344 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			344 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C#
		
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using System.Diagnostics;
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| using System.Threading.Tasks;
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| using System;
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| 
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| namespace YooAsset
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| {
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|     internal abstract class ProviderBase : AsyncOperationBase
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|     {
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|         protected enum ESteps
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|         {
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|             None = 0,
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|             CheckBundle,
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|             Loading,
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|             Checking,
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|             Done,
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|         }
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| 
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|         /// <summary>
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|         /// 资源提供者唯一标识符
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|         /// </summary>
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|         public string ProviderGUID { private set; get; }
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| 
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|         /// <summary>
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|         /// 所属资源系统
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|         /// </summary>
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|         public ResourceManager ResourceMgr { private set; get; }
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| 
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|         /// <summary>
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|         /// 资源信息
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|         /// </summary>
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|         public AssetInfo MainAssetInfo { private set; get; }
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| 
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|         /// <summary>
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|         /// 获取的资源对象
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|         /// </summary>
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|         public UnityEngine.Object AssetObject { protected set; get; }
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| 
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|         /// <summary>
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|         /// 获取的资源对象集合
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|         /// </summary>
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|         public UnityEngine.Object[] AllAssetObjects { protected set; get; }
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| 
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|         /// <summary>
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|         /// 获取的场景对象
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|         /// </summary>
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|         public UnityEngine.SceneManagement.Scene SceneObject { protected set; get; }
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| 
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|         /// <summary>
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|         /// 加载的场景名称
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|         /// </summary>
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|         public string SceneName { protected set; get; }
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| 
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|         /// <summary>
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|         /// 原生文件路径
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|         /// </summary>
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|         public string RawFilePath { protected set; get; }
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| 
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|         /// <summary>
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|         /// 引用计数
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|         /// </summary>
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|         public int RefCount { private set; get; } = 0;
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| 
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|         /// <summary>
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|         /// 是否已经销毁
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|         /// </summary>
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|         public bool IsDestroyed { private set; get; } = false;
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| 
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| 
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|         protected ESteps _steps = ESteps.None;
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|         protected BundleLoaderBase OwnerBundle { private set; get; }
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|         protected DependAssetBundles DependBundles { private set; get; }
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|         protected bool IsWaitForAsyncComplete { private set; get; } = false;
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|         protected bool IsForceDestroyComplete { private set; get; } = false;
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|         private readonly List<HandleBase> _handles = new List<HandleBase>();
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| 
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| 
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|         public ProviderBase(ResourceManager manager, string providerGUID, AssetInfo assetInfo)
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|         {
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|             ResourceMgr = manager;
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|             ProviderGUID = providerGUID;
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|             MainAssetInfo = assetInfo;
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| 
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|             // 创建资源包加载器
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|             if (manager != null)
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|             {
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|                 OwnerBundle = manager.CreateOwnerAssetBundleLoader(assetInfo);
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|                 OwnerBundle.Reference();
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|                 OwnerBundle.AddProvider(this);
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| 
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|                 var dependList = manager.CreateDependAssetBundleLoaders(assetInfo);
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|                 DependBundles = new DependAssetBundles(dependList);
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|                 DependBundles.Reference();
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// 销毁资源提供者
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|         /// </summary>
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|         public void Destroy()
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|         {
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|             IsDestroyed = true;
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| 
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|             // 检测是否为正常销毁
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|             if (IsDone == false)
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|             {
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|                 Error = "User abort !";
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|                 Status = EOperationStatus.Failed;
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|             }
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| 
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|             // 释放资源包加载器
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|             if (OwnerBundle != null)
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|             {
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|                 OwnerBundle.Release();
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|                 OwnerBundle = null;
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|             }
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|             if (DependBundles != null)
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|             {
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|                 DependBundles.Release();
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|                 DependBundles = null;
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// 是否可以销毁
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|         /// </summary>
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|         public bool CanDestroy()
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|         {
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|             // 注意:在进行资源加载过程时不可以销毁
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|             if (_steps == ESteps.Loading || _steps == ESteps.Checking)
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|                 return false;
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| 
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|             return RefCount <= 0;
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|         }
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| 
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|         /// <summary>
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|         /// 创建资源句柄
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|         /// </summary>
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|         public T CreateHandle<T>() where T : HandleBase
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|         {
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|             // 引用计数增加
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|             RefCount++;
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| 
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|             HandleBase handle;
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|             if (typeof(T) == typeof(AssetHandle))
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|                 handle = new AssetHandle(this);
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|             else if (typeof(T) == typeof(SceneHandle))
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|                 handle = new SceneHandle(this);
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|             else if (typeof(T) == typeof(SubAssetsHandle))
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|                 handle = new SubAssetsHandle(this);
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|             else if (typeof(T) == typeof(AllAssetsHandle))
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|                 handle = new AllAssetsHandle(this);
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|             else if (typeof(T) == typeof(RawFileHandle))
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|                 handle = new RawFileHandle(this);
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|             else
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|                 throw new System.NotImplementedException();
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| 
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|             _handles.Add(handle);
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|             return handle as T;
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|         }
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| 
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|         /// <summary>
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|         /// 释放资源句柄
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|         /// </summary>
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|         public void ReleaseHandle(HandleBase handle)
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|         {
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|             if (RefCount <= 0)
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|                 throw new System.Exception("Should never get here !");
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| 
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|             if (_handles.Remove(handle) == false)
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|                 throw new System.Exception("Should never get here !");
