Update patch system
parent
e112c061ac
commit
8521bbaaf7
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@ -1,14 +0,0 @@
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namespace YooAsset
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{
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/// <summary>
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/// 下载状态
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/// </summary>
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public enum EDownloaderStates
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{
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None,
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Loading,
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Failed,
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Succeed,
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}
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}
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@ -1,175 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace YooAsset
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{
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/// <summary>
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/// 补丁下载器
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/// </summary>
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public class PatchDownloader : IEnumerator
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{
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private const int MAX_LOADER_COUNT = 64;
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public delegate void OnDownloadOver(bool isSucceed);
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public delegate void OnDownloadProgress(int totalDownloadCount, int currentDownloadCoun, long totalDownloadBytes, long currentDownloadBytes);
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public delegate void OnPatchFileDownloadFailed(string fileName);
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private readonly HostPlayModeImpl _playModeImpl;
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private readonly int _fileLoadingMaxNumber;
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private readonly int _failedTryAgain;
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private readonly List<AssetBundleInfo> _downloadList;
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private readonly List<AssetBundleInfo> _loadFailedList = new List<AssetBundleInfo>();
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private readonly List<FileDownloader> _downloaders = new List<FileDownloader>();
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private readonly List<FileDownloader> _removeList = new List<FileDownloader>(MAX_LOADER_COUNT);
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// 数据相关
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public EDownloaderStates DownloadStates { private set; get; }
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public int TotalDownloadCount { private set; get; }
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public long TotalDownloadBytes { private set; get; }
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public int CurrentDownloadCount { private set; get; }
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public long CurrentDownloadBytes { private set; get; }
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private long _lastDownloadBytes = 0;
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private int _lastDownloadCount = 0;
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// 委托相关
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public OnDownloadOver OnDownloadOverCallback { set; get; }
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public OnDownloadProgress OnDownloadProgressCallback { set; get; }
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public OnPatchFileDownloadFailed OnPatchFileDownloadFailedCallback { set; get; }
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private PatchDownloader()
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{
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}
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internal PatchDownloader(HostPlayModeImpl playModeImpl, List<AssetBundleInfo> downloadList, int fileLoadingMaxNumber, int failedTryAgain)
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{
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_playModeImpl = playModeImpl;
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_downloadList = downloadList;
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_fileLoadingMaxNumber = UnityEngine.Mathf.Clamp(fileLoadingMaxNumber, 1, MAX_LOADER_COUNT); ;
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_failedTryAgain = failedTryAgain;
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DownloadStates = EDownloaderStates.None;
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TotalDownloadCount = downloadList.Count;
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foreach (var patchBundle in downloadList)
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{
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TotalDownloadBytes += patchBundle.SizeBytes;
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}
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}
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/// <summary>
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/// 是否完毕,无论成功或失败
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/// </summary>
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public bool IsDone()
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{
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return DownloadStates == EDownloaderStates.Failed || DownloadStates == EDownloaderStates.Succeed;
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}
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/// <summary>
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/// 开始下载
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/// </summary>
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public void Download()
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{
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if (DownloadStates != EDownloaderStates.None)
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{
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Logger.Warning($"{nameof(PatchDownloader)} is already running.");
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return;
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}
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Logger.Log($"Begine to download : {TotalDownloadCount} files and {TotalDownloadBytes} bytes");
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DownloadStates = EDownloaderStates.Loading;
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}
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/// <summary>
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/// 更新下载器
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/// </summary>
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public void Update()
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{
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if (DownloadStates != EDownloaderStates.Loading)
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return;
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// 检测下载器结果
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_removeList.Clear();
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long downloadBytes = CurrentDownloadBytes;
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foreach (var downloader in _downloaders)
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{
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downloadBytes += (long)downloader.DownloadedBytes;
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if (downloader.IsDone() == false)
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continue;
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AssetBundleInfo bundleInfo = downloader.BundleInfo;
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// 检测是否下载失败
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if (downloader.HasError())
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{
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downloader.ReportError();
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_removeList.Add(downloader);
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_loadFailedList.Add(bundleInfo);
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continue;
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}
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// 下载成功
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_removeList.Add(downloader);
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CurrentDownloadCount++;
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CurrentDownloadBytes += bundleInfo.SizeBytes;
