示例#1
0
        public static async Task <AssetBundle> GetAssetBundle(string url, CancellationTokenSource cancelationToken, System.Action <float> progress = null, bool caching = true)
        {
            UnityWebRequest   request;
            CachedAssetBundle assetBundleVersion = await GetAssetBundleVersion(url);

            if (Caching.IsVersionCached(assetBundleVersion) || (caching && ResourceCache.CheckFreeSpace(await GetSize(url))))
            {
                request = UnityWebRequestAssetBundle.GetAssetBundle(url, assetBundleVersion, 0);
            }
            else
            {
                request = UnityWebRequestAssetBundle.GetAssetBundle(url);
            }

            UnityWebRequest uwr = await SendWebRequest(request, cancelationToken, Caching.IsVersionCached(assetBundleVersion)?null : progress);

            if (uwr != null && !uwr.isHttpError && !uwr.isNetworkError)
            {
                AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(uwr);
                if (caching)
                {
                    // Deleting old versions from the cache
                    Caching.ClearOtherCachedVersions(assetBundle.name, assetBundleVersion.hash);
                }
                return(assetBundle);
            }
            else
            {
                throw new Exception(string.Format("Netowrk.GetAssetBundle - {0} {1}", uwr.error, uwr.url));
            }
        }
示例#2
0
    /// <summary>
    /// CoreABDownloader is BOTH AssetBundle DOWNLOADER and USER
    /// It checks AB_Hash with Cache then download Latest AB if it has to
    /// </summary>
    /// <param name="_fileURL"></param>
    /// <param name="_success"></param>
    /// <param name="_fail"></param>
    /// <param name="_progress"></param>
    IEnumerator CoreABDownloader(ABFileURL _fileURL, Action <UnityWebRequest> _success = null, Action <string> _fail = null, Action <float> _progress = null)
    {
        if (myABM == null)
        {
            Debug.LogError("ABM not loaded!");
        }

        Hash128 abHash = myABM.GetAssetBundleHash(_fileURL.fileName);

        //Clean up older AB in Cache
        Caching.ClearOtherCachedVersions(_fileURL.fileName, abHash);

        Debug.Log("Try to Download " + _fileURL);

#if UNITY_2018_1_OR_NEWER
        using (var _uwr = UnityWebRequestAssetBundle.GetAssetBundle(_fileURL.fullURL, abHash, 0))
#else
        using (var _uwr = UnityWebRequest.GetAssetBundle(_fileURL.fullURL, abHash, 0))
#endif
        {
            _uwr.SendWebRequest();

            yield return(null);

            while (!_uwr.isDone)
            {
                if (_progress != null)
                {
                    _progress(_uwr.downloadProgress);
                }

                yield return(null);
            }

            if (_uwr.isNetworkError || _uwr.isHttpError)
            {
                Debug.LogError("File Download Failed " + _uwr.error);
                if (_fail != null)
                {
                    _fail(_uwr.error);
                }
            }
            else
            {
                if (_success != null)
                {
                    _success(_uwr);
                }
            }

            yield return(null);

            yield return(null);

            yield return(null);
        }
    }
示例#3
0
    /// <summary>
    /// 清除除了allBundleInfo中其他版本号的资源
    /// </summary>
    /// <param name="allBundleInfo"></param>
    private void ClearOtherCachedVersions(AllBundleInfo allBundleInfo)
    {
        foreach (var singleBundleInfo in allBundleInfo.BundleInfoList)
        {
            bool success = Caching.ClearOtherCachedVersions(singleBundleInfo.Value.bundleName, Hash128.Parse(singleBundleInfo.Value.bundleHash128));

            string  bundleName = singleBundleInfo.Value.bundleName;
            Hash128 hash128    = Hash128.Parse(singleBundleInfo.Value.bundleHash128);
            Debug.Log(string.Format("缓存bundleName:{0},清理版本号hash128:{1}之外的资源,success:{2}", bundleName, hash128, success));
        }
    }
示例#4
0
        public override void Complete()
        {
            if (!m_Aborted)
            {
                //clear other cached version
                string bundleName = Path.GetFileName(bundleUrl);
                Caching.ClearOtherCachedVersions(bundleName, Hash128.Parse(hash));

