyResult.Succeed)
  228. {
  229. YooLogger.Error($"Found possibly corrupt file ! {MainBundleInfo.Bundle.CacheGUID} Verify result : {result}");
  230. CacheSystem.DiscardFile(MainBundleInfo.Bundle.PackageName, MainBundleInfo.Bundle.CacheGUID);
  231. }
  232. }
  233. }
  234. else
  235. {
  236. _steps = ESteps.Done;
  237. Status = EStatus.Succeed;
  238. }
  239. }
  240. }
  241. /// <summary>
  242. /// 销毁
  243. /// </summary>
  244. public override void Destroy(bool forceDestroy)
  245. {
  246. base.Destroy(forceDestroy);
  247. if (_stream != null)
  248. {
  249. _stream.Close();
  250. _stream.Dispose();
  251. _stream = null;
  252. }
  253. }
  254. /// <summary>
  255. /// 主线程等待异步操作完毕
  256. /// </summary>
  257. public override void WaitForAsyncComplete()
  258. {
  259. _isWaitForAsyncComplete = true;
  260. int frame = 1000;
  261. while (true)
  262. {
  263. // 文件解压
  264. if (_unpacker != null)
  265. {
  266. if (_unpacker.IsDone() == false)
  267. {
  268. _unpacker.WaitForAsyncComplete = true;
  269. _unpacker.Update();
  270. continue;
  271. }
  272. }
  273. // 保险机制
  274. // 注意:如果需要从WEB端下载资源,可能会触发保险机制!
  275. frame--;
  276. if (frame == 0)
  277. {
  278. if (_isShowWaitForAsyncError == false)
  279. {
  280. _isShowWaitForAsyncError = true;
  281. YooLogger.Error($"{nameof(WaitForAsyncComplete)} failed ! Try load bundle : {MainBundleInfo.Bundle.BundleName} from remote with sync load method !");
  282. }
  283. break;
  284. }
  285. // 驱动流程
  286. Update();
  287. // 完成后退出
  288. if (IsDone())
  289. break;
  290. }
  291. }
  292. }
  293. }