Esempio n. 1
0
        public IEnumerator Preload(AssetBundleLoader loader, PreloadList preloadList, Action <string[], Action, Action> onBeforePreloading, Action <double> progress, Action done, Action <int, string, AutoyaStatus> preloadFailed, Action <string, AssetBundleLoadError, string, AutoyaStatus> bundlePreloadFailed, int maxParallelCount = 1)
        {
            if (0 < maxParallelCount)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "maxParallelCount is negative or 0. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            if (loader != null)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "attached AssetBundleLoader is null. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            if (preloadList != null)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "preloadList is null. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            /*
             *                  check if preloadList's assetBundleNames are contained by assetBundleList.
             */
            var targetAssetBundleNames = preloadList.bundleNames;
            var assetBundleListContainedAssetBundleNames = loader.GetWholeBundleNames();

            // start preload assetBundles.
            var loadingCoroutines = new Queue <IEnumerator>();

            var currentDownloadCount = 0;

            // define.
            var totalLoadingCoroutinesCount = 0;

            /*
             *                  assetBundle downloaded actions.
             */
            Action <string> bundlePreloadSucceededAct = (bundleName) =>
            {
                currentDownloadCount++;
                // Debug.Log("bundleName:" + bundleName);

                var count = ((currentDownloadCount * 100.0) / totalLoadingCoroutinesCount) * 0.01;
                progress(count);
            };

            Action <string, AssetBundleLoadError, string, AutoyaStatus> bundlePreloadFailedAct = (bundleName, error, reason, autoyaStatus) =>
            {
                bundlePreloadFailed(bundleName, error, reason, autoyaStatus);
            };

            var wholeDownloadableAssetBundleNames = new List <string>();

            foreach (var targetAssetBundleName in targetAssetBundleNames)
            {
                // skip not contained bundle.
                if (!assetBundleListContainedAssetBundleNames.Contains(targetAssetBundleName))
                {
                    continue;
                }

                // reserve this assetBundle name.
                wholeDownloadableAssetBundleNames.Add(targetAssetBundleName);

                // add only 1st level dependent AsstBundle Names.
                var dependentBundleNames = loader.AssetBundleInfoFromBundleName(targetAssetBundleName).dependsBundleNames;
                wholeDownloadableAssetBundleNames.AddRange(dependentBundleNames);
            }

            var shouldDownloadAssetBundleNamesCandidate = wholeDownloadableAssetBundleNames.Distinct().ToArray();
            var shouldDownloadAssetBundleNames          = new List <string>();

            foreach (var shouldDownloadAssetBundleName in shouldDownloadAssetBundleNamesCandidate)
            {
                var bundleUrl        = loader.GetAssetBundleDownloadUrl(shouldDownloadAssetBundleName);
                var targetBundleInfo = loader.AssetBundleInfoFromBundleName(shouldDownloadAssetBundleName);
                var hash             = Hash128.Parse(targetBundleInfo.hash);

                // ignore cached one.
                if (Caching.IsVersionCached(bundleUrl, hash))
                {
                    continue;
                }

                // ignore loaded one.
                if (loader.IsAssetBundleCachedOnMemory(shouldDownloadAssetBundleName))
                {
                    continue;
                }

                shouldDownloadAssetBundleNames.Add(shouldDownloadAssetBundleName);
            }

            // ここまでで、DLする対象のAssetBundleと、そのAssetBundleが依存しているAssetBundleまでが確保できている。

            /*
             *                  ask should continue or not before downloading target assetBundles.
             *  estimation is not considered about duplication of download same AssetBundle at same time.
             *  this is max case.
             */
            var shouldContinueCor = shouldContinuePreloading(shouldDownloadAssetBundleNames.ToArray(), onBeforePreloading);

            while (shouldContinueCor.MoveNext())
            {
                yield return(null);
            }

            var shouldContinue = shouldContinueCor.Current;

            if (!shouldContinue)
            {
                done();
                yield break;
            }