                base.Complete();
            }
        }
示例#5
0
        private void OnInitializationComplete(AssetBundle manifestBundle, string bundleName, uint version)
        {
            if (manifestBundle == null)
            {
                Debug.LogError("AssetBundleManifest not found.");

                var streamingAssetsDecorator = handler as StreamingAssetsBundleDownloadDecorator;
                if (streamingAssetsDecorator != null)
                {
                    PrimaryManifest = PrimaryManifestType.StreamingAssets;
                    Manifest        = streamingAssetsDecorator.GetManifest();

                    if (Manifest != null)
                    {
                        Debug.LogWarning("Falling back to streaming assets for bundle information.");
                    }
                }
            }
            else
            {
                Manifest = manifestBundle.LoadAsset <AssetBundleManifest>("assetbundlemanifest");
                PlayerPrefs.SetInt(MANIFEST_PLAYERPREFS_KEY, (int)version);

#if UNITY_2017_1_OR_NEWER
                Caching.ClearOtherCachedVersions(bundleName, new Hash128(0, 0, 0, version));
#endif
            }

            if (Manifest == null)
            {
                PrimaryManifest = PrimaryManifestType.None;
            }
            else
            {
                Initialized = true;

                if (useHash)
                {
                    GenerateNameHashMaps(Manifest);
                }
            }

            var inProgress = downloadsInProgress[MANIFEST_DOWNLOAD_IN_PROGRESS_KEY];
            downloadsInProgress.Remove(MANIFEST_DOWNLOAD_IN_PROGRESS_KEY);
            inProgress.OnComplete(manifestBundle);

            // Need to do this after OnComplete, otherwise the bundle will always be null
            if (manifestBundle != null)
            {
                manifestBundle.Unload(false);
            }
        }
        /// <summary>
        /// オンラインプロセス開始イベント
        /// </summary>
        /// <returns>コルーチン</returns>
        protected override System.Collections.IEnumerator OnStartedOnlineProcess()
        {
            m_ErrorCode = AssetBundleErrorCode.Null;

            var fileNameAndURL = manager.GetAssetBundleFileNameAndURL(nameWithVariant);

            m_DownloadWork = new DownloadWork {
                url  = fileNameAndURL.url,
                hash = manager.catalog.GetAssetBundleHash(nameWithVariant),
                crc  = manager.catalog.GetAssetBundleCrc(nameWithVariant)
            };
#if UNITY_2018_1_OR_NEWER
            m_DownloadWork.request = UnityWebRequestAssetBundle.GetAssetBundle(m_DownloadWork.url, m_DownloadWork.hash, m_DownloadWork.crc);
#else
            m_DownloadWork.request = UnityWebRequest.GetAssetBundle(m_DownloadWork.url, m_DownloadWork.hash, m_DownloadWork.crc);
#endif
            var sendWebRequest = m_DownloadWork.request.SendWebRequest();
            var progress       = -1.0f;
            var startTime      = Time.realtimeSinceStartup;
            while (!sendWebRequest.isDone)
            {
                yield return(null);

                if (progress != sendWebRequest.progress)
                {
                    //進行
                    progress  = sendWebRequest.progress;
                    startTime = Time.realtimeSinceStartup;
                }
                else if (manager.downloadTimeoutSeconds < (Time.realtimeSinceStartup - startTime))
                {
                    //タイムアウト時間の停滞
                    break;
                }
            }

            if (m_DownloadWork.request.isNetworkError || m_DownloadWork.request.isHttpError)
            {
                AssetBundleErrorCodeUtility.TryParse(m_DownloadWork.request, out m_ErrorCode);
            }
            else
            {
                Caching.ClearOtherCachedVersions(fileNameAndURL.fileName, m_DownloadWork.hash);
            }

            yield return(base.OnStartedOnlineProcess());
        }
        // Where we actuall call WWW to download the assetBundle.
        static protected bool LoadAssetBundleInternal(string assetBundleName, bool isLoadingAssetBundleManifest)
        {
            // Already loaded.
            LoadedAssetBundle bundle = null;

            m_LoadedAssetBundles.TryGetValue(assetBundleName, out bundle);
            if (bundle != null)
            {
                bundle.m_ReferencedCount++;
                return(true);
            }

