Esempio n. 1
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        /// <summary>
        /// 记录压缩前文件大小和md5码,以及资源类型(是否包含于整包,是否是补丁资源)
        /// </summary>
        private void RecordFileRealSize()
        {
            string        buildPath = BuilderPreference.BUILD_PATH;
            StringBuilder sb        = new StringBuilder();

            AssetBuildRule[] rules = AssetBuildRuleManager.Instance.Rules;
            Dictionary <string, AssetBuildRule> ruleMap = new Dictionary <string, AssetBuildRule>();

            for (int i = 0; i < rules.Length; i++)
            {
                List <AssetBuildRule> ruleList = rules[i].TreeToList();
                for (int j = 0; j < ruleList.Count; j++)
                {
                    ruleMap[ruleList[j].AssetBundleName] = ruleList[j];
                }
            }

            foreach (AssetBuildRule bundle in ruleMap.Values)
            {
                string format = string.Format("{0}|AssetType:{1}|DownloadOrder:{2}",
                                              BuildUtil.FormatBundleName(bundle), (int)bundle.PackageType, bundle.DownloadOrder);
                sb.AppendLine(format);
            }

            // save temp size file
            string savePath = buildPath + "/tempsizefile.txt";

            if (File.Exists(savePath))
            {
                File.Delete(savePath);
            }
            File.WriteAllText(savePath, sb.ToString());

            Builder.AddBuildLog("<Asset Config Building>Record file real size");
        }
Esempio n. 2
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        /// <summary>
        /// 读取lua md5配置文件
        /// </summary>
        private void ReadLuaMd5FromFile(Dictionary <string, Dictionary <string, string> > luaMd5Dict)
        {
            string luaMd5File = BuilderPreference.BUILD_PATH + "/luamd5.txt";

            if (!File.Exists(luaMd5File))
            {
                return;
            }

            string[] lines = File.ReadAllLines(luaMd5File);
            for (int i = 0; i < lines.Length; ++i)
            {
                if (!string.IsNullOrEmpty(lines[i]))
                {
                    var temps = lines[i].ToLower().Split('|');
                    if (!luaMd5Dict.ContainsKey(temps[0]))
                    {
                        luaMd5Dict.Add(temps[0], new Dictionary <string, string>());
                    }
                    luaMd5Dict[temps[0]].Add(temps[1], temps[2]);
                }
//                UpdateProgress(i, lines.Length, "Getting lua md5...");
            }

            Builder.AddBuildLog("<Lua Building> Getting lua md5...");
//            EditorUtility.ClearProgressBar();
//            AssetDatabase.Refresh();
        }
Esempio n. 3
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        public override IEnumerator OnBuilding()
        {
            //打包测试包
            CopyPackableFiles();
            yield return(null);

            CompressWithZSTD(1024 * 1024 * 10);

            while (compressIndex < compressCount)
            {
                yield return(null);
            }

            AssetDatabase.Refresh();

            genPacklistFile();

            Builder.AddBuildLog("<SubPackage Building>Compress Zstd Finished...");

            yield return(null);

            if (isBuildApp)
            {
                BuildApp(false, false);

                Builder.AddBuildLog("<SubPackage Building>Build App  Finished...");
            }
        }
Esempio n. 4
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        /// <summary>
        /// 从上一版本替换不需要增量更新的lua bundle文件
        /// </summary>
        private void CopyNoChangeLuaFiles(HashSet <string> copyLuaFiles)
        {
            if (copyLuaFiles.Count <= 0)
            {
                return;
            }

            int index = 0;

            foreach (var file in copyLuaFiles)
            {
                string fromPath = string.Concat(BuilderPreference.TEMP_ASSET_PATH, "/lua/", file);
                string toPath   = string.Concat(BuilderPreference.BUILD_PATH, "/lua/", file);

                if (File.Exists(fromPath))
                {
                    File.Copy(fromPath, toPath, true);
                }
                //                UpdateProgress(index++, luaMd5Dict.Count, "Copy no change files...");
            }
            //            EditorUtility.ClearProgressBar();
            Builder.AddBuildLog("<Lua Building> Copy no change lua files to bundle path ");

            AssetDatabase.Refresh();
        }
Esempio n. 5
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        public override IEnumerator OnBuilding()
        {
            CopyAllBundles();

            yield return(null);

            CompressWithZSTD(1024 * 1024 * 5);

            while (compressIndex < compressCount)
            {
                yield return(null);
            }

            AssetDatabase.Refresh();

            genPacklistFile();
            Builder.AddBuildLog("<FullPackage Building> Compress zstd finish !");

            yield return(null);

            if (isBuildApp)
            {
                string appPath = BuildApp(true, isForceUpdate);

                Builder.AddBuildLog("<FullPackage Building>Build App  Finished...");

                EditorUtility.RevealInFinder(appPath);

                ResetConfig();
            }
        }
        public override IEnumerator OnBuilding()
        {
            yield return(null);

            //1.清除Assetbundle标记
            BuildUtil.ClearAssetBundleName();
            AssetDatabase.Refresh();
            Builder.AddBuildLog("<Assetbundle Building> clear all assetbundle names ");

            yield return(null);

            //重新设置AB分配
            this.SetAbName();
            yield return(null);

            //开始启动Unity打包
            bool result = this.buildAssetBundle(!Builder.IsDebug);

            if (!result)
            {
                //打包失败,停止继续处理
                this.Builder.CanleBuild();
            }

            AssetDatabase.Refresh();

            yield return(null);

            PackPlayerModelTexture();