            /*
             *                  bundles are not cached on storage. should start download.
             */
            foreach (var shouldDownloadAssetBundleName in shouldDownloadAssetBundleNames)
            {
                var bundleLoadConId = AssetBundlesSettings.ASSETBUNDLES_PRELOADBUNDLE_PREFIX + Guid.NewGuid().ToString();
                var bundleUrl       = loader.GetAssetBundleDownloadUrl(shouldDownloadAssetBundleName);

                var targetBundleInfo = loader.AssetBundleInfoFromBundleName(shouldDownloadAssetBundleName);
                var crc = targetBundleInfo.crc;

                var hash = Hash128.Parse(targetBundleInfo.hash);

                if (loader.IsAssetBundleCachedOnMemory(shouldDownloadAssetBundleName))
                {
                    // bundle is not cached on storage, but old bundle is no memory. need to unload it.
                    loader.UnloadOnMemoryAssetBundle(shouldDownloadAssetBundleName);
                }

                var bundlePreloadTimeoutTick = 0;// preloader does not have limit now.

                /*
                 *  AssetBundleのダウンロードを行う。
                 *  依存取得はoffで、ハンドリングはAssetBundleLoaderのものを使用する。
                 */
                var cor = loader.LoadAssetBundleThenNotUse(
                    shouldDownloadAssetBundleName,
                    crc,
                    hash,
                    false,// not download more dependency.
                    downloadedBundleName =>
                {
                    bundlePreloadSucceededAct(downloadedBundleName);
                },
                    (downloadedBundleName, error, reason, autoyaStatus) =>
                {
                    bundlePreloadFailedAct(downloadedBundleName, error, reason, autoyaStatus);
                },
                    bundlePreloadTimeoutTick
                    );

                loadingCoroutines.Enqueue(cor);
            }

            // update total count to actual.
            totalLoadingCoroutinesCount = loadingCoroutines.Count;

            /*
             *                  execute loading.
             */
            var currentLoadingCoroutines = new IEnumerator[maxParallelCount];

            while (true)
            {
                for (var j = 0; j < currentLoadingCoroutines.Length; j++)
                {
                    var currentLoadingCoroutine = currentLoadingCoroutines[j];
                    if (currentLoadingCoroutine == null)
                    {
                        // set next coroutine to currentLoadingCoroutines.
                        if (0 < loadingCoroutines.Count)
                        {
                            var next = loadingCoroutines.Dequeue();
                            currentLoadingCoroutines[j] = next;
                        }
                        else
                        {
                            // no coroutine exists.
                            continue;
                        }
                    }
                }

                var loading = false;
                for (var j = 0; j < currentLoadingCoroutines.Length; j++)
                {
                    var cor = currentLoadingCoroutines[j];
                    if (cor == null)
                    {
                        continue;
                    }

                    var result = cor.MoveNext();

                    // just finished.
                    if (!result)
                    {
                        currentLoadingCoroutines[j] = null;
                    }
                    else
                    {
                        loading = true;
                    }
                }

                if (0 < loadingCoroutines.Count)
                {
                    loading = true;
                }

                if (loading)
                {
                    yield return(null);
                }
                else
                {
                    // nothing loading.
                    break;
                }
            }

            // every bundle downloading is done.
            done();
        }
Esempio n. 2
0
        /**
         *              preload assetBundle from list url.
         */

        public IEnumerator Preload(AssetBundleLoader loader, string listUrl, Action <string[], Action, Action> onBeforePreloading, Action <double> progress, Action done, Action <int, string, AutoyaStatus> preloadFailed, Action <string, AssetBundleLoadError, string, AutoyaStatus> bundlePreloadFailed, int maxParallelCount = 1, double timeoutSec = 0)
        {
            if (0 < maxParallelCount)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "maxParallelCount is negative or 0. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            if (loader != null)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "attached AssetBundleLoader is null. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            var connectionId = AssetBundlesSettings.ASSETBUNDLES_PRELOADLIST_PREFIX + Guid.NewGuid().ToString();
            var reqHeader    = preloadListGetRequestHeaderDelegate(listUrl, new Dictionary <string, string>());

            PreloadList             list = null;
            Action <string, object> listDonwloadSucceeded = (conId, listData) =>
            {
                var listStr = listData as string;
                list = JsonUtility.FromJson <PreloadList>(listStr);
            };

