diff --git a/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleFileLoader.cs b/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleFileLoader.cs index 0a8bf7e..5be5ec7 100644 --- a/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleFileLoader.cs +++ b/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleFileLoader.cs @@ -14,7 +14,7 @@ namespace YooAsset Download, CheckDownload, LoadFile, - CheckFile, + CheckLoadFile, Done, } @@ -23,7 +23,7 @@ namespace YooAsset private bool _isWaitForAsyncComplete = false; private bool _isShowWaitForAsyncError = false; private DownloaderBase _downloader; - private AssetBundleCreateRequest _cacheRequest; + private AssetBundleCreateRequest _createRequest; public AssetBundleFileLoader(BundleInfo bundleInfo) : base(bundleInfo) @@ -115,34 +115,34 @@ namespace YooAsset if (_isWaitForAsyncComplete) CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset); else - _cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset); + _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset); } else { if (_isWaitForAsyncComplete) CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath); else - _cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath); + _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath); } - _steps = ESteps.CheckFile; + _steps = ESteps.CheckLoadFile; } // 4. 检测AssetBundle加载结果 - if (_steps == ESteps.CheckFile) + if (_steps == ESteps.CheckLoadFile) { - if (_cacheRequest != null) + if (_createRequest != null) { if (_isWaitForAsyncComplete) { // 强制挂起主线程(注意:该操作会很耗时) YooLogger.Warning("Suspend the main thread to load unity bundle."); - CacheBundle = _cacheRequest.assetBundle; + CacheBundle = _createRequest.assetBundle; } else { - if (_cacheRequest.isDone == false) + if (_createRequest.isDone == false) return; - CacheBundle = _cacheRequest.assetBundle; + CacheBundle = _createRequest.assetBundle; } } diff --git a/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleWebLoader.cs b/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleWebLoader.cs index 3fcdafb..3bc2a22 100644 --- a/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleWebLoader.cs +++ b/Assets/YooAsset/Runtime/AssetSystem/Loader/AssetBundleWebLoader.cs @@ -1,4 +1,5 @@ using System; +using System.IO; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -11,19 +12,25 @@ namespace YooAsset private enum ESteps { None = 0, - LoadFile, - CheckFile, - TryLoad, + Download, + CheckDownload, + LoadCacheFile, + CheckLoadCacheFile, + LoadWebFile, + CheckLoadWebFile, + TryLoadWebFile, Done, } private ESteps _steps = ESteps.None; private float _tryTimer = 0; - private string _webURL; + private string _fileLoadPath; private bool _isShowWaitForAsyncError = false; + private DownloaderBase _downloader; private UnityWebRequest _webRequest; + private AssetBundleCreateRequest _createRequest; - + public AssetBundleWebLoader(BundleInfo bundleInfo) : base(bundleInfo) { } @@ -40,18 +47,18 @@ namespace YooAsset { if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote) { - _steps = ESteps.LoadFile; - _webURL = MainBundleInfo.RemoteMainURL; - } - else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) - { - _steps = ESteps.LoadFile; - _webURL = MainBundleInfo.Bundle.CachedFilePath; + _steps = ESteps.Download; + _fileLoadPath = MainBundleInfo.Bundle.CachedFilePath; } else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming) { - _steps = ESteps.LoadFile; - _webURL = MainBundleInfo.Bundle.StreamingFilePath; + _steps = ESteps.LoadWebFile; + _fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath; + } + else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) + { + _steps = ESteps.LoadCacheFile; + _fileLoadPath = MainBundleInfo.Bundle.CachedFilePath; } else { @@ -59,16 +66,112 @@ namespace YooAsset } } - // 1. 从服务器或缓存中获取AssetBundle文件 - if (_steps == ESteps.LoadFile) + // 1. 