            AssetDatabase.Refresh();
        }
Esempio n. 7
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        /// <summary>
        /// 建立ab映射文件
        /// </summary>
        private void BuildBundleNameMapFile()
        {
            if (Builder.AssetMaps == null)
            {
                return;
            }

            string        savePath = BuilderPreference.BUILD_PATH + "/bundlemap.ab";
            StringBuilder sb       = new StringBuilder();

            foreach (AssetMap asset in Builder.AssetMaps.Values)
            {
                if (!asset.IsBinding)
                {
                    continue;
                }

                int rootLength = 0;
                foreach (string rootFolder in BuilderPreference.BundleMapFile)
                {
                    if (asset.AssetPath.StartsWith(rootFolder))
                    {
                        rootLength = rootFolder.Length;
                        break;
                    }
                }

                if (rootLength <= 0)
                {
                    continue;
                }

                string assetName = asset.AssetPath.Substring(rootLength + 1);
                if (asset.Rule.FileFilterType == FileType.Scene)
                {
                    assetName = Path.GetFileName(asset.AssetPath);
                }

                string abName  = BuildUtil.FormatBundleName(asset.Rule);
                int    preload = asset.Rule.LoadType == ELoadType.PreLoad ? 1 : 0;

                string str = string.Format("{0}|{1}.{2}|{3}", assetName.Split('.')[0].ToLower(), abName, BuilderPreference.VARIANT_V1, preload);
                sb.AppendLine(str);
            }


            if (File.Exists(savePath))
            {
                File.Delete(savePath);
            }

            BuildUtil.SwapPathDirectory(savePath);

            File.WriteAllBytes(savePath, Crypto.Encode(Riverlake.Encoding.GetBytes(sb.ToString())));

            Builder.AddBuildLog("<Asset Config Building> Gen bundle name map file !");
        }
Esempio n. 8
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        void ResetConfig()
        {
            string resources_path = "Assets/Resources/";

            if (File.Exists(resources_path + "config1.tmp"))
            {
                File.WriteAllText(resources_path + "config.txt", File.ReadAllText(resources_path + "config1.tmp"));
                File.Delete(resources_path + "config1.tmp");
                AssetDatabase.Refresh();
            }

            Builder.AddBuildLog("<FullPackage Building> reset config !");
        }
Esempio n. 9
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        public void CopyAssets(string fromPath)
        {
            string toPath = BuilderPreference.ASSET_PATH;

            if (Directory.Exists(toPath))
            {
                Directory.Delete(toPath, true);
            }
            Directory.CreateDirectory(toPath);

            var dirInfo = new DirectoryInfo(fromPath);

            Builder.AddBuildLog("<Compress Building> Copying assets...");
            int index = 0;

            FileInfo[] files = dirInfo.GetFiles("*.*", SearchOption.AllDirectories);

            List <string[]> comprssFiles = new List <string[]>();

            foreach (var file in files)
            {
                index++;
//                ShowProgress("Copying assets...", (float)index / (float)files.Length);
                if (file.Name.EndsWith(".meta") || file.Name.EndsWith(".manifest") || file.Name.Contains("config.txt"))
                {
                    continue;
                }

                string relativePath = BuildUtil.RelativePaths(file.FullName);
                string to           = relativePath.Replace(fromPath, toPath);

                BuildUtil.SwapPathDirectory(to);

                if (relativePath.EndsWith(".ab"))
                {
                    comprssFiles.Add(new [] { relativePath, to });
                }
                else
                {
                    File.Copy(relativePath, to, true);
                }
            }

            totalCompressCount = comprssFiles.Count;
            compressIndex      = 0;

            for (int i = 0; i < comprssFiles.Count; i++)
            {
                ThreadPool.QueueUserWorkItem(onThreadCompress, comprssFiles[i]);
            }
        }
        /// <summary>
        /// 启动Unity打包Assetbundle
        /// </summary>
        /// <param name="copyAssets"></param>
        /// <returns></returns>
        private bool buildAssetBundle(bool copyAssets = true)
        {
            try
            {
                if (copyAssets)
                {
                    CopyToAssetBundle();
                }

                RemoveNotExsitBundles();
                // 更新资源版本号
                string bundlePath = BuilderPreference.BUILD_PATH;
                Builder.GameVersion.VersionIncrease();
                PlayerSettings.bundleVersion = Builder.GameVersion.ToString();
                File.WriteAllText(bundlePath + "/version.txt", Builder.GameVersion.ToString());
                Builder.SaveVersion();

                AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(bundlePath, BuilderPreference.BuildBundleOptions, EditorUserBuildSettings.activeBuildTarget);
                if (manifest == null)
                {
                    throw new Exception("Build assetbundle error");
                }

                string manifestPath = string.Concat(bundlePath, "/", BuilderPreference.PlatformTargetFolder.ToLower());
                if (File.Exists(manifestPath))
                {
                    byte[] bytes = File.ReadAllBytes(manifestPath);
                    File.Delete(manifestPath);
                    File.WriteAllBytes(manifestPath + ".ab", bytes);
                }
                else
                {
                    Debug.LogError("<<BuildAssetBundle>> Cant find root manifest. ps:" + manifestPath);
                }