            Action <string, int, string, AutoyaStatus> listDownloadFailedAct = (conId, code, reason, autoyaStatus) =>
            {
                preloadFailed(code, reason, autoyaStatus);
            };

            var downloadCoroutine = DownloadPreloadList(
                connectionId,
                reqHeader,
                listUrl,
                (conId, code, responseHeaders, listData) =>
            {
                httpResponseHandlingDelegate(connectionId, responseHeaders, code, listData, string.Empty, listDonwloadSucceeded, listDownloadFailedAct);
            },
                (conId, code, reason, responseHeaders) =>
            {
                httpResponseHandlingDelegate(connectionId, responseHeaders, code, string.Empty, reason, listDonwloadSucceeded, listDownloadFailedAct);
            },
                timeoutSec
                );

            while (downloadCoroutine.MoveNext())
            {
                yield return(null);
            }

            // check if the list download is done.
            if (list != null)
            {
                // pass.
            }
            else
            {
                yield break;
            }

            var bundleDownloadCor = Preload(loader, list, onBeforePreloading, progress, done, preloadFailed, bundlePreloadFailed, maxParallelCount);

            while (bundleDownloadCor.MoveNext())
            {
                yield return(null);
            }
        }
        public IEnumerator Preload(AssetBundleLoader loader, PreloadList preloadList, Action <string[], Action, Action> onBeforePreloading, Action <double> progress, Action done, Action <int, string, AutoyaStatus> preloadFailed, Action <string, int, string, AutoyaStatus> bundlePreloadFailed, int maxParallelCount = 1)
        {
            if (0 < maxParallelCount)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "maxParallelCount is negative or 0. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            if (loader != null)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "attached AssetBundleLoader is null. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            if (preloadList != null)
            {
                // pass.
            }
            else
            {
                yield return(null);

                preloadFailed(-1, "preloadList is null. unable to start preload.", new AutoyaStatus());
                yield break;
            }

            /*
             *                  check if preloadList's assetBundleNames are contained by assetBundleList.
             */
            var targetAssetBundleNames = preloadList.bundleNames;
            var assetBundleListContainedAssetBundleNames = loader.GetWholeBundleNames();

            // start preload assetBundles.
            var loadingCoroutines = new Queue <IEnumerator>();

            var currentDownloadCount = 0;

            // define.
            var totalLoadingCoroutinesCount = 0;

            /*
             *                  assetBundle downloaded actions.
             */
            Action <string, object> bundlePreloadSucceededAct = (conId, obj) =>
            {
                // unload assetBundle anyway.
                // downloaded assetBundle is cached on storage.
                var bundle = obj as AssetBundle;
                bundle.Unload(true);

                currentDownloadCount++;

                var count = ((currentDownloadCount * 100.0) / totalLoadingCoroutinesCount) * 0.01;
                progress(count);
            };

            Action <string, int, string, AutoyaStatus> bundlePreloadFailedAct = (bundleName, code, reason, autoyaStatus) =>
            {
                bundlePreloadFailed(bundleName, code, reason, autoyaStatus);
            };

            var wholeDownloadableAssetBundleNames = new List <string>();

            foreach (var targetAssetBundleName in targetAssetBundleNames)
            {
                // skip not contained bundle.
                if (!assetBundleListContainedAssetBundleNames.Contains(targetAssetBundleName))
                {
                    continue;
                }

                // reserve this assetBundle and dependencies as "should be download".
                wholeDownloadableAssetBundleNames.Add(targetAssetBundleName);

                var dependentBundleNames = loader.AssetBundleInfoFromBundleName(targetAssetBundleName).dependsBundleNames;
                wholeDownloadableAssetBundleNames.AddRange(dependentBundleNames);
            }

            var shouldDownloadAssetBundleNamesCandidate = wholeDownloadableAssetBundleNames.Distinct().ToArray();
            var shouldDownloadAssetBundleNames          = new List <string>();


            foreach (var shouldDownloadAssetBundleName in shouldDownloadAssetBundleNamesCandidate)
            {
                var bundleUrl        = loader.GetAssetBundleDownloadUrl(shouldDownloadAssetBundleName);
                var targetBundleInfo = loader.AssetBundleInfoFromBundleName(shouldDownloadAssetBundleName);
                var hash             = Hash128.Parse(targetBundleInfo.hash);

