mirror of https://github.com/tuyoogame/YooAsset
parent
7e20c39fb3
commit
8d2779b446
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@ -14,7 +14,7 @@ namespace YooAsset
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Download,
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CheckDownload,
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LoadFile,
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CheckFile,
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CheckLoadFile,
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Done,
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}
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@ -23,7 +23,7 @@ namespace YooAsset
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private bool _isWaitForAsyncComplete = false;
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private bool _isShowWaitForAsyncError = false;
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private DownloaderBase _downloader;
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private AssetBundleCreateRequest _cacheRequest;
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private AssetBundleCreateRequest _createRequest;
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public AssetBundleFileLoader(BundleInfo bundleInfo) : base(bundleInfo)
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@ -115,34 +115,34 @@ namespace YooAsset
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
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else
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_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
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}
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else
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{
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if (_isWaitForAsyncComplete)
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CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath);
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else
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_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
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}
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_steps = ESteps.CheckFile;
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_steps = ESteps.CheckLoadFile;
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}
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// 4. 检测AssetBundle加载结果
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if (_steps == ESteps.CheckFile)
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if (_steps == ESteps.CheckLoadFile)
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{
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if (_cacheRequest != null)
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if (_createRequest != null)
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{
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if (_isWaitForAsyncComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity bundle.");
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CacheBundle = _cacheRequest.assetBundle;
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CacheBundle = _createRequest.assetBundle;
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}
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else
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{
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if (_cacheRequest.isDone == false)
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if (_createRequest.isDone == false)
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return;
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CacheBundle = _cacheRequest.assetBundle;
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CacheBundle = _createRequest.assetBundle;
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}
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}
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@ -1,4 +1,5 @@
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using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@ -11,17 +12,23 @@ namespace YooAsset
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private enum ESteps
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{
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None = 0,
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LoadFile,
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CheckFile,
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TryLoad,
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Download,
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CheckDownload,
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LoadCacheFile,
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CheckLoadCacheFile,
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LoadWebFile,
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CheckLoadWebFile,
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TryLoadWebFile,
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Done,
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}
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private ESteps _steps = ESteps.None;
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private float _tryTimer = 0;
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private string _webURL;
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private string _fileLoadPath;
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private bool _isShowWaitForAsyncError = false;
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private DownloaderBase _downloader;
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private UnityWebRequest _webRequest;
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private AssetBundleCreateRequest _createRequest;
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public AssetBundleWebLoader(BundleInfo bundleInfo) : base(bundleInfo)
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@ -40,18 +47,18 @@ namespace YooAsset
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{
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if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
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{
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_steps = ESteps.LoadFile;
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_webURL = MainBundleInfo.RemoteMainURL;
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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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_steps = ESteps.LoadFile;
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_webURL = MainBundleInfo.Bundle.CachedFilePath;
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_steps = ESteps.Download;
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_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
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{
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_steps = ESteps.LoadFile;
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_webURL = MainBundleInfo.Bundle.StreamingFilePath;
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_steps = ESteps.LoadWebFile;
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_fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
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}
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else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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_steps = ESteps.LoadCacheFile;
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_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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}
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else
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{
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@ -59,16 +66,112 @@ namespace YooAsset
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}
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}
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// 1. 从服务器或缓存中获取AssetBundle文件
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if (_steps == ESteps.LoadFile)
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// 1. 从服务器下载
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if (_steps == ESteps.Download)
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{
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_webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_webURL, Hash128.Parse(MainBundleInfo.Bundle.FileHash));
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_webRequest.SendWebRequest();
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_steps = ESteps.CheckFile;
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int failedTryAgain = int.MaxValue;
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_downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain);
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_steps = ESteps.CheckDownload;
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}
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// 2. 检测获取的AssetBundle文件
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if (_steps == ESteps.CheckFile)
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// 2. 检测服务器下载结果
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if (_steps == ESteps.CheckDownload)