                Builder.AddBuildLog("<Assetbundle Building> build assetbundles finish !");
                return(true);
            }
            catch (Exception e)
            {
                Debug.LogException(e);
                return(false);
            }
        }
Esempio n. 11
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        /// <summary>
        /// 记录lua的md5码
        /// </summary>
        private void RecordLuaMd5()
        {
            StringBuilder sb = new StringBuilder();

            for (int i = 0; i < luaPaths.Length; i++)
            {
                if (!Directory.Exists(luaPaths[i]))
                {
                    continue;
                }

                string        luaDataPath = luaPaths[i].ToLower();
                List <string> files       = BuildUtil.SearchFiles(luaDataPath, SearchOption.AllDirectories);
                foreach (string f in files)
                {
                    var path = f.ToLower();
                    if (!path.EndsWith(".lua"))
                    {
                        continue;
                    }

                    string newfile = f.Replace("assets/", "");

                    string dir         = Path.GetDirectoryName(f);
                    string relativeDir = dir.Replace(luaDataPath, "");
                    string bundleName  = formatLuaBundleName(relativeDir);
                    string md5         = MD5.ComputeHashString(path);

                    sb.AppendLine(string.Format("{0}|{1}|{2}", bundleName, newfile, md5));    //bundleName
                }
                //            UpdateProgress(i, luaPaths.Length, "Recording lua md5...");
            }
            //        EditorUtility.ClearProgressBar();
            //        AssetDatabase.Refresh();

            //重写记录文件
            string luaMd5File = BuilderPreference.BUILD_PATH + "/luamd5.txt";

            File.WriteAllText(luaMd5File, sb.ToString());

            Builder.AddBuildLog("<Lua Building> record lua md5 finish ");
        }
        /// <summary>
        /// 删除被清除的Bundle
        /// </summary>
        private void RemoveNotExsitBundles()
        {
            string[] files = Directory.GetFiles(BuilderPreference.BUILD_PATH, "*.ab", SearchOption.AllDirectories);
            Builder.AddBuildLog("<Assetbundle Building> Removing not exsit bundles...");

            string[]         assetBundles = AssetDatabase.GetAllAssetBundleNames();
            HashSet <string> allBundleSet = new HashSet <string>(assetBundles);

            for (int i = 0; i < files.Length; ++i)
            {
                var file = files[i].Replace("\\", "/");

                string fileName = Path.GetFileName(file);
                if (!allBundleSet.Contains(fileName))
                {
                    File.Delete(file);
                    File.Delete(file + ".meta");
                    File.Delete(file + ".manifest");
                    File.Delete(file + ".manifest.meta");
                }
            }
            AssetDatabase.Refresh();
        }
Esempio n. 13
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        private void CopyAllBundles()
        {
            string targetPath = BuilderPreference.StreamingAssetsPlatormPath;

            if (Directory.Exists(targetPath))
            {
                Directory.Delete(targetPath, true);
            }
            Directory.CreateDirectory(targetPath);

            string           buildPath      = BuilderPreference.BUILD_PATH;
            HashSet <string> withExtensions = new HashSet <string>()
            {
                ".ab", ".unity3d", ".txt", ".conf", ".pb", ".bytes"
            };
            List <string> files = BuildUtil.SearchIncludeFiles(buildPath, SearchOption.AllDirectories, withExtensions);

            Builder.AddBuildLog("<FullPackage Building> Copy all bundle ...");
            //            int buildPathLength = buildPath.Length + 1;
            for (int i = 0; i < files.Count; ++i)
            {
                string fileName = Path.GetFileName(files[i]);
                if (fileName == "tempsizefile.txt" || fileName == "luamd5.txt")
                {
                    continue;
                }
                //ABPackHelper.ShowProgress("Copying files...", (float)i / (float)files.Length);

                string streamBundlePath = files[i].Replace(buildPath, targetPath);

                BuildUtil.SwapPathDirectory(streamBundlePath);

                File.Copy(files[i], streamBundlePath);
            }
            AssetDatabase.Refresh();
            //            ABPackHelper.ShowProgress("", 1);
        }
        public void CopyToAssetBundle()
        {
            Builder.AddBuildLog("<Assetbundle Building> Copying to AssetBundle folder...");

            string fromPath = BuilderPreference.TEMP_ASSET_PATH;
            string toPath   = BuilderPreference.BUILD_PATH;

            if (Directory.Exists(toPath))
            {
                Directory.Delete(toPath, true);
            }
            Directory.CreateDirectory(toPath);

            var dirInfo = new DirectoryInfo(fromPath);

            if (dirInfo.Exists)
            {
                int        index = 0;
                FileInfo[] files = dirInfo.GetFiles("*.*", SearchOption.AllDirectories);
                foreach (var file in files)
                {
                    index++;
                    if (file.Name.Contains("config.txt"))
                    {
                        continue;
                    }

                    string relativePath = file.FullName.Replace("\\", "/");
                    string to           = relativePath.Replace(fromPath, toPath);

                    BuildUtil.SwapPathDirectory(to);
                    File.Copy(relativePath, to, true);
                }
            }

            Builder.AddBuildLog("<Assetbundle Building> Copying to AssetBundle folder end ...");
        }
Esempio n. 15
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        /// <summary>
        /// 拷贝协议文件
        /// </summary>
        private void CopyHandleBundle()
        {
            string bundleLuaPath = string.Concat(BuilderPreference.BUILD_PATH, "/lua/");

            for (int i = 0; i < luaPaths.Length; i++)
            {
                if (!Directory.Exists(luaPaths[i]))
                {
                    continue;
                }

                string        luaDataPath  = luaPaths[i].ToLower();
                List <string> includeFiles = BuildUtil.SearchFiles(luaDataPath, SearchOption.AllDirectories);

