| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248 | 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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