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{
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if (_downloader.IsDone() == false)
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return;
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if (_downloader.HasError())
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = _downloader.GetLastError();
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}
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else
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{
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_steps = ESteps.LoadCacheFile;
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}
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}
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// 3. 从本地缓存里加载AssetBundle
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if (_steps == ESteps.LoadCacheFile)
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{
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#if UNITY_EDITOR
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// 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。
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if (System.IO.File.Exists(_fileLoadPath) == false)
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = $"Not found assetBundle file : {_fileLoadPath}";
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YooLogger.Error(LastError);
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return;
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}
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#endif
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// Load assetBundle file
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if (MainBundleInfo.Bundle.IsEncrypted)
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{
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if (AssetSystem.DecryptionServices == null)
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throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.Bundle.BundleName}");
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DecryptionFileInfo fileInfo = new DecryptionFileInfo();
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fileInfo.BundleName = MainBundleInfo.Bundle.BundleName;
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fileInfo.FileHash = MainBundleInfo.Bundle.FileHash;
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ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo);
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
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}
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else
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{
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_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
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}
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_steps = ESteps.CheckLoadCacheFile;
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}
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// 4. 检测AssetBundle加载结果
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if (_steps == ESteps.CheckLoadCacheFile)
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{
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if (_createRequest.isDone == false)
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return;
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CacheBundle = _createRequest.assetBundle;
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if (CacheBundle == null)
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{
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_steps = ESteps.Done;
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Status = EStatus.Failed;
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LastError = $"Failed to load AssetBundle file : {MainBundleInfo.Bundle.BundleName}";
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YooLogger.Error(LastError);
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// 注意:当缓存文件的校验等级为Low的时候,并不能保证缓存文件的完整性。
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// 在AssetBundle文件加载失败的情况下,我们需要重新验证文件的完整性!
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if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
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{
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string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath;
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if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed)
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{
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if (File.Exists(cacheLoadPath))
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{
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YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}");
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File.Delete(cacheLoadPath);
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}
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}
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}
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}
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else
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{
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_steps = ESteps.Done;
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Status = EStatus.Succeed;
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}
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}
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// 5. 从WEB网站获取AssetBundle文件
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if (_steps == ESteps.LoadWebFile)
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{
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_webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_fileLoadPath, Hash128.Parse(MainBundleInfo.Bundle.FileHash));
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_webRequest.SendWebRequest();
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_steps = ESteps.CheckLoadWebFile;
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}
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// 6. 检测AssetBundle加载结果
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if (_steps == ESteps.CheckLoadWebFile)
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{
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if (_webRequest.isDone == false)
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return;
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@ -79,8 +182,8 @@ namespace YooAsset
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if (_webRequest.isNetworkError || _webRequest.isHttpError)
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#endif
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{
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YooLogger.Warning($"Failed to get asset bundle form web : {_webURL} Error : {_webRequest.error}");
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_steps = ESteps.TryLoad;
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YooLogger.Warning($"Failed to get asset bundle from web : {_fileLoadPath} Error : {_webRequest.error}");
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_steps = ESteps.TryLoadWebFile;
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_tryTimer = 0;
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}
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else
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@ -101,15 +204,15 @@ namespace YooAsset
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}
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}
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// 3. 如果获取失败,重新尝试
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if (_steps == ESteps.TryLoad)
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// 7. 如果获取失败,重新尝试
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if (_steps == ESteps.TryLoadWebFile)
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{
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_tryTimer += Time.unscaledDeltaTime;
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if (_tryTimer > 1f)
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{
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_webRequest.Dispose();
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_webRequest = null;
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_steps = ESteps.LoadFile;
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_steps = ESteps.LoadWebFile;
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}
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}
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}
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@ -57,7 +57,7 @@ namespace YooAsset
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}
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/// <summary>
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/// 获取网络资源加载路径
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/// 获取WWW加载本地资源的路径
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/// </summary>
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public static string ConvertToWWWPath(string path)
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{
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