                //拷贝protocol
                foreach (string f in includeFiles)
                {
                    if (f.EndsWith(".lua"))
                    {
                        continue;
                    }

                    var cmpStr = f.ToLower();

                    if (cmpStr.Contains("protocol/"))
                    {
                        string newPath = f.Replace(luaDataPath, bundleLuaPath);
                        BuildUtil.SwapPathDirectory(newPath);

                        File.Copy(f, newPath, true);
                    }
                }
            }

            Builder.AddBuildLog("<Lua Building> copy lua handle bundles ");
        }
Esempio n. 16
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        public void CopyToTempAssets()
        {
            string fromPath = BuilderPreference.BUILD_PATH;
            string toPath   = BuilderPreference.TEMP_ASSET_PATH;

            if (Directory.Exists(toPath))
            {
                Directory.Delete(toPath, true);
            }
            Directory.CreateDirectory(toPath);

            var dirInfo = new DirectoryInfo(fromPath);

            Builder.AddBuildLog("<Compress Building> Copying to temp assets...");

            int index = 0;

            FileInfo[] files = dirInfo.GetFiles("*.*", SearchOption.AllDirectories);
            foreach (var file in files)
            {
                index++;
//                ShowProgress("Copying to temp assets...", (float)index / (float)files.Length);
                if (file.Name.EndsWith(".meta") || file.Name.Contains("config.txt"))
                {
                    continue;
                }

                string relativePath = BuildUtil.RelativePaths(file.FullName);
                string to           = relativePath.Replace(fromPath, toPath);

                BuildUtil.SwapPathDirectory(to);

                File.Copy(relativePath, to, true);
            }
//            ShowProgress("", 1);
        }
Esempio n. 17
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        private void BuildFileIndex()
        {
            Builder.AddBuildLog("<Asset Config Building> start Build File Index ....");

            string resPath = BuilderPreference.BUILD_PATH + "/";
            //----------------------创建文件列表-----------------------
            string newFilePath = resPath + "files.txt";

            if (File.Exists(newFilePath))
            {
                File.Delete(newFilePath);
            }

            string tempSizeFile = resPath + "tempsizefile.txt";
            Dictionary <string, string> assetTypeDict = new Dictionary <string, string>();

            if (File.Exists(tempSizeFile))
            {
                var sizeFileContent = File.ReadAllText(tempSizeFile);
                var temps           = sizeFileContent.Split('\n');
                for (int i = 0; i < temps.Length; ++i)
                {
                    if (!string.IsNullOrEmpty(temps[i]))
                    {
                        var temp = temps[i].Split('|');
                        if (temp.Length != 2 && temp.Length != 3)
                        {
                            throw new System.IndexOutOfRangeException();
                        }

                        var assetType = temp[1];
                        if (temp.Length == 3)
                        {
                            assetType += "|" + temp[2];
                        }

                        assetTypeDict.Add(temp[0], assetType);
                        //UpdateProgress(i, temps.Length, temps[i]);
                    }
                }
                //            EditorUtility.ClearProgressBar();
            }

            List <string>    includeFiles  = BuildUtil.SearchFiles(resPath, SearchOption.AllDirectories);
            HashSet <string> excludeSuffxs = new HashSet <string>()
            {
                ".DS_Store", ".manifest"
            };                                                                                   //排除文件

            BuildUtil.SwapPathDirectory(newFilePath);

            using (FileStream fs = new FileStream(newFilePath, FileMode.CreateNew))
            {
                StreamWriter sw = new StreamWriter(fs);
                for (int i = 0; i < includeFiles.Count; i++)
                {
                    string file = includeFiles[i];
                    string ext  = Path.GetExtension(file);

                    if (excludeSuffxs.Contains(ext) || file.EndsWith("apk_version.txt") || file.Contains("tempsizefile.txt") || file.Contains("luamd5.txt"))
                    {
                        continue;
                    }

                    string md5   = MD5.ComputeHashString(file);
                    int    size  = (int)new FileInfo(file).Length;
                    string value = file.Replace(resPath, string.Empty).ToLower();
                    if (assetTypeDict.ContainsKey(value))
                    {
                        sw.WriteLine("{0}|{1}|{2}|{3}", value, md5, size, assetTypeDict[value]);
                    }
                    else
                    {
                        sw.WriteLine("{0}|{1}|{2}", value, md5, size);
                    }
                    //            UpdateProgress(i, includeFiles.Count, file);
                }
                sw.Close();
            }
            //        EditorUtility.ClearProgressBar();

            Builder.AddBuildLog("<Asset Config Building> Build File Index end ....");
        }
Esempio n. 18
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        protected string BuildApp(bool packAllRes, bool forceUpdate)
        {
            Builder.AddBuildLog("Build App Start !... packAllRes:" + packAllRes + ",force update:" + forceUpdate);

            var option = BuildOptions.None;

            if (Builder.IsDebug)
            {
                option |= BuildOptions.AllowDebugging;
            }
            if (Builder.IsBuildDev)
            {
                option |= BuildOptions.Development;
            }
            if (Builder.IsAutoConnectProfile)
            {
                option |= BuildOptions.ConnectWithProfiler;
            }

            string dir      = Path.GetDirectoryName(Builder.ApkSavePath);
            string fileName = Path.GetFileNameWithoutExtension(Builder.ApkSavePath);
            string time     = DateTime.Now.ToString("yyyyMMdd");
            string flag     = string.Empty;

            BuildTarget buildTarget = EditorUserBuildSettings.activeBuildTarget;
            string      final_path  = string.Empty;

            if (buildTarget != BuildTarget.iOS)
            {
                SDKConfig curSdkConfig = Builder.CurrentConfigSDK;
                for (int i = 0; i < curSdkConfig.items.Count; i++)
                {
                    var item = Builder.CurrentConfigSDK.items[i];