从服务器下载 + if (_steps == ESteps.Download) { - _webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_webURL, Hash128.Parse(MainBundleInfo.Bundle.FileHash)); - _webRequest.SendWebRequest(); - _steps = ESteps.CheckFile; + int failedTryAgain = int.MaxValue; + _downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain); + _steps = ESteps.CheckDownload; } - // 2. 检测获取的AssetBundle文件 - if (_steps == ESteps.CheckFile) + // 2. 检测服务器下载结果 + if (_steps == ESteps.CheckDownload) + { + if (_downloader.IsDone() == false) + return; + + if (_downloader.HasError()) + { + _steps = ESteps.Done; + Status = EStatus.Failed; + LastError = _downloader.GetLastError(); + } + else + { + _steps = ESteps.LoadCacheFile; + } + } + + // 3. 从本地缓存里加载AssetBundle + if (_steps == ESteps.LoadCacheFile) + { +#if UNITY_EDITOR + // 注意:Unity2017.4编辑器模式下,如果AssetBundle文件不存在会导致编辑器崩溃,这里做了预判。 + if (System.IO.File.Exists(_fileLoadPath) == false) + { + _steps = ESteps.Done; + Status = EStatus.Failed; + LastError = $"Not found assetBundle file : {_fileLoadPath}"; + YooLogger.Error(LastError); + return; + } +#endif + + // Load assetBundle file + if (MainBundleInfo.Bundle.IsEncrypted) + { + if (AssetSystem.DecryptionServices == null) + throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.Bundle.BundleName}"); + + DecryptionFileInfo fileInfo = new DecryptionFileInfo(); + fileInfo.BundleName = MainBundleInfo.Bundle.BundleName; + fileInfo.FileHash = MainBundleInfo.Bundle.FileHash; + ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo); + _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset); + } + else + { + _createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath); + } + _steps = ESteps.CheckLoadCacheFile; + } + + // 4. 检测AssetBundle加载结果 + if (_steps == ESteps.CheckLoadCacheFile) + { + if (_createRequest.isDone == false) + return; + + CacheBundle = _createRequest.assetBundle; + if (CacheBundle == null) + { + _steps = ESteps.Done; + Status = EStatus.Failed; + LastError = $"Failed to load AssetBundle file : {MainBundleInfo.Bundle.BundleName}"; + YooLogger.Error(LastError); + + // 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。 + // 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性! + if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) + { + string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath; + if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed) + { + if (File.Exists(cacheLoadPath)) + { + YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}"); + File.Delete(cacheLoadPath); + } + } + } + } + else + { + _steps = ESteps.Done; + Status = EStatus.Succeed; + } + } + + // 5. 从WEB网站获取AssetBundle文件 + if (_steps == ESteps.LoadWebFile) + { + _webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_fileLoadPath, Hash128.Parse(MainBundleInfo.Bundle.FileHash)); + _webRequest.SendWebRequest(); + _steps = ESteps.CheckLoadWebFile; + } + + // 6. 检测AssetBundle加载结果 + if (_steps == ESteps.CheckLoadWebFile) { if (_webRequest.isDone == false) return; @@ -79,8 +182,8 @@ namespace YooAsset if (_webRequest.isNetworkError || _webRequest.isHttpError) #endif { - YooLogger.Warning($"Failed to get asset bundle form web : {_webURL} Error : {_webRequest.error}"); - _steps = ESteps.TryLoad; + YooLogger.Warning($"Failed to get asset bundle from web : {_fileLoadPath} Error : {_webRequest.error}"); + _steps = ESteps.TryLoadWebFile; _tryTimer = 0; } else @@ -101,15 +204,15 @@ namespace YooAsset } } - // 3. 如果获取失败,重新尝试 - if (_steps == ESteps.TryLoad) + // 7. 如果获取失败,重新尝试 + if (_steps == ESteps.TryLoadWebFile) { _tryTimer += Time.unscaledDeltaTime; if (_tryTimer > 1f) { _webRequest.Dispose(); _webRequest = null; - _steps = ESteps.LoadFile; + _steps = ESteps.LoadWebFile; } } } diff --git a/Assets/YooAsset/Runtime/Utility/YooHelper.cs b/Assets/YooAsset/Runtime/Utility/YooHelper.cs index dc6c4b7..483d39c 100644 --- a/Assets/YooAsset/Runtime/Utility/YooHelper.cs +++ b/Assets/YooAsset/Runtime/Utility/YooHelper.cs @@ -57,7 +57,7 @@ namespace YooAsset } /// - /// 获取网络资源加载路径 + /// 获取WWW加载本地资源的路径 /// public static string ConvertToWWWPath(string path) {