YooAsset/Assets/YooAsset/Runtime/AssetSystem/AssetSystem.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal class AssetSystemImpl
{
private readonly Dictionary<string, BundleLoaderBase> _loaderDic = new Dictionary<string, BundleLoaderBase>(5000);
private readonly List<BundleLoaderBase> _loaderList = new List<BundleLoaderBase>(5000);
private readonly Dictionary<string, ProviderBase> _providerDic = new Dictionary<string, ProviderBase>(5000);
private readonly List<ProviderBase> _providerList = new List<ProviderBase>(5000);
private readonly static Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
private static long _sceneCreateCount = 0;
private bool _isUnloadSafe = true;
private string _packageName;
private bool _simulationOnEditor;
private long _loadingMaxTimeSlice;
public int DownloadFailedTryAgain { private set; get; }
public IDecryptionServices DecryptionServices { private set; get; }
public IBundleServices BundleServices { private set; get; }
// 计时器相关
private Stopwatch _watch;
private long _frameTime;
private bool IsBusy
{
get
{
return _watch.ElapsedMilliseconds - _frameTime >= _loadingMaxTimeSlice;
}
}
/// <summary>
/// 初始化
/// 注意在使用AssetSystem之前需要初始化
/// </summary>
public void Initialize(string packageName, bool simulationOnEditor, long loadingMaxTimeSlice, int downloadFailedTryAgain,
IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
_packageName = packageName;
_simulationOnEditor = simulationOnEditor;
_loadingMaxTimeSlice = loadingMaxTimeSlice;
DownloadFailedTryAgain = downloadFailedTryAgain;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
_watch = Stopwatch.StartNew();
}
/// <summary>
/// 更新
/// </summary>
public void Update()
{
_frameTime = _watch.ElapsedMilliseconds;
// 更新加载器
foreach (var loader in _loaderList)
{
loader.Update();
}
// 更新资源提供者
// 注意:循环更新的时候,可能会扩展列表
_isUnloadSafe = false;
for (int i = 0; i < _providerList.Count; i++)
{
if (IsBusy)
break;
_providerList[i].Update();
}
_isUnloadSafe = true;
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public void UnloadUnusedAssets()
{
if (_isUnloadSafe == false)
{
YooLogger.Warning("Can not unload unused assets when processing resource loading !");
return;
}
// 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。
int loopCount = 10;
for (int i = 0; i < loopCount; i++)
{
UnloadUnusedAssetsInternal();
}
}
private void UnloadUnusedAssetsInternal()
{
for (int i = _loaderList.Count - 1; i >= 0; i--)
{
BundleLoaderBase loader = _loaderList[i];
loader.TryDestroyAllProviders();
}
for (int i = _loaderList.Count - 1; i >= 0; i--)
{
BundleLoaderBase loader = _loaderList[i];
if (loader.CanDestroy())
{
string bundleName = loader.MainBundleInfo.Bundle.BundleName;
loader.Destroy();
_loaderList.RemoveAt(i);
_loaderDic.Remove(bundleName);
}
}
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public void ForceUnloadAllAssets()
{
#if UNITY_WEBGL
throw new Exception($"WebGL not support invoke {nameof(ForceUnloadAllAssets)}");
#else
foreach (var provider in _providerList)
{
provider.WaitForAsyncComplete();
provider.Destroy();
}
foreach (var loader in _loaderList)
{
loader.WaitForAsyncComplete();
loader.Destroy();
}
_providerList.Clear();
_providerDic.Clear();
_loaderList.Clear();
_loaderDic.Clear();
ClearSceneHandle();
// 注意:调用底层接口释放所有资源
Resources.UnloadUnusedAssets();
#endif
}
/// <summary>
/// 加载场景
/// </summary>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to load scene ! {assetInfo.Error}");
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SceneOperationHandle>();
}
// 如果加载的是主场景,则卸载所有缓存的场景
if (sceneMode == LoadSceneMode.Single)
{
UnloadAllScene();
}
// 注意同一个场景的ProviderGUID每次加载都会变化
string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateCount}";
ProviderBase provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
}
var handle = provider.CreateHandle<SceneOperationHandle>();
handle.PackageName = _packageName;
_sceneHandles.Add(providerGUID, handle);
return handle;
}
/// <summary>
/// 加载资源对象
/// </summary>
public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to load asset ! {assetInfo.Error}");
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<AssetOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseAssetProvider(this, providerGUID, assetInfo);
else
provider = new BundledAssetProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
}
return provider.CreateHandle<AssetOperationHandle>();
}
/// <summary>
/// 加载子资源对象
/// </summary>
public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to load sub assets ! {assetInfo.Error}");
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SubAssetsOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseSubAssetsProvider(this, providerGUID, assetInfo);
else
provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
}