                    BuildOptions targetOptions = option;
                    if (item.development == 1)
                    {
                        targetOptions |= BuildOptions.Development;
                        flag           = packAllRes ? "_allpack_dev_v" : "_subpack_dev_v";
                    }
                    else if (item.use_sdk == 1)
                    {
                        flag = packAllRes ? "_allpack_sdk_v" : "_subpack_sdk_v";
                    }
                    else
                    {
                        flag = packAllRes ? "_allpack_test_v" : "_subpack_test_v";
                    }


                    if (buildTarget == BuildTarget.Android)
                    {
                        final_path = string.Concat(dir, "/", fileName, "_", time, flag, Builder.GameVersion.ToString(), ".apk");
                        if (File.Exists(final_path))
                        {
                            File.Delete(final_path);
                        }
                        // 写入并保存sdk启用配置
//                        item.CopyConfig();
//                        item.CopySDK();
//                        item.SetPlayerSetting(curSdkConfig.splash_image);
//                        item.SaveSDKConfig();
                        //item.SplitAssets(sdkConfig.split_assets);
                        if (item.update_along == 0 && forceUpdate)
                        {
                            if (Directory.Exists(Application.streamingAssetsPath))
                            {
                                Directory.Delete(Application.streamingAssetsPath, true);
                            }
                        }
                    }
                    else if (buildTarget == BuildTarget.StandaloneWindows64 || buildTarget == BuildTarget.StandaloneWindows)
                    {
                        final_path = string.Concat(dir, "/", fileName, "_", time, flag, Builder.GameVersion.ToString(), ".exe");
                        if (Directory.Exists(final_path))
                        {
                            Directory.Delete(final_path, true);
                        }

                        item.CopyConfig();
                    }
                    AssetDatabase.Refresh();

                    BuildUtil.SwapPathDirectory(final_path);

                    BuildPipeline.BuildPlayer(GetBuildScenes(), final_path, buildTarget, targetOptions);
                    item.ClearSDK();
                }
            }
            else if (buildTarget == BuildTarget.iOS)
            {
                // 在上传目录新建一个ios_check.txt文件用于判断当前包是否出于提审状态
                string checkFile = BuilderPreference.ASSET_PATH + "/ios_check.txt";
                if (File.Exists(checkFile))
                {
                    File.Delete(checkFile);
                }
                File.WriteAllText(checkFile, "1");

                XCConfigItem configItem = XCConfigItem.ParseXCConfig(XCodePostProcess.config_path);
                if (configItem != null)
                {
                    PlayerSettings.applicationIdentifier = configItem.bundleIdentifier;
                    PlayerSettings.productName           = configItem.product_name;
                    configItem.CopyConfig();
                }
                //                IOSGenerateHelper.IOSConfusing();
                AssetDatabase.Refresh();
                BuildPipeline.BuildPlayer(GetBuildScenes(), Builder.ApkSavePath, buildTarget, option);
            }

            Resources.UnloadUnusedAssets();
            GC.Collect();

            Builder.AddBuildLog("[end]Build App Finish !...");
            return(final_path);
        }
Esempio n. 19
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        /// <summary>
        /// 比较文件夹下lua更新情况,用来做lua的增量更新
        /// </summary>
        private void CompareLuaMd5(Dictionary <string, Dictionary <string, string> > luaMd5Dict)
        {
            int index = 0;
            HashSet <string> copyLuaFiles = new HashSet <string>();

            foreach (string luaBundleName in luaMd5Dict.Keys)
            {
                var    relativePath = luaBundleName.Replace('-', '/');
                string dir;
                if (relativePath.EndsWith("/lua"))
                {
                    dir = "Assets/" + relativePath.Substring(0, relativePath.LastIndexOf("/"));
                }
                else
                {
                    dir = "Assets/" + relativePath;
                }

                if (!Directory.Exists(dir))
                {
                    continue;
                }

                string[] files    = Directory.GetFiles(dir, "*.lua", SearchOption.TopDirectoryOnly);
                bool     needCopy = true;
                // 如果文件夹下数量有变 说明有更改
                Dictionary <string, string> luaMaps = luaMd5Dict[luaBundleName];
                if (luaMaps.Count == files.Length)
                {
                    for (int i = 0; i < files.Length; ++i)
                    {
                        var    cmpStr  = files[i].ToLower().Replace("\\", "/");
                        string newfile = cmpStr.Replace(AppDataPath + "/", "");
                        var    curMd5  = MD5.ComputeHashString(files[i]);
                        // 如果文件夹下有新增lua文件 说明有更改
                        if (!luaMaps.ContainsKey(newfile))
                        {
                            needCopy = false;
                        }
                        // 如果lua文件md5值有变动 说明有更改
                        else if (luaMaps[newfile] != curMd5)
                        {
                            needCopy = false;
                        }

                        if (!needCopy)
                        {
                            break;
                        }
                    }
                }
                else
                {
                    needCopy = false;
                }
                // 文件夹下没有更改的资源,将新的lua包替换回上一个版本
                if (needCopy)
                {
                    for (int i = 0; i < luaPaths.Length; ++i)
                    {
                        if (!Directory.Exists(luaPaths[i]))
                        {
                            continue;
                        }

                        var temp = luaPaths[i].ToLower();
                        if (dir.Contains(temp))
                        {
                            var relativeDir = dir.Replace(temp, "").TrimEnd('/');
                            var bundleName  = formatLuaBundleName(relativeDir);