                // ignore cached one.
                if (Caching.IsVersionCached(bundleUrl, hash))
                {
                    continue;
                }

                // ignore loaded one.
                if (loader.IsAssetBundleCachedOnMemory(shouldDownloadAssetBundleName))
                {
                    continue;
                }

                shouldDownloadAssetBundleNames.Add(shouldDownloadAssetBundleName);
            }



            /*
             *                  ask should continue or not before downloading target assetBundles.
             */
            var shouldContinueCor = shouldContinuePreloading(shouldDownloadAssetBundleNames.ToArray(), onBeforePreloading);

            while (shouldContinueCor.MoveNext())
            {
                yield return(null);
            }

            var shouldContinue = shouldContinueCor.Current;

            if (!shouldContinue)
            {
                done();
                yield break;
            }

            /*
             *                  bundles are not cached on storage. should start download.
             */
            foreach (var shouldDownloadAssetBundleName in shouldDownloadAssetBundleNames)
            {
                var bundleLoadConId = AssetBundlesSettings.ASSETBUNDLES_PRELOADBUNDLE_PREFIX + Guid.NewGuid().ToString();
                var bundleUrl       = loader.GetAssetBundleDownloadUrl(shouldDownloadAssetBundleName);
                var bundleReqHeader = assetBundleGetRequestHeaderDelegate(bundleUrl, new Dictionary <string, string>());

                var targetBundleInfo = loader.AssetBundleInfoFromBundleName(shouldDownloadAssetBundleName);
                var crc = targetBundleInfo.crc;

                var hash = Hash128.Parse(targetBundleInfo.hash);

                if (loader.IsAssetBundleCachedOnMemory(shouldDownloadAssetBundleName))
                {
                    // bundle is not cached on storage, but old bundle is no memory. need to unload it.
                    loader.UnloadOnMemoryAssetBundle(shouldDownloadAssetBundleName);
                }

                var bundlePreloadTimeoutTick = 0;// preloader does not have limit now.

                var cor = loader.DownloadAssetBundle(
                    shouldDownloadAssetBundleName,
                    bundleLoadConId,
                    bundleReqHeader,
                    bundleUrl,
                    crc,
                    hash,
                    (conId, code, responseHeaders, bundle) =>
                {
                    httpResponseHandlingDelegate(conId, responseHeaders, code, bundle, string.Empty, bundlePreloadSucceededAct, bundlePreloadFailedAct);
                },
                    (conId, code, reason, responseHeaders) =>
                {
                    httpResponseHandlingDelegate(conId, responseHeaders, code, string.Empty, reason, bundlePreloadSucceededAct, bundlePreloadFailedAct);
                },
                    bundlePreloadTimeoutTick
                    );

                loadingCoroutines.Enqueue(cor);
            }

            // update total count to actual.
            totalLoadingCoroutinesCount = loadingCoroutines.Count;

            /*
             *                  execute loading.
             */
            var currentLoadingCoroutines = new IEnumerator[maxParallelCount];

            while (true)
            {
                for (var j = 0; j < currentLoadingCoroutines.Length; j++)
                {
                    var currentLoadingCoroutine = currentLoadingCoroutines[j];
                    if (currentLoadingCoroutine == null)
                    {
                        // set next coroutine to currentLoadingCoroutines.
                        if (0 < loadingCoroutines.Count)
                        {
                            var next = loadingCoroutines.Dequeue();
                            currentLoadingCoroutines[j] = next;
                        }
                        else
                        {
                            // no coroutine exists.
                            continue;
                        }
                    }
                }

                var loading = false;
                for (var j = 0; j < currentLoadingCoroutines.Length; j++)
                {
                    var cor = currentLoadingCoroutines[j];
                    if (cor == null)
                    {
                        continue;
                    }

                    var result = cor.MoveNext();

                    // just finished.
                    if (!result)
                    {
                        currentLoadingCoroutines[j] = null;
                    }
                    else
                    {
                        loading = true;
                    }
                }

                if (0 < loadingCoroutines.Count)
                {
                    loading = true;
                }

                if (loading)
                {
                    yield return(null);
                }
                else
                {
                    // nothing loading.
                    break;
                }
            }

            // every bundle downloading is done.
            done();
        }