AssetSystem.cs 13 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Diagnostics;
  5. using UnityEngine;
  6. using UnityEngine.SceneManagement;
  7. namespace YooAsset
  8. {
  9. internal class AssetSystemImpl
  10. {
  11. private readonly Dictionary<string, BundleLoaderBase> _loaderDic = new Dictionary<string, BundleLoaderBase>(5000);
  12. private readonly List<BundleLoaderBase> _loaderList = new List<BundleLoaderBase>(5000);
  13. private readonly Dictionary<string, ProviderBase> _providerDic = new Dictionary<string, ProviderBase>(5000);
  14. private readonly List<ProviderBase> _providerList = new List<ProviderBase>(5000);
  15. private readonly static Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
  16. private static long _sceneCreateCount = 0;
  17. private bool _isUnloadSafe = true;
  18. private string _packageName;
  19. private bool _simulationOnEditor;
  20. private long _loadingMaxTimeSlice;
  21. public int DownloadFailedTryAgain { private set; get; }
  22. public IDecryptionServices DecryptionServices { private set; get; }
  23. public IBundleServices BundleServices { private set; get; }
  24. // 计时器相关
  25. private Stopwatch _watch;
  26. private long _frameTime;
  27. private bool IsBusy
  28. {
  29. get
  30. {
  31. return _watch.ElapsedMilliseconds - _frameTime >= _loadingMaxTimeSlice;
  32. }
  33. }
  34. /// <summary>
  35. /// 初始化
  36. /// 注意:在使用AssetSystem之前需要初始化
  37. /// </summary>
  38. public void Initialize(string packageName, bool simulationOnEditor, long loadingMaxTimeSlice, int downloadFailedTryAgain,
  39. IDecryptionServices decryptionServices, IBundleServices bundleServices)
  40. {
  41. _packageName = packageName;
  42. _simulationOnEditor = simulationOnEditor;
  43. _loadingMaxTimeSlice = loadingMaxTimeSlice;
  44. DownloadFailedTryAgain = downloadFailedTryAgain;
  45. DecryptionServices = decryptionServices;
  46. BundleServices = bundleServices;
  47. _watch = Stopwatch.StartNew();
  48. }
  49. /// <summary>
  50. /// 更新
  51. /// </summary>
  52. public void Update()
  53. {
  54. _frameTime = _watch.ElapsedMilliseconds;
  55. // 更新加载器
  56. foreach (var loader in _loaderList)
  57. {
  58. loader.Update();
  59. }
  60. // 更新资源提供者
  61. // 注意:循环更新的时候,可能会扩展列表
  62. _isUnloadSafe = false;
  63. for (int i = 0; i < _providerList.Count; i++)
  64. {
  65. if (IsBusy)
  66. break;
  67. _providerList[i].Update();
  68. }
  69. _isUnloadSafe = true;
  70. }
  71. /// <summary>
  72. /// 资源回收(卸载引用计数为零的资源)
  73. /// </summary>
  74. public void UnloadUnusedAssets()
  75. {
  76. if (_isUnloadSafe == false)
  77. {
  78. YooLogger.Warning("Can not unload unused assets when processing resource loading !");
  79. return;
  80. }
  81. // 注意:资源包之间可能存在多层深层嵌套,需要多次循环释放。
  82. int loopCount = 10;
  83. for (int i = 0; i < loopCount; i++)
  84. {
  85. UnloadUnusedAssetsInternal();
  86. }
  87. }
  88. private void UnloadUnusedAssetsInternal()
  89. {
  90. for (int i = _loaderList.Count - 1; i >= 0; i--)
  91. {
  92. BundleLoaderBase loader = _loaderList[i];
  93. loader.TryDestroyAllProviders();
  94. }
  95. for (int i = _loaderList.Count - 1; i >= 0; i--)
  96. {
  97. BundleLoaderBase loader = _loaderList[i];
  98. if (loader.CanDestroy())
  99. {
  100. string bundleName = loader.MainBundleInfo.Bundle.BundleName;
  101. loader.Destroy(false);
  102. _loaderList.RemoveAt(i);
  103. _loaderDic.Remove(bundleName);
  104. }
  105. }
  106. }
  107. /// <summary>
  108. /// 强制回收所有资源
  109. /// </summary>
  110. public void ForceUnloadAllAssets()
  111. {
  112. foreach (var provider in _providerList)
  113. {
  114. provider.WaitForAsyncComplete();
  115. provider.Destroy();
  116. }
  117. foreach (var loader in _loaderList)
  118. {
  119. loader.WaitForAsyncComplete();
  120. loader.Destroy(true);
  121. }
  122. _providerList.Clear();
  123. _providerDic.Clear();
  124. _loaderList.Clear();
  125. _loaderDic.Clear();
  126. ClearSceneHandle();
  127. // 注意:调用底层接口释放所有资源
  128. Resources.UnloadUnusedAssets();
  129. }
  130. /// <summary>
  131. /// 加载场景
  132. /// </summary>
  133. public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
  134. {
  135. if (assetInfo.IsInvalid)
  136. {
  137. YooLogger.Error($"Failed to load scene ! {assetInfo.Error}");
  138. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  139. completedProvider.SetCompleted(assetInfo.Error);
  140. return completedProvider.CreateHandle<SceneOperationHandle>();
  141. }
  142. // 如果加载的是主场景,则卸载所有缓存的场景
  143. if (sceneMode == LoadSceneMode.Single)
  144. {
  145. UnloadAllScene();
  146. }
  147. // 注意:同一个场景的ProviderGUID每次加载都会变化
