/// <summary> /// 获取下载资源数据 /// </summary> /// <param name="serverUrl"></param> /// <param name="localSaveAssetsPath"></param> /// <param name="platform"></param> /// <param name="serverVersionInfo"></param> /// <param name="localVersionInfo"></param> /// <returns>err, suc, 服务器数据, 本地数据,服务器数据内容 </returns> public (string, string, List <AssetItem>, List <AssetItem>, string) GetDownloadAssetsData(string serverUrl, RuntimePlatform platform, AssetsVersionInfo serverVersionInfo, AssetsVersionInfo localVersionInfo) { //返回数据 string err = null; string suc = null; var serverAssetsInfoList = new List <AssetItem>(); var localAssetsInfoList = new List <AssetItem>(); var serverAssetsContent = ""; //1.判断版本号 if (localVersionInfo.Version == serverVersionInfo.Version) { suc = "【版本控制】全量版本一致,无需下载!"; BDebug.Log(suc); return(err, suc, null, null, null); } //2.获取Assets.info BDebug.Log($"【版本控制】全量下载模式! server:{serverVersionInfo.Version} local:{localVersionInfo.Version} ", "red"); { //服务器路径 var serverAssetInfosUrl = BResources.GetAssetsInfoPath(serverUrl, platform); //下载服务器Assets.info (err, serverAssetsInfoList, serverAssetsContent) = LoadServerAssetInfo(serverAssetInfosUrl); } //加载本地SubPackage配置 localAssetsInfoList = LoadLocalSubPacakgeAssetInfo(platform, localVersionInfo); //加载本地asset.info var localAssetsInfo = this.LoadLocalAssetInfo(platform); localAssetsInfoList.AddRange(localAssetsInfo); //去重 localAssetsInfoList = localAssetsInfoList.Distinct().ToList(); localAssetsInfoList.Sort((a, b) => { if (a.Id < b.Id) { return(-1); } else if (a.Id == b.Id) { return(0); } else { return(1); } }); //返回 return(err, suc, serverAssetsInfoList, localAssetsInfoList, serverAssetsContent); }
/// <summary> /// 加载本地的Asset.info /// </summary> private List <AssetItem> LoadLocalAssetInfo(RuntimePlatform platform) { var retList = new List <AssetItem>(); //优先加载persistent的Assets.info var persistentAssetInfoPath = BResources.GetAssetsInfoPath(BApplication.persistentDataPath, platform); if (File.Exists(persistentAssetInfoPath)) { var content = File.ReadAllText(persistentAssetInfoPath); retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content); } //streaming 和其他的Assets.info else { //根据加载模式不同,寻找不同目录下的其他配置 //打包时,本地会带一份ServerAssets.info以标记当前包携带的资源 var loadArtRoot = BDLauncher.Inst.GameConfig.ArtRoot; switch (loadArtRoot) { case AssetLoadPathType.Persistent: case AssetLoadPathType.StreamingAsset: { //TODO :BSA 读取,不需要Streaming前缀 var steamingAssetsInfoPath = IPath.Combine(BApplication.GetPlatformPath(platform), BResources.ASSETS_INFO_PATH); //var steamingAssetsInfoPath = GetAssetsInfoPath(BDApplication.streamingAssetsPath, platform); if (BetterStreamingAssets.FileExists(steamingAssetsInfoPath)) { var content = BetterStreamingAssets.ReadAllText(steamingAssetsInfoPath); retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content); } } break; case AssetLoadPathType.DevOpsPublish: { var path = GameConfig.GetLoadPath(loadArtRoot); var devopsAssetInfoPath = BResources.GetAssetsInfoPath(path, platform); if (File.Exists(devopsAssetInfoPath)) { var content = File.ReadAllText(devopsAssetInfoPath); retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content); } } break; } } return(retList); }
/// <summary> /// 开始版本控制逻辑 /// </summary> /// <param name="serverUrl">服务器配置根目录</param> /// <param name="localSaveAssetsPath">本地根目录</param> /// <param name="onDownloadProccess">任务进度通知(下载完不等于任务完成!)</param> /// <param name="onTaskEndCallback">任务成功\失败通知!