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8 Commits

Author SHA1 Message Date
hevinci 697a87721f Update CHANGELOG.md 2023-08-25 20:39:53 +08:00
hevinci 09cf93d852 Update package.json 2023-08-25 20:39:46 +08:00
hevinci 8725821a27 update download system 2023-08-25 20:15:58 +08:00
hevinci a2e57c6e90 update operation system 2023-08-25 17:37:49 +08:00
hevinci 6d37bca2a9 update asset bundle builder 2023-08-25 17:37:34 +08:00
hevinci 8471bb0f9a update asset bundle builder
暂时移除xxHash
2023-08-25 17:19:57 +08:00
何冠峰 05cb57db09
Merge pull request #150 from yingnierxiao/main
优化打包速度,提示编辑器启动速度,md5替换xxhash,速度提升一倍以上
2023-08-25 15:17:49 +08:00
yingnierxiao 064e9a1aa3 优化打包速度,提示编辑器启动速度,md5替换xxhash,速度提升一倍以上 2023-08-25 14:53:59 +08:00
11 changed files with 109 additions and 60 deletions

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@ -2,6 +2,41 @@
All notable changes to this package will be documented in this file.
## [1.5.4-preview] - 2023-08-25
优化了资源清单文件构建速度极大提升构建体验感谢yingnierxiao同学
### Fixed
- (#130) 修复了打包路径无效问题bug
- (#138) 修复了Unity不支持的格式的原生文件会报warning
### Added
- 新增了IBuildinQueryServices 接口。
### Changed
- 在开启可寻址模式下,默认支持通过资源路径加载资源对象。
- 优化了资源收集界面,增加了配置相关的警示提示。
- 优化了资源报告界面增加了BundleView界面里的builtin资源的列表显示。
- IQueryServices接口变更为IBuildinQueryServices接口
- EOperationStatus增加了正在处理的状态。
```c#
public enum EOperationStatus
{
None,
Processing,
Succeed,
Failed
}
```
## [1.5.3-preview] - 2023-07-28
### Fixed