            // @TODO: Do we need to consider the referenced count of WWWs?
            // In the demo, we never have duplicate WWWs as we wait LoadAssetAsync()/LoadLevelAsync() to be finished before calling another LoadAssetAsync()/LoadLevelAsync().
            // But in the real case, users can call LoadAssetAsync()/LoadLevelAsync() several times then wait them to be finished which might have duplicate WWWs.
            if (m_DownloadingWWWs.ContainsKey(assetBundleName))
            {
                return(true);
            }

            WWW    download = null;
            string url      = m_BaseDownloadingURL + assetBundleName;

            //Debug.Log("download start >> "+url);
            // For manifest assetbundle, always download it as we don't have hash for it.
            if (isLoadingAssetBundleManifest)
            {
                download = new WWW(url);
            }
            else
            {
                download = WWW.LoadFromCacheOrDownload(url, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName), 0);
                //Unity2017 バージョン違いを消す
                if (Caching.ClearOtherCachedVersions(assetBundleName, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName)) == false)
                {
                    Debug.LogWarning("ClearOtherCachedVersions");
                }
            }
            m_DownloadingWWWs.Add(assetBundleName, download);

            return(false);
        }
    public static int ClearOtherCachedVersions_s(IntPtr l)
    {
        int result;

        try
        {
            string assetBundleName;
            LuaObject.checkType(l, 1, out assetBundleName);
            Hash128 hash;
            LuaObject.checkValueType <Hash128>(l, 2, out hash);
            bool b = Caching.ClearOtherCachedVersions(assetBundleName, hash);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, b);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
示例#9
0
        private IEnumerator _downloadRes()
        {
            string url;

            for (int i = 0; i < m_need_download_res.Count;)
            {
                url = string.Format("{0}/{1}", m_res_server_url, m_need_download_res[i].BundleName);
                if (Caching.IsVersionCached(new CachedAssetBundle(m_need_download_res[i].BundleName, Hash128.Parse(m_need_download_res[i].Md5))))
                {
                    m_need_download_res.RemoveAt(i);
                    continue;
                }
                Debug.LogFormat("开始下载资源:{0}", url);
                using (UnityWebRequest www = UnityWebRequest.GetAssetBundle(url, new CachedAssetBundle(m_need_download_res[i].BundleName, Hash128.Parse(m_need_download_res[i].Md5)), 0))
                {
                    yield return(www.SendWebRequest());

                    if (www.isHttpError || www.isNetworkError)
                    {
                        Debug.LogErrorFormat("资源:{0}下载失败 {1}", url, www.error);
                        ++i;
                        continue;
                    }
                    Debug.LogFormat("资源:{0}下载完成", url);
                    Caching.ClearOtherCachedVersions(m_need_download_res[i].BundleName, Hash128.Parse(m_need_download_res[i].Md5));
                    m_need_download_res.RemoveAt(i);
                }
            }
            if (m_need_download_res.Count == 0 && m_complete != null)
            {
                ResManager.Instance.SaveResList(m_server_res.bytes);
                ResManager.Instance.SetAllConfig(m_server_res_config);
                m_complete();
            }
            else
            {
                StartCoroutine(_downloadRes());
            }
        }
示例#10
0
    private IEnumerator LoadAssetBundleFromFile(Dictionary <string, GameResAssetBundle> bundleGroupMap, string bundleName, string manifestName, string hash, string fullPath, System.Action <bool> onLoadDone)
    {
        var realHash = Hash128.Parse(hash);

        var req = AssetBundle.LoadFromFileAsync(fullPath);

        while (!req.isDone)
        {
            yield return(null);
        }

        if (req.assetBundle == null)
        {
            onLoadDone(false);
            yield break;
        }

        if (bundleGroupMap.ContainsKey(bundleName) && bundleGroupMap[bundleName].hash != hash)
        {
            UnLoadAssetBundle(bundleName, manifestName);
        }

        if (!bundleGroupMap.ContainsKey(bundleName))
        {
            bundleGroupMap.Add(bundleName, new GameResAssetBundle()
            {
                hash        = hash,
                assetBundle = req.assetBundle,
            });
        }