                            if (!copyLuaFiles.Contains(bundleName))
                            {
                                copyLuaFiles.Add(bundleName);
                            }

                            break;
                        }
                    }
                }
                //            UpdateProgress(index++, luaMd5Dict.Count, "Comparing lua md5...");
            }  // end foreach

            Builder.AddBuildLog("<Lua Building> CompareLuaMd5 finish ");

            CopyNoChangeLuaFiles(copyLuaFiles);
        }
Esempio n. 20
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        /// <summary>
        /// 复制分包资源到StreamingAssets目录下
        /// </summary>
        void CopyPackableFiles()
        {
            string targetPath = BuilderPreference.StreamingAssetsPlatormPath;

            if (Directory.Exists(targetPath))
            {
                Directory.Delete(targetPath, true);
            }
            Directory.CreateDirectory(targetPath);

            string bundlePath = BuilderPreference.BUILD_PATH;

            //拷贝StreamAsset目录中的资源
            AssetBuildRule[] rules = AssetBuildRuleManager.Instance.Rules;
            Dictionary <string, AssetBuildRule> ruleMap = new Dictionary <string, AssetBuildRule>();

            for (int i = 0; i < rules.Length; i++)
            {
                List <AssetBuildRule> ruleList = rules[i].TreeToList();
                for (int j = 0; j < ruleList.Count; j++)
                {
                    ruleMap[ruleList[j].AssetBundleName] = ruleList[j];
                }
            }

            //只拷贝整包类型的文件
            foreach (AssetBuildRule bundleRule in ruleMap.Values)
            {
                if (bundleRule.PackageType != PackageAssetType.InPackage)
                {
                    continue;
                }

                string assetBundleName = BuildUtil.FormatBundleName(bundleRule);

                string buildBundlePath = string.Concat(bundlePath, "/", assetBundleName, BuilderPreference.VARIANT_V1);

                if (!File.Exists(buildBundlePath))
                {
                    continue;
                }

                string streamBundlePath = string.Concat(targetPath, "/", assetBundleName, BuilderPreference.VARIANT_V1);

                BuildUtil.SwapPathDirectory(streamBundlePath);

                File.Copy(buildBundlePath, streamBundlePath);
            }

            Action <List <string>, string> copyFiles = (filePaths, rootPath) =>
            {
                for (int i = 0; i < filePaths.Count; i++)
                {
                    string relativePath = filePaths[i];
                    if (!File.Exists(relativePath))
                    {
                        continue;
                    }

                    string streamBundlePath = relativePath.Replace(rootPath, targetPath);

                    BuildUtil.SwapPathDirectory(streamBundlePath);

                    File.Copy(relativePath, streamBundlePath);
                }
            };

            HashSet <string> includeExtensions = new HashSet <string>()
            {
                ".ab", ".unity3d", ".txt", ".conf", ".pb", ".bytes"
            };

            //拷贝bundle配置目录的配置文件
            string[] copyTargetPaths = new[]
            {
                string.Concat(bundlePath, "/files.txt"),
                string.Concat(bundlePath, "/bundlemap.ab"),
                string.Concat(bundlePath, "/font.ab"),
                string.Concat(bundlePath, "/shader.ab"),
            };
            List <string> files = new List <string>(copyTargetPaths);

            copyFiles(files, bundlePath);

            //拷贝Lua目录代码
            string luaBundlePath = string.Concat(bundlePath, "/lua");

            files = BuildUtil.SearchIncludeFiles(luaBundlePath, SearchOption.AllDirectories, includeExtensions);
            copyFiles(files, luaBundlePath);

            Builder.AddBuildLog("<Sub Package Building>Copy sub package files ...");

            AssetDatabase.Refresh();
        }
Esempio n. 21
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        private void BuildLuaBundles()
        {
            ClearAllLuaFiles();

            string output = BuilderPreference.BUILD_PATH + "/lua";

            BuildUtil.SwapDirectory(output);

            BuildAssetBundleOptions options = BuildAssetBundleOptions.DisableWriteTypeTree |
                                              BuildAssetBundleOptions.DeterministicAssetBundle |
                                              BuildAssetBundleOptions.UncompressedAssetBundle;

            string streamDir = "Assets/lua/";  //临时打包目录

            foreach (string luaPath in luaPaths)
            {
                CopyLuaBytesFiles(luaPath, streamDir);
            }

            AssetDatabase.Refresh();

            string[] dirs = Directory.GetDirectories(streamDir, "*", SearchOption.AllDirectories);

            List <AssetBundleBuild> abbs = new List <AssetBundleBuild>();

            for (int i = 0; i < dirs.Length; i++)
            {
                string           relativePath = dirs[i].Replace("\\", "/");
                AssetBundleBuild abb          = GenLuaBundleBuild(relativePath);
                abbs.Add(abb);
            }

            AssetBundleBuild rootBundle = GenLuaBundleBuild(streamDir);

            abbs.Add(rootBundle);

            AssetBundleBuild[] buildArr = abbs.Where(b => !string.IsNullOrEmpty(b.assetBundleName)).ToArray();

            if (BuildPipeline.BuildAssetBundles(output, buildArr, options, EditorUserBuildSettings.activeBuildTarget))
            {
                string[] bundles = Directory.GetFiles(output, "*.unity3d", SearchOption.AllDirectories);

