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