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| 
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|             // 引用计数减少
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|             RefCount--;
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|         }
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| 
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|         /// <summary>
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|         /// 释放所有资源句柄
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|         /// </summary>
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|         public void ReleaseAllHandles()
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|         {
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|             for (int i = _handles.Count - 1; i >= 0; i--)
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|             {
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|                 var handle = _handles[i];
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|                 handle.ReleaseInternal();
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// 等待异步执行完毕
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|         /// </summary>
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|         public void WaitForAsyncComplete()
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|         {
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|             IsWaitForAsyncComplete = true;
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| 
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|             // 注意:主动轮询更新完成同步加载
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|             InternalOnUpdate();
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| 
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|             // 验证结果
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|             if (IsDone == false)
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|             {
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|                 YooLogger.Warning($"{nameof(WaitForAsyncComplete)} failed to loading : {MainAssetInfo.AssetPath}");
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// 强制销毁资源提供者
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|         /// </summary>
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|         public void ForceDestroyComplete()
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|         {
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|             IsForceDestroyComplete = true;
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| 
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|             // 注意:主动轮询更新完成同步加载
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|             // 说明:如果资源包未准备完毕也可以放心销毁。
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|             InternalOnUpdate();
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|         }
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| 
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|         /// <summary>
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|         /// 处理特殊异常
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|         /// </summary>
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|         protected void ProcessCacheBundleException()
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|         {
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|             if (OwnerBundle.IsDestroyed)
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|                 throw new System.Exception("Should never get here !");
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| 
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|             string error = $"The bundle {OwnerBundle.MainBundleInfo.Bundle.BundleName} has been destroyed by unity bugs !";
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|             YooLogger.Error(error);
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|             InvokeCompletion(Error, EOperationStatus.Failed);
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|         }
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| 
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|         /// <summary>
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|         /// 结束流程
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|         /// </summary>
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|         protected void InvokeCompletion(string error, EOperationStatus status)
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|         {
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|             DebugEndRecording();
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| 
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|             _steps = ESteps.Done;
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|             Error = error;
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|             Status = status;
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| 
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|             // 注意:创建临时列表是为了防止外部逻辑在回调函数内创建或者释放资源句柄。
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|             // 注意:回调方法如果发生异常,会阻断列表里的后续回调方法!
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|             List<HandleBase> tempers = new List<HandleBase>(_handles);
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|             foreach (var hande in tempers)
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|             {
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|                 if (hande.IsValid)
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|                 {
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|                     hande.InvokeCallback();
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|                 }
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|             }
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|         }
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| 
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|         #region 调试信息相关
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|         /// <summary>
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|         /// 出生的场景
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|         /// </summary>
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|         public string SpawnScene = string.Empty;
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| 
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|         /// <summary>
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|         /// 出生的时间
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|         /// </summary>
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|         public string SpawnTime = string.Empty;
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| 
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|         /// <summary>
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|         /// 加载耗时(单位:毫秒)
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|         /// </summary>
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|         public long LoadingTime { protected set; get; }
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| 
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|         // 加载耗时统计
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|         private Stopwatch _watch = null;
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| 
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|         [Conditional("DEBUG")]
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|         public void InitSpawnDebugInfo()
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|         {
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|             SpawnScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; ;
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|             SpawnTime = SpawnTimeToString(UnityEngine.Time.realtimeSinceStartup);
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|         }
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|         private string SpawnTimeToString(float spawnTime)
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|         {
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|             float h = UnityEngine.Mathf.FloorToInt(spawnTime / 3600f);
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|             float m = UnityEngine.Mathf.FloorToInt(spawnTime / 60f - h * 60f);
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|             float s = UnityEngine.Mathf.FloorToInt(spawnTime - m * 60f - h * 3600f);
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|             return h.ToString("00") + ":" + m.ToString("00") + ":" + s.ToString("00");
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|         }
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| 
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|         [Conditional("DEBUG")]
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|         protected void DebugBeginRecording()
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|         {
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|             if (_watch == null)
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|             {
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|                 _watch = Stopwatch.StartNew();
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|             }
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|         }
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| 
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|         [Conditional("DEBUG")]
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|         private void DebugEndRecording()
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|         {
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|             if (_watch != null)
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|             {
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|                 LoadingTime = _watch.ElapsedMilliseconds;
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|                 _watch = null;
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// 获取下载报告
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|         /// </summary>
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|         internal DownloadStatus GetDownloadStatus()
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|         {
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|             DownloadStatus status = new DownloadStatus();
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|             status.TotalBytes = (ulong)OwnerBundle.MainBundleInfo.Bundle.FileSize;
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|             status.DownloadedBytes = OwnerBundle.DownloadedBytes;
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|             foreach (var dependBundle in DependBundles.DependList)
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|             {
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|                 status.TotalBytes += (ulong)dependBundle.MainBundleInfo.Bundle.FileSize;
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|                 status.DownloadedBytes += dependBundle.DownloadedBytes;
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|             }
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| 
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|             if (status.TotalBytes == 0)
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|                 throw new System.Exception("Should never get here !");
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| 
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|             status.IsDone = status.DownloadedBytes == status.TotalBytes;
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|             status.Progress = (float)status.DownloadedBytes / status.TotalBytes;
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|             return status;
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|         }
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| 
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|         /// <summary>
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|         /// 获取资源包的调试信息列表
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|         /// </summary>
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|         internal void GetBundleDebugInfos(List<DebugBundleInfo> output)
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|         {
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|             var bundleInfo = new DebugBundleInfo();
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|             bundleInfo.BundleName = OwnerBundle.MainBundleInfo.Bundle.BundleName;
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|             bundleInfo.RefCount = OwnerBundle.RefCount;
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|             bundleInfo.Status = OwnerBundle.Status.ToString();
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|             output.Add(bundleInfo);
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| 
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|             DependBundles.GetBundleDebugInfos(output);
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|         }
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|         #endregion
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|     }
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| } |