return provider.CreateHandle<SubAssetsOperationHandle>();
}
/// <summary>
/// 加载所有资源对象
/// </summary>
public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to load all assets ! {assetInfo.Error}");
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<AllAssetsOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseAllAssetsProvider(this, providerGUID, assetInfo);
else
provider = new BundledAllAssetsProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
}
return provider.CreateHandle<AllAssetsOperationHandle>();
}
/// <summary>
/// 加载原生文件
/// </summary>
public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to load raw file ! {assetInfo.Error}");
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<RawFileOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (_simulationOnEditor)
provider = new DatabaseRawFileProvider(this, providerGUID, assetInfo);
else
provider = new BundledRawFileProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
}
return provider.CreateHandle<RawFileOperationHandle>();
}
internal void UnloadSubScene(ProviderBase provider)
{
string providerGUID = provider.ProviderGUID;
if (_sceneHandles.ContainsKey(providerGUID) == false)
throw new Exception("Should never get here !");
// 释放子场景句柄
_sceneHandles[providerGUID].ReleaseInternal();
_sceneHandles.Remove(providerGUID);
}
internal void UnloadAllScene()
{
// 释放所有场景句柄
foreach (var valuePair in _sceneHandles)
{
valuePair.Value.ReleaseInternal();
}
_sceneHandles.Clear();
}
internal void ClearSceneHandle()
{
// 释放资源包下的所有场景
if (BundleServices.IsServicesValid())
{
string packageName = _packageName;
List<string> removeList = new List<string>();
foreach (var valuePair in _sceneHandles)
{
if (valuePair.Value.PackageName == packageName)
{
removeList.Add(valuePair.Key);
}
}
foreach (var key in removeList)
{
_sceneHandles.Remove(key);
}
}
}
internal BundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
{
BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
return CreateAssetBundleLoaderInternal(bundleInfo);
}
internal List<BundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
{
BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
List<BundleLoaderBase> result = new List<BundleLoaderBase>(depends.Length);
foreach (var bundleInfo in depends)
{
BundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(bundleInfo);
result.Add(dependLoader);
}
return result;
}
internal void RemoveBundleProviders(List<ProviderBase> providers)
{
foreach (var provider in providers)
{
_providerList.Remove(provider);
_providerDic.Remove(provider.ProviderGUID);
}
}
internal bool CheckBundleDestroyed(int bundleID)
{
string bundleName = BundleServices.GetBundleName(bundleID);
BundleLoaderBase loader = TryGetAssetBundleLoader(bundleName);
if (loader == null)
return true;
return loader.IsDestroyed;
}
private BundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
// 如果加载器已经存在
string bundleName = bundleInfo.Bundle.BundleName;
BundleLoaderBase loader = TryGetAssetBundleLoader(bundleName);
if (loader != null)
return loader;
// 新增下载需求
if (_simulationOnEditor)
{
loader = new VirtualBundleFileLoader(this, bundleInfo);
}
else
{
#if UNITY_WEBGL
if (bundleInfo.Bundle.IsRawFile)
loader = new RawBundleWebLoader(this, bundleInfo);
else
loader = new AssetBundleWebLoader(this, bundleInfo);
#else
if (bundleInfo.Bundle.IsRawFile)
loader = new RawBundleFileLoader(this, bundleInfo);
else
loader = new AssetBundleFileLoader(this, bundleInfo);
#endif
}
_loaderList.Add(loader);
_loaderDic.Add(bundleName, loader);
return loader;
}
private BundleLoaderBase TryGetAssetBundleLoader(string bundleName)
{
if (_loaderDic.TryGetValue(bundleName, out BundleLoaderBase value))
return value;
else
return null;
}
private ProviderBase TryGetProvider(string providerGUID)
{
if (_providerDic.TryGetValue(providerGUID, out ProviderBase value))
return value;
else
return null;
}
#region 调试信息
internal List<DebugProviderInfo> GetDebugReportInfos()
{
List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providerList.Count);
foreach (var provider in _providerList)
{
DebugProviderInfo providerInfo = new DebugProviderInfo();
providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
providerInfo.SpawnScene = provider.SpawnScene;
providerInfo.SpawnTime = provider.SpawnTime;
providerInfo.LoadingTime = provider.LoadingTime;
providerInfo.RefCount = provider.RefCount;
providerInfo.Status = provider.Status.ToString();
providerInfo.DependBundleInfos = new List<DebugBundleInfo>();
provider.GetBundleDebugInfos(providerInfo.DependBundleInfos);
result.Add(providerInfo);
}
return result;
}
internal List<BundleInfo> GetLoadedBundleInfos()
{
List<BundleInfo> result = new List<BundleInfo>(100);
foreach (var loader in _loaderList)
{
result.Add(loader.MainBundleInfo);
}
return result;
}
#endregion
}
}