        // 清除缓存中除当前使用的
        Caching.ClearOtherCachedVersions(bundleName, realHash);

        onLoadDone(true);

        FTDebug.LogWarning(string.Format("LoadAssetBundleFromFile Name[{0}] Path[{1}]", bundleName, fullPath));
    }
示例#11
0
    public void LoadProjcetAssetBundles(string inProjectID)
    {
//      Debug.Log("PersistentDataPath: "+Application.persistentDataPath);
//      SetProjectPath(inProjectID);

        Loading loading = loadingManager.AddALoading(0);

        bool checkFile = false;

        if (checkFile = File.Exists(pathAndURL.localProjectAssetBundlesInfoPath))
        {
            string jsonStr = File.ReadAllText(pathAndURL.localProjectAssetBundlesInfoPath);
            localProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(jsonStr);

            netCtrlManager.WebRequest(
                "同步服务器",
                pathAndURL.serverProjectAssetBundlesInfoPath,
                loading.LoadingAnimation,
                (NetCtrlManager.RequestHandler r, UnityWebRequestAsyncOperation a, string info) => { Debug.Log("ServerProjectAssetBundlesInfo Load Failed!"); },
                (DownloadHandler t) =>
            {
                serverProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(t.text);

//                     if (globalDebug)
                GlobalDebug.ReplaceLine(t.text, 15);

                //判断两个资源的生成时间,如果时间不一样表示资源以过期,要删去旧的资源以便重新下载
                if (serverProjectAssetBundlesInfo.buildTime != localProjectAssetBundlesInfo.buildTime)
                {
                    File.WriteAllText(pathAndURL.localProjectAssetBundlesInfoPath, t.text);
                    for (int i = 0; i < serverProjectAssetBundlesInfo.sceneAssetBundle.Length; i++)
                    {
                        Caching.ClearOtherCachedVersions(pathAndURL.projectPath + serverProjectAssetBundlesInfo.sceneAssetBundle[i], Hash128.Parse(serverProjectAssetBundlesInfo.sceneAssetBundleHash[i]));
                    }
                }

                StartLoadAssetBundle(serverProjectAssetBundlesInfo);
            },
                null,
                null
                );
        }
        else
        {
            netCtrlManager.WebRequest(
                "同步服务器",
                pathAndURL.serverProjectAssetBundlesInfoPath,
                loading.LoadingAnimation,
                (NetCtrlManager.RequestHandler r, UnityWebRequestAsyncOperation a, string info) => { Debug.Log("ServerProjectAssetBundlesInfo Load Failed!"); },
                (DownloadHandler t) =>
            {
//                   if (globalDebug)
                GlobalDebug.ReplaceLine(t.text, 15);

                serverProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(t.text);
                File.WriteAllText(pathAndURL.localProjectAssetBundlesInfoPath, t.text);

                StartLoadAssetBundle(serverProjectAssetBundlesInfo);
            },
                null,
                null
                );
        }

//  if(globalDebug)
        GlobalDebug.ReplaceLine("HasLoaclInfo.txt:" + checkFile.ToString(), 16);
    }
示例#12
0
    void LoadBGM(Uri uri, string assetBundleName, Hash128 hash, uint crc, int bgmID)
    {
        Debug.Log(Caching.ready);

        //構造体生成
        var cachedAssetBundle = new CachedAssetBundle(assetBundleName, hash);


        //指定バージョン以外削除
        //新しいCRCの場合は古いほうを削除
        Caching.ClearOtherCachedVersions(cachedAssetBundle.name, cachedAssetBundle.hash);

        if (Caching.IsVersionCached(cachedAssetBundle))
        {
            Debug.Log("キャッシュから");
            //キャッシュ存在
            string dataPath = AssetBundlePath(cachedAssetBundle);