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}
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// 移除已经完成的下载器(无论成功或失败)
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foreach (var loader in _removeList)
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{
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_downloaders.Remove(loader);
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}
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// 如果下载进度发生变化
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if (_lastDownloadBytes != downloadBytes || _lastDownloadCount != CurrentDownloadCount)
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{
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_lastDownloadBytes = downloadBytes;
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_lastDownloadCount = CurrentDownloadCount;
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OnDownloadProgressCallback?.Invoke(TotalDownloadCount, _lastDownloadCount, TotalDownloadBytes, _lastDownloadBytes);
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}
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// 动态创建新的下载器到最大数量限制
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// 注意:如果期间有下载失败的文件,暂停动态创建下载器
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if (_downloadList.Count > 0 && _loadFailedList.Count == 0)
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{
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if (_downloaders.Count < _fileLoadingMaxNumber)
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{
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int index = _downloadList.Count - 1;
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var operation = DownloadSystem.BeginDownload(_downloadList[index], _failedTryAgain);
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_downloaders.Add(operation);
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_downloadList.RemoveAt(index);
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}
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}
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// 下载结算
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if (_downloaders.Count == 0)
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{
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if (_loadFailedList.Count > 0)
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{
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DownloadStates = EDownloaderStates.Failed;
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OnPatchFileDownloadFailedCallback?.Invoke(_loadFailedList[0].BundleName);
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OnDownloadOverCallback?.Invoke(false);
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}
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else
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{
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// 结算成功
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DownloadStates = EDownloaderStates.Succeed;
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OnDownloadOverCallback?.Invoke(true);
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}
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}
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}
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#region 异步相关
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bool IEnumerator.MoveNext()
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{
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return !IsDone();
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}
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void IEnumerator.Reset()
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{
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}
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object IEnumerator.Current
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{
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get { return null; }
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}
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#endregion
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: e6483a640bdc429459305f148a863397
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,181 @@
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using System.Collections;
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using System.Collections.Generic;
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namespace YooAsset
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{
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public class DownloaderOperation : AsyncOperationBase
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{
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private enum ESteps
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{
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None,
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Loading,
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Done,
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}
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private const int MAX_LOADER_COUNT = 64;
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public delegate void OnDownloadOver(bool isSucceed);
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public delegate void OnDownloadProgress(int totalDownloadCount, int currentDownloadCoun, long totalDownloadBytes, long currentDownloadBytes);
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public delegate void OnDownloadFileFailed(string fileName);
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private readonly int _fileLoadingMaxNumber;
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private readonly int _failedTryAgain;
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private readonly List<AssetBundleInfo> _downloadList;
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private readonly List<AssetBundleInfo> _loadFailedList = new List<AssetBundleInfo>();
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private readonly List<FileDownloader> _downloaders = new List<FileDownloader>();
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private readonly List<FileDownloader> _removeList = new List<FileDownloader>(MAX_LOADER_COUNT);
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// 数据相关
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private ESteps _steps = ESteps.None;
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private long _lastDownloadBytes = 0;
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private int _lastDownloadCount = 0;
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/// <summary>
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/// 下载文件总数量
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/// </summary>
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public int TotalDownloadCount { private set; get; }
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/// <summary>
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/// 下载文件的总大小
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/// </summary>
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public long TotalDownloadBytes { private set; get; }
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/// <summary>
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/// 当前已经完成的下载总数量
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/// </summary>
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public int CurrentDownloadCount { private set; get; }
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/// <summary>
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/// 当前已经完成的下载总大小
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/// </summary>
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public long CurrentDownloadBytes { private set; get; }
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/// <summary>
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/// 当下载器结束(无论成功或失败)
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/// </summary>
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public OnDownloadOver OnDownloadOverCallback { set; get; }
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/// <summary>
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/// 当下载进度变化
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/// </summary>
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public OnDownloadProgress OnDownloadProgressCallback { set; get; }
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/// <summary>
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/// 当文件下载失败
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/// </summary>
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public OnDownloadFileFailed OnDownloadFileFailedCallback { set; get; }
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internal DownloaderOperation(List<AssetBundleInfo> downloadList, int fileLoadingMaxNumber, int failedTryAgain)