                Builder.AddBuildLog("<Lua Building> Crypto lua files ! count is " + bundles.Length);

                for (int i = 0; i < bundles.Length; i++)
                {
                    string bundlePath = bundles[i];
                    byte[] bytes      = File.ReadAllBytes(bundlePath);
                    //for (int i = 0; i < bytes.Length; ++i)
                    //{
                    //    bytes[i] = (byte)(bytes[i] ^ 0xffff);
                    //}
                    //var buffer = Crypto.Encode(bytes);
                    File.WriteAllBytes(bundlePath, Crypto.SimpleCrypto(bytes));
                }
            }

            Directory.Delete(streamDir, true);
            AssetDatabase.Refresh();

            Builder.AddBuildLog("<Lua Building> Build Lua Bundles success ");
        }
        /// <summary>
        /// 设置资源的AB名称
        /// </summary>
        private void SetAbName()
        {
            string savePath = BuilderPreference.BUILD_PATH + "/tempsizefile.txt";

            if (File.Exists(savePath))
            {
                File.Delete(savePath);
            }
            AssetDatabase.Refresh();

            // 设置ab名
            AssetBuildRule[] rules = AssetBuildRuleManager.Instance.Rules;

            Builder.AddBuildLog("<Assetbundle Building> Start set AssetBundleName...");

            Dictionary <string, List <AssetBuildRule> > path2ruleMap = new Dictionary <string, List <AssetBuildRule> >();

            for (int i = 0; i < rules.Length; i++)
            {
                List <AssetBuildRule> ruleList = rules[i].TreeToList();
                for (int j = 0; j < ruleList.Count; j++)
                {
                    AssetBuildRule        rule      = ruleList[j];
                    List <AssetBuildRule> pathRules = null;
                    if (!path2ruleMap.TryGetValue(rule.Path, out pathRules))
                    {
                        pathRules = new List <AssetBuildRule>();
                        path2ruleMap[rule.Path] = pathRules;
                    }

                    pathRules.Add(rule);
                }
            }

            //获取根目录下的所有文件
            List <string> files = new List <string>();

            for (int i = 0; i < rules.Length; i++)
            {
                List <string> rootFiles = BuildUtil.SearchFiles(rules[i], path2ruleMap);
                if (rootFiles != null)
                {
                    files.AddRange(rootFiles);
                }
            }

            Builder.AssetMaps = new Dictionary <string, AssetMap>();
            Dictionary <string, AssetMap> assetMaps = Builder.AssetMaps;

            //构建映射关系
            for (int i = 0; i < files.Count; i++)
            {
                AssetMap fileAssetMap = null;
                FileType fileType     = BuildUtil.GetFileType(new FileInfo(files[i]));
                if (!assetMaps.TryGetValue(files[i], out fileAssetMap))
                {
                    AssetBuildRule rule = findRuleByPath(files[i], path2ruleMap, fileType);
                    if (rule == null)
                    {
                        Debug.LogError("Cant find bundle rule!" + files[i]);
                    }
                    fileAssetMap        = new AssetMap(files[i], rule);
                    assetMaps[files[i]] = fileAssetMap;
                }

                fileAssetMap.IsBinding = true;  //显示设置bundle规则的文件

                //被忽略的规则不查找依赖
                if (fileAssetMap.Rule.BuildType == (int)BundleBuildType.Ignore)
                {
                    continue;
                }

                string[] dependency = AssetDatabase.GetDependencies(files[i]);

                for (int j = 0; j < dependency.Length; j++)
                {
                    string relativePath = BuildUtil.Replace(dependency[j]);
                    string extension    = Path.GetExtension(dependency[j]);

                    if (BuilderPreference.ExcludeFiles.Contains(extension) || relativePath.Equals(files[i]))
                    {
                        continue;
                    }

                    AssetMap assetMap    = null;
                    FileType depFileType = BuildUtil.GetFileType(new FileInfo(relativePath));
                    if (!assetMaps.TryGetValue(relativePath, out assetMap))
                    {
                        AssetBuildRule rule = findRuleByPath(relativePath, path2ruleMap, depFileType);
                        rule     = rule == null ? fileAssetMap.Rule : rule;
                        assetMap = new AssetMap(relativePath, rule);
                        assetMaps[relativePath] = assetMap;
                    }

                    assetMap.AddReference(fileAssetMap);

                    fileAssetMap.AddDependency(assetMap);
                }
            }

            //根据明确的子目录设置AB名,即定义了指定的打包规则的目录
            foreach (AssetMap asset in assetMaps.Values)
            {
                if (asset.Rule.BuildType == (int)BundleBuildType.Ignore || !asset.IsBinding)
                {
                    continue;
                }

                //                Builder.AddBuildLog(string.Format("set assetbundle name , path {0} : {1}", asset.AssetPath, asset.Rule.AssetBundleName));

                BuildUtil.SetAssetbundleName(asset.AssetPath, asset.Rule);
            }

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            Builder.AddBuildLog("<Assetbundle Building> set assetbundle name ... end");


            //设置依赖文件的Assetbundle分配
            this.checkDependency(assetMaps);

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            Builder.AddBuildLog("<Assetbundle Building> Check Dependency... end");
        }
        /// <summary>
        /// 特殊处理主角相关的贴图
        /// </summary>
        /// <summary>
        /// 特殊处理主角相关的贴图
        /// </summary>
        private void PackPlayerModelTexture()
        {
            // 删除与主角合并Texture相关的AB
            string bundlePath = BuilderPreference.BUILD_PATH;

            string[] tempFiles = Directory.GetDirectories(bundlePath, "*", SearchOption.AllDirectories)
                                 .Where(f => f.Contains("_tmp")).ToArray();