            Debug.Log(dataPath);


            var op = UnityEngine.AssetBundle.LoadFromFileAsync(dataPath);
            op.completed += (obj) =>
            {
                Debug.Log("ダウンロード成功");
                AssetBundle bundle = op.assetBundle;


                var prefab = bundle.LoadAllAssets <AudioClip>();



                SoundManager.instance.SetAudioClip(bgmID, prefab[0]);


                GenerateBGM(bgmID + 1);

                ShowLoad();
            };
        }
        else
        {
            Debug.Log("サーバーから");


            var request = UnityWebRequestAssetBundle.GetAssetBundle(uri, cachedAssetBundle, crc);

            var op = request.SendWebRequest();
            op.completed += (obj) =>
            {
                if (op.webRequest.isHttpError || op.webRequest.isNetworkError)
                {
                    Debug.Log($"ダウンロードに失敗しました!! error:{op.webRequest.error}");
                    LoadFailed();
                }
                else
                {
                    Debug.Log("ダウンロード成功");
                    AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);

                    var prefab = bundle.LoadAllAssets <AudioClip>();

                    SoundManager.instance.SetAudioClip(bgmID, prefab[0]);


                    GenerateBGM(bgmID + 1);

                    ShowLoad();
                }
            };
        }
    }
示例#13
0
    void LoadCard(Uri uri, string assetBundleName, Hash128 hash, uint crc, int cardID, bool isDish)
    {
        Debug.Log(Caching.ready);

        //構造体生成
        var cachedAssetBundle = new CachedAssetBundle(assetBundleName, hash);


        //指定バージョン以外削除
        //新しいCRCの場合は古いほうを削除
        Caching.ClearOtherCachedVersions(cachedAssetBundle.name, cachedAssetBundle.hash);


        Debug.Log("cardID " + cardID);

        if (Caching.IsVersionCached(cachedAssetBundle))
        {
            Debug.Log("キャッシュから");
            //キャッシュ存在
            string dataPath = AssetBundlePath(cachedAssetBundle);

            Debug.Log(dataPath);


            var op = UnityEngine.AssetBundle.LoadFromFileAsync(dataPath);
            op.completed += (obj) =>
            {
                Debug.Log("ダウンロード成功");
                AssetBundle bundle = op.assetBundle;


                var prefab = bundle.LoadAllAssets <CardEntity>();


                CardEntity cardEntity = new CardEntity();

                cardEntity = prefab[0] as CardEntity;

                Sprite[] icon = bundle.LoadAllAssets <Sprite>();

                if (icon[0] != null)
                {
                    cardEntity.icon = icon[0];
                }

                if (!isDish)
                {
                    if (icon[1] != null)
                    {
                        cardEntity.glowIcon = icon[1];
                    }
                }


                if (isDish)
                {
                    cardData.dishCardEntity[cardID] = cardEntity;
                }
                else
                {
                    cardData.ingCardEntity[cardID] = cardEntity;
                }

                ShowLoad();
                GenerateCard(cardID + 1, isDish);
            };
        }
        else
        {
            Debug.Log("サーバーから");


            var request = UnityWebRequestAssetBundle.GetAssetBundle(uri, cachedAssetBundle, crc);

            var op = request.SendWebRequest();
            op.completed += (obj) =>
            {
                if (op.webRequest.isHttpError || op.webRequest.isNetworkError)
                {
                    Debug.Log($"ダウンロードに失敗しました!! error:{op.webRequest.error}");
                    LoadFailed();
                }
                else
                {
                    Debug.Log("ダウンロード成功");
                    AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(request);

                    var prefab = bundle.LoadAllAssets <CardEntity>();


                    CardEntity cardEntity = new CardEntity();

                    cardEntity = prefab[0] as CardEntity;

                    Sprite[] icon = bundle.LoadAllAssets <Sprite>();

                    if (icon[0] != null)
                    {
                        cardEntity.icon = icon[0];
                    }

                    if (!isDish)
                    {
                        if (icon[1] != null)
                        {
                            cardEntity.glowIcon = icon[1];
                        }
                    }


                    if (isDish)
                    {
                        cardData.dishCardEntity[cardID] = cardEntity;
                    }
                    else
                    {
                        cardData.ingCardEntity[cardID] = cardEntity;
                    }