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{
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_downloadList = downloadList;
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_fileLoadingMaxNumber = UnityEngine.Mathf.Clamp(fileLoadingMaxNumber, 1, MAX_LOADER_COUNT); ;
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_failedTryAgain = failedTryAgain;
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TotalDownloadCount = downloadList.Count;
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foreach (var patchBundle in downloadList)
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{
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TotalDownloadBytes += patchBundle.SizeBytes;
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}
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}
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internal override void Start()
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{
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Logger.Log($"Begine to download : {TotalDownloadCount} files and {TotalDownloadBytes} bytes");
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_steps = ESteps.Loading;
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}
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internal override void Update()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.Loading)
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{
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// 检测下载器结果
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_removeList.Clear();
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long downloadBytes = CurrentDownloadBytes;
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foreach (var downloader in _downloaders)
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{
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downloadBytes += (long)downloader.DownloadedBytes;
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if (downloader.IsDone() == false)
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continue;
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AssetBundleInfo bundleInfo = downloader.BundleInfo;
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// 检测是否下载失败
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if (downloader.HasError())
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{
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downloader.ReportError();
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_removeList.Add(downloader);
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_loadFailedList.Add(bundleInfo);
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continue;
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}
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// 下载成功
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_removeList.Add(downloader);
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CurrentDownloadCount++;
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CurrentDownloadBytes += bundleInfo.SizeBytes;
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}
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// 移除已经完成的下载器(无论成功或失败)
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foreach (var loader in _removeList)
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{
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_downloaders.Remove(loader);
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}
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// 如果下载进度发生变化
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if (_lastDownloadBytes != downloadBytes || _lastDownloadCount != CurrentDownloadCount)
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{
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_lastDownloadBytes = downloadBytes;
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_lastDownloadCount = CurrentDownloadCount;
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OnDownloadProgressCallback?.Invoke(TotalDownloadCount, _lastDownloadCount, TotalDownloadBytes, _lastDownloadBytes);
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}
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// 动态创建新的下载器到最大数量限制
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// 注意:如果期间有下载失败的文件,暂停动态创建下载器
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if (_downloadList.Count > 0 && _loadFailedList.Count == 0)
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{
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if (_downloaders.Count < _fileLoadingMaxNumber)
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{
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int index = _downloadList.Count - 1;
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var operation = DownloadSystem.BeginDownload(_downloadList[index], _failedTryAgain);
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_downloaders.Add(operation);
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_downloadList.RemoveAt(index);
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}
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}
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// 下载结算
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if (_downloaders.Count == 0)
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{
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if (_loadFailedList.Count > 0)
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{
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string fileName = _loadFailedList[0].BundleName;
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Error = $"Failed to download file : {fileName}";
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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OnDownloadFileFailedCallback?.Invoke(fileName);
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OnDownloadOverCallback?.Invoke(false);
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}
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else
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{
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// 结算成功
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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OnDownloadOverCallback?.Invoke(true);
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}
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}
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}
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}
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/// <summary>
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/// 开始下载
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/// </summary>
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public void BeginDownload()
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{
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if (_steps == ESteps.None)
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{
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OperationUpdater.ProcessOperaiton(this);
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: cb052d4c6ef18f54d9407cb48eafdfb9
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guid: 96fc897d22c24d64b9faa531c0573c44
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@ -33,14 +33,14 @@ namespace YooAsset
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{
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private enum ESteps
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{
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Idle,
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None,
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LoadAppManifest,
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CheckAppManifest,
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Done,
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}
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private OfflinePlayModeImpl _impl;
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private ESteps _steps = ESteps.Idle;
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private ESteps _steps = ESteps.None;
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private UnityWebRequester _downloader;
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private string _downloadURL;
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@ -54,7 +54,7 @@ namespace YooAsset
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}
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internal override void Update()
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{
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if (_steps == ESteps.Idle)
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.LoadAppManifest)
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@ -74,9 +74,9 @@ namespace YooAsset
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if (_downloader.HasError())
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{