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@ -40,7 +40,12 @@ namespace YooAsset.Editor
manifest.OutputNameStyle = (int)buildParameters.OutputNameStyle;
manifest.PackageName = buildParameters.PackageName;
manifest.PackageVersion = buildParameters.PackageVersion;
// 填充资源包集合
manifest.BundleList = GetAllPackageBundle(context);
CacheBundleIDs(manifest);
// 填充主资源集合
manifest.AssetList = GetAllPackageAsset(context, manifest);
// 更新Unity内置资源包的引用关系
@ -147,7 +152,7 @@ namespace YooAsset.Editor
packageAsset.AssetPath = assetInfo.AssetPath;
packageAsset.AssetGUID = buildMapContext.Command.IncludeAssetGUID ? assetInfo.AssetGUID : string.Empty;
packageAsset.AssetTags = assetInfo.AssetTags.ToArray();
packageAsset.BundleID = GetAssetBundleID(assetInfo.BundleName, manifest);
packageAsset.BundleID = GetCachedBundleID(assetInfo.BundleName);
packageAsset.DependIDs = GetAssetBundleDependIDs(packageAsset.BundleID, assetInfo, manifest);
result.Add(packageAsset);
}
@ -156,12 +161,12 @@ namespace YooAsset.Editor
}
private int[] GetAssetBundleDependIDs(int mainBundleID, BuildAssetInfo assetInfo, PackageManifest manifest)
{
List<int> result = new List<int>();
HashSet<int> result = new HashSet<int>();
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{
if (dependAssetInfo.HasBundleName())
{
int bundleID = GetAssetBundleID(dependAssetInfo.BundleName, manifest);
int bundleID = GetCachedBundleID(dependAssetInfo.BundleName);
if (mainBundleID != bundleID)
{
if (result.Contains(bundleID) == false)
@ -171,15 +176,6 @@ namespace YooAsset.Editor
}
return result.ToArray();
}
private int GetAssetBundleID(string bundleName, PackageManifest manifest)
{
for (int index = 0; index < manifest.BundleList.Count; index++)
{
if (manifest.BundleList[index].BundleName == bundleName)
return index;
}
throw new Exception($"Not found bundle name : {bundleName}");
}
/// <summary>
/// 更新Unity内置资源包的引用关系
@ -212,7 +208,7 @@ namespace YooAsset.Editor
List<string> conflictAssetPathList = dependBundles.Intersect(shaderBundleReferenceList).ToList();
if (conflictAssetPathList.Count > 0)
{
List<int> newDependIDs = new List<int>(packageAsset.DependIDs);
HashSet<int> newDependIDs = new HashSet<int>(packageAsset.DependIDs);
if (newDependIDs.Contains(shaderBundleId) == false)
newDependIDs.Add(shaderBundleId);
packageAsset.DependIDs = newDependIDs.ToArray();
@ -226,7 +222,7 @@ namespace YooAsset.Editor
// 更新资源包标签
var packageBundle = manifest.BundleList[shaderBundleId];
List<string> newTags = new List<string>(packageBundle.Tags);
HashSet<string> newTags = new HashSet<string>(packageBundle.Tags);
foreach (var tag in tagTemps)
{
if (newTags.Contains(tag) == false)
@ -250,23 +246,22 @@ namespace YooAsset.Editor
#region 资源包引用关系相关
private readonly Dictionary<string, int> _cachedBundleID = new Dictionary<string, int>(10000);
private readonly Dictionary<string, string[]> _cachedBundleDepends = new Dictionary<string, string[]>(10000);
private void CacheBundleIDs(PackageManifest manifest)
{
UnityEngine.Debug.Assert(manifest.BundleList.Count != 0, "Manifest bundle list is empty !");
for (int index = 0; index < manifest.BundleList.Count; index++)
{
string bundleName = manifest.BundleList[index].BundleName;
_cachedBundleID.Add(bundleName, index);
}
}
private void UpdateScriptPipelineReference(PackageManifest manifest, TaskBuilding_SBP.BuildResultContext buildResultContext)
{
int progressValue;
int totalCount = manifest.BundleList.Count;
// 缓存资源包ID
_cachedBundleID.Clear();
progressValue = 0;
foreach (var packageBundle in manifest.BundleList)
{
int bundleID = GetAssetBundleID(packageBundle.BundleName, manifest);
_cachedBundleID.Add(packageBundle.BundleName, bundleID);
EditorTools.DisplayProgressBar("缓存资源包索引", ++progressValue, totalCount);
}
EditorTools.ClearProgressBar();
// 缓存资源包依赖
_cachedBundleDepends.Clear();
progressValue = 0;
@ -283,7 +278,11 @@ namespace YooAsset.Editor
var depends = buildResultContext.Results.BundleInfos[packageBundle.BundleName].Dependencies;
_cachedBundleDepends.Add(packageBundle.BundleName, depends);
EditorTools.DisplayProgressBar("缓存资源包依赖列表", ++progressValue, totalCount);
int pro = ++progressValue;
if (pro % 100 == 0)
{
EditorTools.DisplayProgressBar("缓存资源包依赖列表", pro, totalCount);
}
}
EditorTools.ClearProgressBar();
@ -291,7 +290,11 @@ namespace YooAsset.Editor
foreach (var packageBundle in manifest.BundleList)
{
packageBundle.ReferenceIDs = GetBundleRefrenceIDs(manifest, packageBundle);
EditorTools.DisplayProgressBar("计算资源包引用关系", ++progressValue, totalCount);
int pro = ++progressValue;
if (pro % 100 == 0)
{
EditorTools.DisplayProgressBar("计算资源包引用关系", pro, totalCount);
}
}
EditorTools.ClearProgressBar();
}
@ -300,17 +303,6 @@ namespace YooAsset.Editor
int progressValue;
int totalCount = manifest.BundleList.Count;
// 缓存资源包ID
_cachedBundleID.Clear();
progressValue = 0;
foreach (var packageBundle in manifest.BundleList)
{
int bundleID = GetAssetBundleID(packageBundle.BundleName, manifest);
_cachedBundleID.Add(packageBundle.BundleName, bundleID);
EditorTools.DisplayProgressBar("缓存资源包索引", ++progressValue, totalCount);
}
EditorTools.ClearProgressBar();
// 缓存资源包依赖
_cachedBundleDepends.Clear();
progressValue = 0;
@ -324,7 +316,11 @@ namespace YooAsset.Editor
var depends = buildResultContext.UnityManifest.GetDirectDependencies(packageBundle.BundleName);
_cachedBundleDepends.Add(packageBundle.BundleName, depends);
EditorTools.DisplayProgressBar("缓存资源包依赖列表", ++progressValue, totalCount);
int pro = ++progressValue;
if (pro % 100 == 0)
{
EditorTools.DisplayProgressBar("缓存资源包依赖列表", pro, totalCount);
}
}
EditorTools.ClearProgressBar();
@ -333,7 +329,11 @@ namespace YooAsset.Editor
foreach (var packageBundle in manifest.BundleList)
{
packageBundle.ReferenceIDs = GetBundleRefrenceIDs(manifest, packageBundle);
EditorTools.DisplayProgressBar("计算资源包引用关系", ++progressValue, totalCount);
int pro = ++progressValue;
if (pro % 100 == 0)
{
EditorTools.DisplayProgressBar("计算资源包引用关系", ++progressValue, totalCount);
}
}
EditorTools.ClearProgressBar();
}
@ -354,7 +354,7 @@ namespace YooAsset.Editor
}
}
List<int> result = new List<int>();
HashSet<int> result = new HashSet<int>();
foreach (var bundleName in referenceList)
{
int bundleID = GetCachedBundleID(bundleName);