                    ShowLoad();
                    GenerateCard(cardID + 1, isDish);
                }
            };
        }
    }
示例#14
0
    private IEnumerator LoadAssetBundleFromCache(Dictionary <string, GameResAssetBundle> bundleGroupMap, string bundleName, string manifestName, string hash, string[] urls, System.Action <bool> onLoadDone)
    {
        var realHash = Hash128.Parse(hash);

        bool success = false;

        foreach (string url in urls)
        {
            float checkTimeOutTime = Time.time;
            float progress         = 0;

            var webRequest = GameWebRequest.SendAssetBundleWebRequest(url, realHash, true);
            while (!webRequest.request.isDone)
            {
                if (!string.IsNullOrEmpty(webRequest.request.error))
                {
                    break;
                }
                if (progress != webRequest.request.downloadProgress)
                {
                    checkTimeOutTime = Time.time;
                }
                else if (Time.time - checkTimeOutTime >= 5)
                {
                    break;
                }
                yield return(null);
            }

            if (!string.IsNullOrEmpty(webRequest.request.error) || !webRequest.request.isDone)
            {
                FTDebug.LogWarning(string.Format("Failed To LoadAssetBundleFromCache Name[{0}] From[{1}] Error[{2}]", bundleName, url, webRequest.request.error));
                GameWebRequest.DestroyAssetBundleWebRequest(webRequest);
                Caching.ClearCachedVersion(bundleName, realHash);
                continue;
            }

            AssetBundle assetBundle = null;
            try
            {
                assetBundle = DownloadHandlerAssetBundle.GetContent(webRequest.request);
                if (assetBundle == null)
                {
                    FTDebug.LogWarning(string.Format("Failed To LoadAssetBundleFromCache Name[{0}] From[{1}] Error[AssetBundle is Null]", bundleName, url));
                    GameWebRequest.DestroyAssetBundleWebRequest(webRequest);
                    Caching.ClearCachedVersion(bundleName, realHash);
                    continue;
                }
            }
            catch (System.Exception e)
            {
                FTDebug.LogWarning(string.Format("Failed To LoadAssetBundleFromCache Name[{0}] From[{1}] Error[{2}]", bundleName, url, e.Message));
                GameWebRequest.DestroyAssetBundleWebRequest(webRequest);
                Caching.ClearCachedVersion(bundleName, realHash);
                continue;
            }

            if (bundleGroupMap.ContainsKey(bundleName) && bundleGroupMap[bundleName].hash != hash)
            {
                UnLoadAssetBundle(bundleName, manifestName);
            }

            if (!bundleGroupMap.ContainsKey(bundleName))
            {
                bundleGroupMap.Add(bundleName, new GameResAssetBundle()
                {
                    hash        = hash,
                    assetBundle = assetBundle,
                });
            }

            GameWebRequest.DestroyAssetBundleWebRequest(webRequest);
            success = true;
            FTDebug.Log(string.Format("LoadAssetBundleFromCache Name[{0}] From[{1}]", bundleName, url));

            // 清除除当前使用的
            Caching.ClearOtherCachedVersions(bundleName, realHash);

            break;
        }

        onLoadDone(success);
    }
示例#15
0
    //如果OnCached非空,只会缓存AssetBundles,且调用OnCached
    public void LoadProjcetAssetBundlesCache(string inProjectID, UnityAction <ProjectAssetBundlesInfo, string, string> OnCached = null, string hxAssetBundleName = null)
    {
        //Debug.Log("PersistentDataPath: "+Application.persistentDataPath);

        Loading loading = loadingManager.AddALoading(0);

        bool checkFile = false;

        if (checkFile = File.Exists(pathAndURL.localProjectAssetBundlesInfoPath))
        {
            string log = "有本地ProjectAssetBundlesInfo.txt";
            GlobalDebug.Addline(log);
            Debug.Log(log);

            string jsonStr = File.ReadAllText(pathAndURL.localProjectAssetBundlesInfoPath);
            localProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(jsonStr);

