internal override void Update() { if (_steps == ESteps.None || _steps == ESteps.Done) { return; } // 1. 准备工作 if (_steps == ESteps.Prepare) { if (_bundleInfo.LoadMode == BundleInfo.ELoadMode.None) { _steps = ESteps.Done; Status = EOperationStatus.Failed; Error = $"Bundle info is invalid : {_bundleInfo.BundleName}"; } else if (_bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote) { _steps = ESteps.DownloadFromWeb; } else if (_bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming) { _steps = ESteps.DownloadFromApk; } else if (_bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) { _steps = ESteps.CheckAndCopyFile; } else { throw new System.NotImplementedException(_bundleInfo.LoadMode.ToString()); } } // 2. 从服务器下载 if (_steps == ESteps.DownloadFromWeb) { int failedTryAgain = int.MaxValue; _downloader = DownloadSystem.BeginDownload(_bundleInfo, failedTryAgain); _steps = ESteps.CheckDownloadFromWeb; } // 3. 检测服务器下载结果 if (_steps == ESteps.CheckDownloadFromWeb) { Progress = _downloader.DownloadProgress; if (_downloader.IsDone() == false) { return; } if (_downloader.HasError()) { _steps = ESteps.Done; Status = EOperationStatus.Failed; Error = _downloader.GetLastError(); } else { _steps = ESteps.CheckAndCopyFile; } } // 4. 从APK拷贝文件 if (_steps == ESteps.DownloadFromApk) { string downloadURL = PathHelper.ConvertToWWWPath(_bundleInfo.GetStreamingLoadPath()); _fileRequester = new UnityWebFileRequester(); _fileRequester.SendRequest(downloadURL, GetCachePath()); _steps = ESteps.CheckDownloadFromApk; } // 5. 检测APK拷贝文件结果 if (_steps == ESteps.CheckDownloadFromApk) { Progress = _fileRequester.Progress(); if (_fileRequester.IsDone() == false) { return; } if (_fileRequester.HasError()) { _steps = ESteps.Done; Status = EOperationStatus.Failed; Error = _fileRequester.GetError(); } else { _steps = ESteps.CheckAndCopyFile; } _fileRequester.Dispose(); } // 6. 检测并拷贝原生文件 if (_steps == ESteps.CheckAndCopyFile) { // 如果不需要保存文件 if (string.IsNullOrEmpty(CopyPath)) { _steps = ESteps.Done; Status = EOperationStatus.Succeed; return; } // 如果原生文件已经存在,则验证其完整性 if (File.Exists(CopyPath)) { bool result = DownloadSystem.CheckContentIntegrity(CopyPath, _bundleInfo.SizeBytes, _bundleInfo.CRC); if (result) { _steps = ESteps.Done; Status = EOperationStatus.Succeed; return; } else { File.Delete(CopyPath); } } try { FileUtility.CreateFileDirectory(CopyPath); File.Copy(GetCachePath(), CopyPath, true); _steps = ESteps.Done; Status = EOperationStatus.Succeed; } catch (System.Exception e) { _steps = ESteps.Done; Status = EOperationStatus.Failed; Error = e.ToString(); } } }
/// <summary> /// 轮询更新 /// </summary> public override void Update() { if (_steps == ESteps.Done) { return; } if (_steps == ESteps.None) { if (MainBundleInfo.IsInvalid) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"The bundle info is invalid : {MainBundleInfo.BundleName}"; YooLogger.Error(LastError); return; } if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote) { _steps = ESteps.Download; _fileLoadPath = MainBundleInfo.GetCacheLoadPath(); } else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming) { _steps = ESteps.LoadFile; _fileLoadPath = MainBundleInfo.GetStreamingLoadPath(); } else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache) { _steps = ESteps.LoadFile; _fileLoadPath = MainBundleInfo.GetCacheLoadPath(); } else { throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString()); } } // 1. 从服务器下载 if (_steps == ESteps.Download) { int failedTryAgain = int.MaxValue; _downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain); _steps = ESteps.CheckDownload; } // 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.LoadFile; } } // 3. 加载AssetBundle if (_steps == ESteps.LoadFile) { #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 = $"Not found assetBundle file : {_fileLoadPath}"; YooLogger.Error(LastError); return; } #endif // Load assetBundle file if (MainBundleInfo.IsEncrypted) { if (AssetSystem.DecryptionServices == null) { throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.BundleName}"); } ulong offset = AssetSystem.DecryptionServices.GetFileOffset(); if (_isWaitForAsyncComplete) { CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset); } else { _cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset); } } else { if (_isWaitForAsyncComplete) { CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath); } else { _cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath); } } _steps = ESteps.CheckFile; } // 4. 检测AssetBundle加载结果 if (_steps == ESteps.CheckFile) { if (_cacheRequest != 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; } else { if (_cacheRequest.isDone == false) { return; } CacheBundle = _cacheRequest.assetBundle; } } // Check error if (CacheBundle == null) { _steps = ESteps.Done; Status = EStatus.Failed; LastError = $"Failed to load assetBundle : {MainBundleInfo.BundleName}"; YooLogger.Error(LastError); } else { _steps = ESteps.Done; Status = EStatus.Succeed; } } }