            Builder.AddBuildLog("<Assetbundle Building> delete tmp assets ..." + tempFiles.Length);

            for (int i = 0; i < tempFiles.Length; i++)
            {
                string dirPath = BuildUtil.Replace(tempFiles[i]);
                Directory.Delete(dirPath, true);

                string relativePath = BuildUtil.RelativePaths(tempFiles[i]);
                File.Delete(relativePath + ".meta");
            }

            //合并贴图
            string root = "Assets/Models/RoleModels/";

            string[] subFolder = new string[3] {
                "Players", "Weapons", "Wings"
            };

            Dictionary <string, List <string> > textureDict = new Dictionary <string, List <string> >();

            Builder.AddBuildLog("<Assetbundle Building> Get model texture map...");

            for (int i = 0; i < subFolder.Length; ++i)
            {
                string path = root + subFolder[i];

                List <string> files = new List <string>();
                string[]      jpgs  = Directory.GetFiles(path, "*.jpg", SearchOption.AllDirectories);
                files.AddRange(jpgs);

                string[] pngs = Directory.GetFiles(path, "*.png", SearchOption.AllDirectories);
                files.AddRange(pngs);

                for (int j = 0; j < files.Count; ++j)
                {
                    var           file = files[j].Replace("\\", "/").ToLower();
                    string        id   = Path.GetFileNameWithoutExtension(file).Replace("_light", "");
                    List <string> lists;
                    if (!textureDict.TryGetValue(id, out lists))
                    {
                        lists = new List <string>();
                        lists.Add(file);
                        textureDict.Add(id, lists);
                    }
                    else
                    {
                        if (file.EndsWith(".png"))
                        {
                            lists.Insert(0, file);
                        }
                        else
                        {
                            lists.Add(file);
                        }
                    }
                }
            }
            string save_path = Path.Combine(BuilderPreference.BUILD_PATH, "/combinedtextures");

            BuildUtil.SwapDirectory(save_path);

            int index = 0;

            Builder.AddBuildLog("<Assetbundle Building> Pack Model Texture...");
            foreach (string fileName in textureDict.Keys)
            {
                List <string> files = textureDict[fileName];
                if (fileName.Contains("_normal", StringComparison.OrdinalIgnoreCase))
                {
                    for (int i = 0; i < files.Count; ++i)
                    {
                        if (files[i].Contains("/Players/"))
                        {
                            if (File.Exists(files[i]))
                            {
                                File.Delete(fileName);
                                break;
                            }
                        }
                    }
                }

                if (files.Count < 2)
                {
                    continue;
                }

                var file_path = string.Concat(save_path, "/", fileName, ".bytes").ToLower();
                var pngBytes  = File.ReadAllBytes(files[0]);
                var jpgBytes  = File.ReadAllBytes(files[1]);
                using (var fs = new FileStream(file_path, FileMode.OpenOrCreate))
                {
                    byte[] intPngBuff = BitConverter.GetBytes(pngBytes.Length);
                    fs.Write(intPngBuff, 0, 4);
                    fs.Write(pngBytes, 0, pngBytes.Length);

                    byte[] intJpgBuff = BitConverter.GetBytes(jpgBytes.Length);
                    fs.Write(intJpgBuff, 0, 4);
                    fs.Write(jpgBytes, 0, jpgBytes.Length);
                    fs.Flush();
                }
                index++;
            } //end foreach
        }
Esempio n. 24
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        /// <summary>
        /// 压缩StreamAsset目录的资源
        /// </summary>
        /// <param name="maxFileSize"></param>
        protected void CompressWithZSTD(long maxFileSize)
        {
            string outPutPath = BuilderPreference.StreamingAssetsPlatormPath;

            var dirInfo = new DirectoryInfo(outPutPath);
            var dirs    = dirInfo.GetDirectories();



            Dictionary <int, List <string> > allFiles = new Dictionary <int, List <string> >();
            // data原始包控制在10M左右
            long curSize  = 0;
            int  tmpIndex = 0;

            for (int i = 0; i < dirs.Length; ++i)
            {
                if (dirs[i].Name == "lua")
                {
                    continue;
                }

                var abFileInfos = BuildUtil.SearchFiles(dirs[i].FullName, SearchOption.AllDirectories);

                for (int j = 0; j < abFileInfos.Count; ++j)
                {
                    var relativePath = abFileInfos[j];
                    var data         = new FileInfo(relativePath);
                    if (data.Length >= maxFileSize)
                    {
                        curSize = 0;
                        tmpIndex++;
                    }
                    else if (curSize >= maxFileSize)
                    {
                        curSize = 0;
                        tmpIndex++;
                    }

                    if (curSize == 0)
                    {
                        allFiles.Add(tmpIndex, new List <string>());
                    }

                    allFiles[tmpIndex].Add(relativePath);
                    curSize += data.Length;
                }
            }

            // 合并生成的bundle文件,合成10M左右的小包(二进制)
            Builder.AddBuildLog("<Copresss zstd> merge and compress with zstd...");
            compressIndex = 0;
            compressCount = allFiles.Count;

            foreach (var key in allFiles.Keys)
            {
                var tmpName = "data" + key;
#if UNITY_IOS
                tmpName = IOSGenerateHelper.RenameResFileWithRandomCode(tmpName);
#endif
                var savePath = string.Format("{0}/{1}.tmp", outPutPath, tmpName);

                List <string> mergePaths = allFiles[key];

                ThreadPool.QueueUserWorkItem(onThreadCompress, new object[] { savePath, outPutPath, mergePaths });
            }
        }