            Debug.Log(pathAndURL.serverProjectAssetBundlesInfoPath);
            GlobalDebug.Addline(pathAndURL.serverProjectAssetBundlesInfoPath);

            Debug.Log(netCtrlManager);

            //"?"+DateTime.Now.ToString() 添加时间防止ios读取http缓存
            netCtrlManager.WebRequest(
                "同步AssetBundle服务器",
                pathAndURL.serverProjectAssetBundlesInfoPath + "?" + DateTime.Now.ToString(),
                loading.LoadingAnimation,
                (NetCtrlManager.RequestHandler r, UnityWebRequestAsyncOperation a, string info) => { Debug.Log("ServerProjectAssetBundlesInfo Load Failed!"); },
                (DownloadHandler t) =>
            {
                serverProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(t.text);
                //                  if (globalDebug)
                GlobalDebug.ReplaceLine(t.text, 15);
                Debug.Log(t.text);

                string log2 = "ServerTime:" + serverProjectAssetBundlesInfo.buildTime + " LocalTime:" + localProjectAssetBundlesInfo.buildTime;
                GlobalDebug.Addline(log2);
                Debug.Log(log2);

                //判断两个资源的生成时间,如果时间不一样表示资源以过期,要删去旧的资源以便重新下载
                if (serverProjectAssetBundlesInfo.buildTime != localProjectAssetBundlesInfo.buildTime)
                {
                    string log3 = "删除老资源,替换新资源";
                    GlobalDebug.Addline(log3);
                    Debug.Log(log3);

                    File.WriteAllText(pathAndURL.localProjectAssetBundlesInfoPath, t.text);
                    for (int i = 0; i < serverProjectAssetBundlesInfo.sceneAssetBundle.Length; i++)
                    {
                        Caching.ClearOtherCachedVersions(pathAndURL.projectPath + serverProjectAssetBundlesInfo.sceneAssetBundle[i], Hash128.Parse(serverProjectAssetBundlesInfo.sceneAssetBundleHash[i]));
                    }
                }

                if (OnCached != null)
                {
                    OnCached.Invoke(serverProjectAssetBundlesInfo, inProjectID, hxAssetBundleName);
                }
                else
                {
                    StartLoadAssetBundle(serverProjectAssetBundlesInfo);
                }
            },
                null,
                null
                );
        }
        else
        {
            string log = "无本地ProjectAssetBundlesInfo.txt";
            GlobalDebug.Addline(log);
            Debug.Log(log);

            netCtrlManager.WebRequest(
                "同步AssetBundle服务器",
                pathAndURL.serverProjectAssetBundlesInfoPath,
                loading.LoadingAnimation,
                (NetCtrlManager.RequestHandler r, UnityWebRequestAsyncOperation a, string info) => { Debug.Log("ServerProjectAssetBundlesInfo Load Failed!"); },
                (DownloadHandler t) =>
            {
                string log2 = "获取到Server的ProjectAssetBundlesInfo.txt";
                GlobalDebug.Addline(log2);
                Debug.Log(log2);

                GlobalDebug.ReplaceLine(t.text, 15);

                serverProjectAssetBundlesInfo = JsonUtility.FromJson <ProjectAssetBundlesInfo>(t.text);
                File.WriteAllText(pathAndURL.localProjectAssetBundlesInfoPath, t.text);

                if (OnCached != null)
                {
                    OnCached.Invoke(serverProjectAssetBundlesInfo, inProjectID, hxAssetBundleName);
                }
                else
                {
                    StartLoadAssetBundle(serverProjectAssetBundlesInfo);
                }
            },
                null,
                null
                );
        }

        //  if(globalDebug)
        GlobalDebug.ReplaceLine("HasLoaclInfo.txt:" + checkFile.ToString(), 16);
    }
示例#16
0
        /// <summary>
        /// Update manifest.
        /// Compare manifests and delete old cached bundles.
        /// Starts download of manifest asset bundle.
        /// Returns the manifest asset bundle downolad operation object.
        /// </summary>
        /// <param name="newManifest">Asset bundle manifest.</param>
        static void SetManifest(AssetBundleManifest newManifest)
        {
            if (!newManifest)
            {
                Debug.LogErrorFormat("{0}マニフェスト更新 失敗 : {1}", kLog, patch);
                return;
            }

            var oldManifest = AssetManager.manifest;