  148. string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateCount}";
  149. ProviderBase provider;
  150. {
  151. if (_simulationOnEditor)
  152. provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
  153. else
  154. provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
  155. provider.InitSpawnDebugInfo();
  156. _providerList.Add(provider);
  157. _providerDic.Add(providerGUID, provider);
  158. }
  159. var handle = provider.CreateHandle<SceneOperationHandle>();
  160. handle.PackageName = _packageName;
  161. _sceneHandles.Add(providerGUID, handle);
  162. return handle;
  163. }
  164. /// <summary>
  165. /// 加载资源对象
  166. /// </summary>
  167. public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
  168. {
  169. if (assetInfo.IsInvalid)
  170. {
  171. YooLogger.Error($"Failed to load asset ! {assetInfo.Error}");
  172. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  173. completedProvider.SetCompleted(assetInfo.Error);
  174. return completedProvider.CreateHandle<AssetOperationHandle>();
  175. }
  176. string providerGUID = assetInfo.GUID;
  177. ProviderBase provider = TryGetProvider(providerGUID);
  178. if (provider == null)
  179. {
  180. if (_simulationOnEditor)
  181. provider = new DatabaseAssetProvider(this, providerGUID, assetInfo);
  182. else
  183. provider = new BundledAssetProvider(this, providerGUID, assetInfo);
  184. provider.InitSpawnDebugInfo();
  185. _providerList.Add(provider);
  186. _providerDic.Add(providerGUID, provider);
  187. }
  188. return provider.CreateHandle<AssetOperationHandle>();
  189. }
  190. /// <summary>
  191. /// 加载子资源对象
  192. /// </summary>
  193. public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
  194. {
  195. if (assetInfo.IsInvalid)
  196. {
  197. YooLogger.Error($"Failed to load sub assets ! {assetInfo.Error}");
  198. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  199. completedProvider.SetCompleted(assetInfo.Error);
  200. return completedProvider.CreateHandle<SubAssetsOperationHandle>();
  201. }
  202. string providerGUID = assetInfo.GUID;
  203. ProviderBase provider = TryGetProvider(providerGUID);
  204. if (provider == null)
  205. {
  206. if (_simulationOnEditor)
  207. provider = new DatabaseSubAssetsProvider(this, providerGUID, assetInfo);
  208. else
  209. provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
  210. provider.InitSpawnDebugInfo();
  211. _providerList.Add(provider);
  212. _providerDic.Add(providerGUID, provider);
  213. }
  214. return provider.CreateHandle<SubAssetsOperationHandle>();
  215. }
  216. /// <summary>
  217. /// 加载所有资源对象
  218. /// </summary>
  219. public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
  220. {
  221. if (assetInfo.IsInvalid)
  222. {
  223. YooLogger.Error($"Failed to load all assets ! {assetInfo.Error}");
  224. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  225. completedProvider.SetCompleted(assetInfo.Error);
  226. return completedProvider.CreateHandle<AllAssetsOperationHandle>();
  227. }
  228. string providerGUID = assetInfo.GUID;
  229. ProviderBase provider = TryGetProvider(providerGUID);
  230. if (provider == null)
  231. {
  232. if (_simulationOnEditor)
  233. provider = new DatabaseAllAssetsProvider(this, providerGUID, assetInfo);
  234. else
  235. provider = new BundledAllAssetsProvider(this, providerGUID, assetInfo);
  236. provider.InitSpawnDebugInfo();
  237. _providerList.Add(provider);
  238. _providerDic.Add(providerGUID, provider);
  239. }
  240. return provider.CreateHandle<AllAssetsOperationHandle>();
  241. }
  242. /// <summary>
  243. /// 加载原生文件
  244. /// </summary>
  245. public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
  246. {
  247. if (assetInfo.IsInvalid)
  248. {
  249. YooLogger.Error($"Failed to load raw file ! {assetInfo.Error}");
  250. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  251. completedProvider.SetCompleted(assetInfo.Error);
  252. return completedProvider.CreateHandle<RawFileOperationHandle>();
  253. }
  254. string providerGUID = assetInfo.GUID;
  255. ProviderBase provider = TryGetProvider(providerGUID);
  256. if (provider == null)
  257. {
  258. if (_simulationOnEditor)
  259. provider = new DatabaseRawFileProvider(this, providerGUID, assetInfo);
  260. else
  261. provider = new BundledRawFileProvider(this, providerGUID, assetInfo);
  262. provider.InitSpawnDebugInfo();
  263. _providerList.Add(provider);
  264. _providerDic.Add(providerGUID, provider);
  265. }
  266. return provider.CreateHandle<RawFileOperationHandle>();
  267. }
  268. internal void UnloadSubScene(ProviderBase provider)
  269. {
  270. string providerGUID = provider.ProviderGUID;
