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- using System;
- using System.IO;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Networking;
- namespace YooAsset
- {
- /// <summary>
- /// WebGL平台加载器
- /// </summary>
- 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)
- {
- }
- /// <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.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;
- }
- }
- }
- /// <summary>
- /// 主线程等待异步操作完毕
- /// </summary>
- public override void WaitForAsyncComplete()
- {
- if (IsDone() == false)
- {
- Status = EStatus.Failed;
- LastError = $"{nameof(WaitForAsyncComplete)} failed ! WebGL platform not support sync load method !";
- YooLogger.Error(LastError);
- }
- }
- }
- }
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