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@ -153,7 +153,7 @@ namespace YooAsset.Editor
guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);
// 注意AssetDatabase.FindAssets()可能会获取到重复的资源
List<string> result = new List<string>();
HashSet<string> result = new HashSet<string>();
for (int i = 0; i < guids.Length; i++)
{
string guid = guids[i];

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@ -51,6 +51,9 @@ namespace YooAsset
// 准备下载
if (_steps == ESteps.PrepareDownload)
{
// 获取请求地址
_requestURL = GetRequestURL();
// 重置变量
_downloadProgress = 0f;
_downloadedBytes = 0;
@ -59,14 +62,16 @@ namespace YooAsset
_isAbort = false;
_latestDownloadBytes = 0;
_latestDownloadRealtime = Time.realtimeSinceStartup;
// 重置计时器
if(_tryAgainTimer > 0f)
YooLogger.Warning($"Try again download : {_requestURL}");
_tryAgainTimer = 0f;
// 删除临时文件
if (File.Exists(_tempFilePath))
File.Delete(_tempFilePath);
// 获取请求地址
_requestURL = GetRequestURL();
_steps = ESteps.CreateDownloader;
}
@ -197,7 +202,6 @@ namespace YooAsset
_failedTryAgain--;
_steps = ESteps.PrepareDownload;
ReportWarning();
YooLogger.Warning($"Try again download : {_requestURL}");
}
}
}

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@ -91,6 +91,9 @@ namespace YooAsset
// 创建下载器
if (_steps == ESteps.PrepareDownload)
{
// 获取请求地址
_requestURL = GetRequestURL();
// 重置变量
_downloadProgress = 0f;
_downloadedBytes = 0;
@ -99,11 +102,13 @@ namespace YooAsset
_isAbort = false;
_latestDownloadBytes = 0;
_latestDownloadRealtime = Time.realtimeSinceStartup;
_tryAgainTimer = 0f;
_fileOriginLength = 0;
// 获取请求地址
_requestURL = GetRequestURL();
// 重置计时器
if (_tryAgainTimer > 0f)
YooLogger.Warning($"Try again download : {_requestURL}");
_tryAgainTimer = 0f;
_steps = ESteps.CreateDownloader;
}
@ -257,7 +262,6 @@ namespace YooAsset
_failedTryAgain--;
_steps = ESteps.PrepareDownload;
ReportWarning();
YooLogger.Warning($"Try again download : {_requestURL}");
}
}
}

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@ -74,14 +74,14 @@ namespace YooAsset
internal abstract void Start();
internal abstract void Update();
internal void OnFinish()
internal void SetFinish()
{
Progress = 1f;
_callback?.Invoke(this);
if (_taskCompletionSource != null)
_taskCompletionSource.TrySetResult(null);
}
internal void OnStart()
internal void SetStart()
{
Status = EOperationStatus.Processing;
}

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@ -67,7 +67,7 @@ namespace YooAsset
if (operation.IsDone)
{
_removeList.Add(operation);
operation.OnFinish();
operation.SetFinish();
}
}
@ -101,7 +101,7 @@ namespace YooAsset
public static void StartOperation(AsyncOperationBase operation)
{
_addList.Add(operation);
operation.OnStart();
operation.SetStart();
operation.Start();
}
}

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@ -208,6 +208,10 @@ namespace YooAsset
packageBundle.ParseBundle(Manifest.PackageName, Manifest.OutputNameStyle);
Manifest.BundleDic.Add(packageBundle.BundleName, packageBundle);
// 注意原始文件可能存在相同的CacheGUID
if (Manifest.CacheGUIDs.Contains(packageBundle.CacheGUID) == false)
Manifest.CacheGUIDs.Add(packageBundle.CacheGUID);
_packageBundleCount--;
Progress = 1f - _packageBundleCount / _progressTotalValue;
if (OperationSystem.IsBusy)

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@ -82,6 +82,12 @@ namespace YooAsset
[NonSerialized]
public Dictionary<string, string> AssetPathMapping2;
/// <summary>
/// 该资源清单所有文件的缓存GUID集合
/// </summary>
[NonSerialized]
public HashSet<string> CacheGUIDs = new HashSet<string>();
/// <summary>
/// 尝试映射为资源路径
@ -191,12 +197,7 @@ namespace YooAsset
/// </summary>
public bool IsIncludeBundleFile(string cacheGUID)
{
foreach (var packageBundle in BundleList)
{
if (packageBundle.CacheGUID == cacheGUID)
return true;
}
return false;
return CacheGUIDs.Contains(cacheGUID);
}
/// <summary>

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@ -1,5 +1,6 @@
{
"name": "YooAsset",
"rootNamespace": "",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],

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@ -1,7 +1,7 @@
{
"name": "com.tuyoogame.yooasset",
"displayName": "YooAsset",
"version": "1.5.3-preview",
"version": "1.5.4-preview",
"unity": "2019.4",
"description": "unity3d resources management system.",
"author": {