</param> /// 返回码: -1:error 0:success async private Task StartVersionControl(UpdateMode updateMode, string serverUrl, string localSaveAssetsPath, string subPackageName, Action <AssetItem, List <AssetItem> > onDownloadProccess, Action <RetStatus, string> onTaskEndCallback) { var platform = BApplication.RuntimePlatform; //目录准备 var platformStr = BApplication.GetRuntimePlatformPath(); var localSavePlatformPath = IPath.Combine(localSaveAssetsPath, platformStr); if (!Directory.Exists(localSavePlatformPath)) { Directory.CreateDirectory(localSavePlatformPath); } //子包模式判断 bool isDownloadSubPackageMode = !string.IsNullOrEmpty(subPackageName); //1.下载服务器version config var serverVersionInfo = new AssetsVersionInfo(); var localVersionInfo = new AssetsVersionInfo(); #region AssetVersion.info下载 BDebug.Log("【版本控制】1.获取版本信息~", "red"); { var ret = await DownloadAssetVersionInfo(serverUrl, localSaveAssetsPath); if (ret.Item1 != null) { await UniTask.SwitchToMainThread(); onTaskEndCallback?.Invoke(RetStatus.Error, ret.Item1); return; } serverVersionInfo = ret.Item2; localVersionInfo = ret.Item3; } #endregion //2.对比版本、获取对应数据 BDebug.Log("【版本控制】2.对比版本信息~", "red"); string err = null; string suc = null; var serverAssetsInfoList = new List <AssetItem>(); var localAssetsInfoList = new List <AssetItem>(); var serverAssetsContent = ""; // switch (updateMode) { case UpdateMode.Compare: case UpdateMode.CompareWithRepair: //CP模式对比版本与Compare一致 { if (isDownloadSubPackageMode) { //分包模式 (err, suc, serverAssetsInfoList, localAssetsInfoList, serverAssetsContent) = GetDownloadSubPackageData(serverUrl, subPackageName, platform, serverVersionInfo, localVersionInfo); } else { //全量下载 (err, suc, serverAssetsInfoList, localAssetsInfoList, serverAssetsContent) = GetDownloadAssetsData(serverUrl, platform, serverVersionInfo, localVersionInfo); } } break; case UpdateMode.Repair: { //服务器路径 var serverAssetInfosUrl = BResources.GetAssetsInfoPath(serverUrl, platform); //下载服务器Assets.info (err, serverAssetsInfoList, serverAssetsContent) = LoadServerAssetInfo(serverAssetInfosUrl); } break; } //返回返回结果,是否继续下载 if (err != null) { BDebug.LogError(err); await UniTask.SwitchToMainThread(); onTaskEndCallback?.Invoke(RetStatus.Error, err); return; } if (suc != null) { BDebug.Log(suc); await UniTask.SwitchToMainThread(); onTaskEndCallback?.Invoke(RetStatus.Success, suc); return; } //3.生成差异列表 BDebug.Log("【版本控制】3.获取差异列表~", "red"); Queue <AssetItem> diffDownloadQueue = null; #region 生成差异文件 switch (updateMode) { case UpdateMode.Compare: { diffDownloadQueue = Compare(localAssetsInfoList, serverAssetsInfoList, platform); } break; case UpdateMode.Repair: case UpdateMode.CompareWithRepair: //CP 获取差异模式与Repair一致 { diffDownloadQueue = Repair(serverAssetsInfoList, platform); } break; } BDebug.Log($"【版本控制】 配置数量:{serverAssetsInfoList.Count} ,本地存在{serverAssetsInfoList.Count - diffDownloadQueue.Count},下载文件数量{diffDownloadQueue.Count}", "yellow"); #endregion //4.开始下载 #region 根据差异文件下载 BDebug.Log("【版本控制】4.下载资源~", "red"); { var failDownloadList = await DownloadAssets(serverUrl, localSaveAssetsPath, diffDownloadQueue, onDownloadProccess); if (failDownloadList.Count > 0) { onTaskEndCallback(RetStatus.Error, "部分资源未下载完毕!"); return; } } #endregion //5.写入配置到本地 #region 存储配置到本地 BDebug.Log("【版本控制】5.写入配置~", "red"); string localAssetInfoPath = ""; if (isDownloadSubPackageMode) { localAssetInfoPath = BResources.GetAssetsSubPackageInfoPath(BApplication.persistentDataPath, platform, subPackageName); } else { localAssetInfoPath = BResources.GetAssetsInfoPath(BApplication.persistentDataPath, platform); } //写入Asset.Info File.WriteAllText(localAssetInfoPath, serverAssetsContent); BDebug.Log($"【版本控制】写入{Path.GetFileName(localAssetInfoPath)} \n {serverAssetsContent}"); //写入Version.Info if (isDownloadSubPackageMode) { localVersionInfo.Platfrom = serverVersionInfo.Platfrom; //子包版本信息 localVersionInfo.SubPckMap[subPackageName] = serverVersionInfo.SubPckMap[subPackageName]; } else { localVersionInfo.Platfrom = serverVersionInfo.Platfrom; //全量包信息 localVersionInfo.Version = serverVersionInfo.Version; } var localAssetsVersionInfoPath = BResources.GetServerAssetsVersionInfoPath(localSaveAssetsPath, platform); File.WriteAllText(localAssetsVersionInfoPath, JsonMapper.ToJson(localVersionInfo)); BDebug.Log($"【版本控制】写入{Path.GetFileName(localAssetsVersionInfoPath)}"); #endregion // 6.