            AssetManager.manifest = newManifest;

            if (oldManifest)
            {
                var oldBundles = new HashSet <string>(oldManifest.GetAllAssetBundles());
                var newBundles = new HashSet <string>(newManifest.GetAllAssetBundles());

                // 新規
                var sb    = new StringBuilder();
                var array = newBundles.Except(oldBundles).ToArray();
                sb.AppendFormat("[Added] {0}\n", array.Length);
                foreach (var bundleName in array)
                {
                    sb.AppendFormat("  > {0} ({1})\n", bundleName, newManifest.GetAssetBundleHash(bundleName).ToString().Substring(0, 4));
                }

                // 削除
                array = oldBundles.Except(newBundles).ToArray();
                sb.AppendFormat("\n[Deleted : キャッシュは削除されます] {0}\n", array.Length);
                foreach (var bundleName in array)
                {
                    sb.AppendFormat("  > {0} ({1})\n", bundleName, oldManifest.GetAssetBundleHash(bundleName).ToString().Substring(0, 4));
                }


                // 更新
                array = oldBundles
                        .Intersect(newBundles)
                        .Select(name => new { name = name, oldHash = oldManifest.GetAssetBundleHash(name), newHash = newManifest.GetAssetBundleHash(name), })
                        .Where(x => x.oldHash != x.newHash)
                        .Select(x => string.Format("{0} ({1} -> {2})", x.name, x.oldHash.ToString().Substring(0, 4), x.newHash.ToString().Substring(0, 4)))
                        .ToArray();
                sb.AppendFormat("\n[Updated : 古いキャッシュは削除されます] {0}\n", array.Length);
                foreach (var bundleName in array)
                {
                    sb.AppendLine("  > " + bundleName);
                }

#if UNITY_2017_1_OR_NEWER
                // 削除
                foreach (var name in oldBundles.Except(newBundles))
                {
                    UnloadAssetBundleInternal(name);
                    Caching.ClearAllCachedVersions(name);
                    Debug.LogFormat("{0}キャッシュ削除 : {1}", kLog, name);
                }

                // 更新
                foreach (var name in newBundles)
                {
                    UnloadAssetBundleInternal(name);
                    Caching.ClearOtherCachedVersions(name, newManifest.GetAssetBundleHash(name));
                    Debug.LogFormat("{0}キャッシュ削除 : {1}", kLog, name);
                }
#else
                foreach (var name in oldBundles.Where(newBundles.Contains))
                {
                    var oldHash = oldManifest.GetAssetBundleHash(name);
                    var newHash = newManifest.GetAssetBundleHash(name);

                    // The bundle has removed or changed. Need to delete cached bundle.
                    if (oldHash != newHash)
                    {
                        UnloadAssetBundleInternal(name);
                        if (Caching.IsVersionCached(name, oldHash))
                        {
                            Debug.LogFormat("{0}キャッシュ削除 : {1}({2})", kLog, name, oldHash.ToString().Substring(0, 4));
                            var request = UnityWebRequest.GetAssetBundle(name, oldHash, uint.MaxValue);
                            request.Send();
                            request.Abort();
                        }
                    }
                }
#endif
                Debug.LogFormat("{0}マニフェスト更新 完了 : {2}\n変更は以下の通りです:\n{1}", kLog, sb, patch);
            }
            else
            {
                var newBundles = newManifest.GetAllAssetBundles();

                // 新規
                var sb = new StringBuilder();
                sb.AppendFormat("[Added] {0}\n", newBundles.Length);
                foreach (var bundleName in newBundles)
                {
                    sb.AppendFormat("  > {0} ({1})\n", bundleName, newManifest.GetAssetBundleHash(bundleName).ToString().Substring(0, 4));
                }
                Debug.LogFormat("{0}マニフェスト更新 完了 : {2}\n変更は以下の通りです:\n{1}", kLog, sb, patch);
            }
            instance.storedPatch = patch;
        }