  271. if (_sceneHandles.ContainsKey(providerGUID) == false)
  272. throw new Exception("Should never get here !");
  273. // 释放子场景句柄
  274. _sceneHandles[providerGUID].ReleaseInternal();
  275. _sceneHandles.Remove(providerGUID);
  276. }
  277. internal void UnloadAllScene()
  278. {
  279. // 释放所有场景句柄
  280. foreach (var valuePair in _sceneHandles)
  281. {
  282. valuePair.Value.ReleaseInternal();
  283. }
  284. _sceneHandles.Clear();
  285. }
  286. internal void ClearSceneHandle()
  287. {
  288. // 释放资源包下的所有场景
  289. if (BundleServices.IsServicesValid())
  290. {
  291. string packageName = _packageName;
  292. List<string> removeList = new List<string>();
  293. foreach (var valuePair in _sceneHandles)
  294. {
  295. if (valuePair.Value.PackageName == packageName)
  296. {
  297. removeList.Add(valuePair.Key);
  298. }
  299. }
  300. foreach (var key in removeList)
  301. {
  302. _sceneHandles.Remove(key);
  303. }
  304. }
  305. }
  306. internal BundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
  307. {
  308. BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
  309. return CreateAssetBundleLoaderInternal(bundleInfo);
  310. }
  311. internal List<BundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
  312. {
  313. BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
  314. List<BundleLoaderBase> result = new List<BundleLoaderBase>(depends.Length);
  315. foreach (var bundleInfo in depends)
  316. {
  317. BundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(bundleInfo);
  318. result.Add(dependLoader);
  319. }
  320. return result;
  321. }
  322. internal void RemoveBundleProviders(List<ProviderBase> providers)
  323. {
  324. foreach (var provider in providers)
  325. {
  326. _providerList.Remove(provider);
  327. _providerDic.Remove(provider.ProviderGUID);
  328. }
  329. }
  330. internal bool CheckBundleDestroyed(int bundleID)
  331. {
  332. string bundleName = BundleServices.GetBundleName(bundleID);
  333. BundleLoaderBase loader = TryGetAssetBundleLoader(bundleName);
  334. if (loader == null)
  335. return true;
  336. return loader.IsDestroyed;
  337. }
  338. private BundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
  339. {
  340. // 如果加载器已经存在
  341. string bundleName = bundleInfo.Bundle.BundleName;
  342. BundleLoaderBase loader = TryGetAssetBundleLoader(bundleName);
  343. if (loader != null)
  344. return loader;
  345. // 新增下载需求
  346. if (_simulationOnEditor)
  347. {
  348. loader = new VirtualBundleFileLoader(this, bundleInfo);
  349. }
  350. else
  351. {
  352. #if UNITY_WEBGL
  353. if (bundleInfo.Bundle.IsRawFile)
  354. loader = new RawBundleWebLoader(this, bundleInfo);
  355. else
  356. loader = new AssetBundleWebLoader(this, bundleInfo);
  357. #else
  358. if (bundleInfo.Bundle.IsRawFile)
  359. loader = new RawBundleFileLoader(this, bundleInfo);
  360. else
  361. loader = new AssetBundleFileLoader(this, bundleInfo);
  362. #endif
  363. }
  364. _loaderList.Add(loader);
  365. _loaderDic.Add(bundleName, loader);
  366. return loader;
  367. }
  368. private BundleLoaderBase TryGetAssetBundleLoader(string bundleName)
  369. {
  370. if (_loaderDic.TryGetValue(bundleName, out BundleLoaderBase value))
  371. return value;
  372. else
  373. return null;
  374. }
  375. private ProviderBase TryGetProvider(string providerGUID)
  376. {
  377. if (_providerDic.TryGetValue(providerGUID, out ProviderBase value))
  378. return value;
  379. else
  380. return null;
  381. }
  382. #region 调试信息
  383. internal List<DebugProviderInfo> GetDebugReportInfos()
  384. {
  385. List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providerList.Count);
  386. foreach (var provider in _providerList)
  387. {
  388. DebugProviderInfo providerInfo = new DebugProviderInfo();
  389. providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
  390. providerInfo.SpawnScene = provider.SpawnScene;
  391. providerInfo.SpawnTime = provider.SpawnTime;
  392. providerInfo.LoadingTime = provider.LoadingTime;
  393. providerInfo.RefCount = provider.RefCount;
  394. providerInfo.Status = provider.Status.ToString();
  395. providerInfo.DependBundleInfos = new List<DebugBundleInfo>();
  396. provider.GetBundleDebugInfos(providerInfo.DependBundleInfos);
  397. result.Add(providerInfo);
  398. }
  399. return result;
  400. }
  401. internal List<BundleInfo> GetLoadedBundleInfos()
  402. {
  403. List<BundleInfo> result = new List<BundleInfo>(100);
  404. foreach (var loader in _loaderList)
  405. {
  406. result.Add(loader.MainBundleInfo);
  407. }
  408. return result;
  409. }
  410. #endregion
  411. }
  412. }