删除过期资源 BDebug.Log("【版本控制】6.冗余资源检查~", "red"); if (!isDownloadSubPackageMode) { var artAssetsPath = IPath.Combine(localSavePlatformPath, BResources.ART_ASSET_ROOT_PATH); var persistentArtAssets = Directory.GetFiles(artAssetsPath, "*", SearchOption.AllDirectories); var replacePath = localSavePlatformPath + "/"; foreach (var assetPath in persistentArtAssets) { var localPath = assetPath.Replace(replacePath, "").Replace("\\", "/"); var ret = serverAssetsInfoList.FirstOrDefault((info) => info.LocalPath.Equals(localPath)); if (ret == null) { BDebug.Log("【版本控制】删除过期资源:" + localPath); File.Delete(assetPath); } } } // 7.资源校验文件 BDebug.Log("【版本控制】7.整包资源校验~", "red"); err = null; foreach (var serverAssetItem in serverAssetsInfoList) { var ret = BResources.IsExsitAssetWithCheckHash(platform, serverAssetItem.LocalPath, serverAssetItem.HashName); if (!ret) { if (string.IsNullOrEmpty(err)) { err = "资源不存在:"; } err += $"\n {serverAssetItem.LocalPath}"; } } //the end. BDebug.Log("【版本控制】end.完成~", "red"); await UniTask.SwitchToMainThread(); if (err == null) { onTaskEndCallback?.Invoke(RetStatus.Success, null); } else { onTaskEndCallback?.Invoke(RetStatus.Error, err); } }
/// <summary> /// 构建所有资源 /// </summary> /// <param name="platform">平台</param> /// <param name="outputPath">输出目录</param> /// <param name="setNewVersionNum">新版本号</param> static public void BuildAllAssets(RuntimePlatform platform, string outputPath, string setNewVersionNum = null) { var newVersionNum = ""; //触发事件 var lastPackageBuildInfo = GlobalAssetsHelper.GetPackageBuildInfo(outputPath, platform); var lastVersionNum = lastPackageBuildInfo.Version; //没有指定版本号,则需要触发版本号的实现逻辑 if (string.IsNullOrEmpty(setNewVersionNum)) { BDFrameworkPipelineHelper.OnBeginBuildAllAssets(platform, outputPath, lastVersionNum, out newVersionNum); } //项目没有实现提供新的版本号,则内部提供一个版本号 if (string.IsNullOrEmpty(newVersionNum) || lastVersionNum == newVersionNum) { //没指定版本号 if (string.IsNullOrEmpty(setNewVersionNum)) { newVersionNum = VersionNumHelper.AddVersionNum(lastVersionNum, add: 1); } //指定版本号 else { newVersionNum = VersionNumHelper.AddVersionNum(lastVersionNum, setNewVersionNum); } } //开始构建资源 var _outputPath = Path.Combine(outputPath, BApplication.GetPlatformPath(platform)); if (!Directory.Exists(_outputPath)) { Directory.CreateDirectory(_outputPath); } //1.编译脚本 try { EditorWindow_ScriptBuildDll.RoslynBuild(outputPath, platform, ScriptBuildTools.BuildMode.Release); } catch (Exception e) { Debug.LogError(e.Message); } //2.打包表格 try { Excel2SQLiteTools.AllExcel2SQLite(outputPath, platform); } catch (Exception e) { Debug.LogError(e.Message); } //3.打包资源 try { //var config = BDEditorApplication.BDFrameWorkFrameEditorSetting.BuildAssetBundle; AssetBundleEditorToolsV2.GenAssetBundle(outputPath, platform); } catch (Exception e) { Debug.LogError(e.Message); } //4.生成母包资源信息 GlobalAssetsHelper.GenBasePackageAssetBuildInfo(outputPath, platform, version: newVersionNum); //5.生成本地Assets.info配置 //这个必须最后生成!!!! //这个必须最后生成!!!! //这个必须最后生成!!!! var allServerAssetItemList = PublishPipelineTools.GetAssetItemList(outputPath, platform); var csv = CsvSerializer.SerializeToString(allServerAssetItemList); var assetsInfoPath = BResources.GetAssetsInfoPath(outputPath, platform); FileHelper.WriteAllText(assetsInfoPath, csv); // Debug.Log($"<color=yellow>{ BApplication.GetPlatformPath(platform)} - 旧版本:{lastPackageBuildInfo.Version} 新版本号:{newVersionNum} </color> "); //完成回调通知 BDFrameworkPipelineHelper.OnEndBuildAllAssets(platform, outputPath, newVersionNum); }