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Error = _downloader.GetError();
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Status = EOperationStatus.Failed;
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_downloader.Dispose();
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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throw new System.Exception($"Fatal error : Failed load application patch manifest file : {_downloadURL}");
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}
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@ -96,7 +96,7 @@ namespace YooAsset
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{
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private enum ESteps
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{
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Idle,
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None,
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InitCache,
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LoadAppManifest,
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CheckAppManifest,
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@ -105,7 +105,7 @@ namespace YooAsset
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}
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private HostPlayModeImpl _impl;
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private ESteps _steps = ESteps.Idle;
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private ESteps _steps = ESteps.None;
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private UnityWebRequester _downloader;
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private string _downloadURL;
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@ -119,7 +119,7 @@ namespace YooAsset
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}
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internal override void Update()
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{
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if (_steps == ESteps.Idle)
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.InitCache)
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@ -133,7 +133,7 @@ namespace YooAsset
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// 注意:在覆盖安装的时候,会保留APP沙盒目录,可以选择清空缓存目录
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if (_impl.ClearCacheWhenDirty)
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{
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Logger.Warning("Clear cache files.");
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Logger.Warning("Clear cache files.");
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PatchHelper.DeleteSandboxCacheFolder();
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}
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@ -164,9 +164,9 @@ namespace YooAsset
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if (_downloader.HasError())
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{
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Error = _downloader.GetError();
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Status = EOperationStatus.Failed;
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_downloader.Dispose();
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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throw new System.Exception($"Fatal error : Failed load application patch manifest file : {_downloadURL}");
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}
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@ -48,7 +48,7 @@ namespace YooAsset
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{
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private enum ESteps
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{
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Idle,
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None,
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LoadWebManifestHash,
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CheckWebManifestHash,
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LoadWebManifest,
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@ -63,7 +63,7 @@ namespace YooAsset
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private readonly HostPlayModeImpl _impl;
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private readonly int _updateResourceVersion;
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private readonly int _timeout;
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private ESteps _steps = ESteps.Idle;
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private ESteps _steps = ESteps.None;
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private UnityWebRequester _downloaderHash;
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private UnityWebRequester _downloaderManifest;
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private float _verifyTime;
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@ -90,7 +90,7 @@ namespace YooAsset
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}
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internal override void Update()
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{
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if (_steps == ESteps.Idle)
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.LoadWebManifestHash)
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@ -110,10 +110,10 @@ namespace YooAsset
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// Check fatal
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if (_downloaderHash.HasError())
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{
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Error = _downloaderHash.GetError();
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Status = EOperationStatus.Failed;
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Error = _downloaderHash.GetError();
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_downloaderHash.Dispose();
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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return;
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}
|
||||
|
||||
|
@ -152,10 +152,10 @@ namespace YooAsset
|
|||
// Check fatal
|
||||
if (_downloaderManifest.HasError())
|
||||
{
|
||||
Error = _downloaderManifest.GetError();
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _downloaderManifest.GetError();
|
||||
_downloaderManifest.Dispose();
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -63,15 +63,15 @@ namespace YooAsset
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建补丁下载器
|
||||
/// 创建下载器
|
||||
/// </summary>
|
||||
public PatchDownloader CreateDLCDownloader(string[] dlcTags, int fileLoadingMaxNumber, int failedTryAgain)
|
||||
public DownloaderOperation CreateDownloaderByTags(string[] tags, int fileLoadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
List<AssetBundleInfo> downloadList = GetDLCDownloadList(dlcTags);
|
||||
PatchDownloader downlader = new PatchDownloader(this, downloadList, fileLoadingMaxNumber, failedTryAgain);
|
||||
return downlader;
|
||||
List<AssetBundleInfo> downloadList = GetDownloadListByTags(tags);
|
||||
var operation = new DownloaderOperation(downloadList, fileLoadingMaxNumber, failedTryAgain);
|
||||
return operation;
|
||||
}
|
||||
private List<AssetBundleInfo> GetDLCDownloadList(string[] dlcTags)
|
||||
private List<AssetBundleInfo> GetDownloadListByTags(string[] tags)
|
||||
{
|
||||
List<PatchBundle> downloadList = new List<PatchBundle>(1000);
|
||||
foreach (var patchBundle in LocalPatchManifest.BundleList)
|
||||
|
@ -98,7 +98,7 @@ namespace YooAsset
|
|||
else
|
||||
{
|
||||
// 查询DLC资源
|
||||
if (patchBundle.HasTag(dlcTags))
|
||||
if (patchBundle.HasTag(tags))
|
||||
{
|
||||
downloadList.Add(patchBundle);
|
||||
}
|
||||
|
@ -109,15 +109,15 @@ namespace YooAsset
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建补丁下载器
|
||||
/// 创建下载器
|
||||
/// </summary>
|
||||
public PatchDownloader CreateBundleDownloader(List<string> assetPaths, int fileLoadingMaxNumber, int failedTryAgain)
|
||||
public DownloaderOperation CreateDownloaderByPaths(List<string> assetPaths, int fileLoadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
List<AssetBundleInfo> downloadList = GetBundleDownloadList(assetPaths);
|
||||
PatchDownloader downlader = new PatchDownloader(this, downloadList, fileLoadingMaxNumber, failedTryAgain);
|
||||
return downlader;
|
||||
List<AssetBundleInfo> downloadList = GetDownloadListByPaths(assetPaths);
|
||||
var operation = new DownloaderOperation(downloadList, fileLoadingMaxNumber, failedTryAgain);
|
||||
return operation;
|
||||
}
|
||||
private List<AssetBundleInfo> GetBundleDownloadList(List<string> assetPaths)
|
||||
private List<AssetBundleInfo> GetDownloadListByPaths(List<string> assetPaths)
|
||||
{
|
||||
// 获取资源对象的资源包和所有依赖资源包
|
||||
List<PatchBundle> checkList = new List<PatchBundle>();
|
||||
|
|
Loading…
Reference in New Issue