示例#1
0
            private void OnLoadUpdatableVersionListSuccess(string fileUri, byte[] bytes, float duration, object userData)
            {
                if (m_UpdatableVersionListReady)
                {
                    throw new GameFrameworkException("Updatable version list has been parsed.");
                }

                MemoryStream memoryStream = null;

                try
                {
                    memoryStream = new MemoryStream(bytes, false);
                    UpdatableVersionList versionList = m_ResourceManager.m_UpdatableVersionListSerializer.Deserialize(memoryStream);
                    if (!versionList.IsValid)
                    {
                        throw new GameFrameworkException("Deserialize updatable version list failure.");
                    }

                    UpdatableVersionList.Asset[]         assets         = versionList.GetAssets();
                    UpdatableVersionList.Resource[]      resources      = versionList.GetResources();
                    UpdatableVersionList.FileSystem[]    fileSystems    = versionList.GetFileSystems();
                    UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
                    m_ResourceManager.m_ApplicableGameVersion   = versionList.ApplicableGameVersion;
                    m_ResourceManager.m_InternalResourceVersion = versionList.InternalResourceVersion;
                    m_ResourceManager.m_AssetInfos             = new Dictionary <string, AssetInfo>(assets.Length, StringComparer.Ordinal);
                    m_ResourceManager.m_ResourceInfos          = new Dictionary <ResourceName, ResourceInfo>(resources.Length, new ResourceNameComparer());
                    m_ResourceManager.m_ReadWriteResourceInfos = new SortedDictionary <ResourceName, ReadWriteResourceInfo>(new ResourceNameComparer());
                    ResourceGroup defaultResourceGroup = m_ResourceManager.GetOrAddResourceGroup(string.Empty);

                    foreach (UpdatableVersionList.FileSystem fileSystem in fileSystems)
                    {
                        int[] resourceIndexes = fileSystem.GetResourceIndexes();
                        foreach (int resourceIndex in resourceIndexes)
                        {
                            UpdatableVersionList.Resource resource = resources[resourceIndex];
                            if (resource.Variant != null && resource.Variant != m_CurrentVariant)
                            {
                                continue;
                            }

                            SetCachedFileSystemName(new ResourceName(resource.Name, resource.Variant, resource.Extension), fileSystem.Name);
                        }
                    }

                    foreach (UpdatableVersionList.Resource resource in resources)
                    {
                        if (resource.Variant != null && resource.Variant != m_CurrentVariant)
                        {
                            continue;
                        }

                        ResourceName resourceName = new ResourceName(resource.Name, resource.Variant, resource.Extension);
                        int[]        assetIndexes = resource.GetAssetIndexes();
                        foreach (int assetIndex in assetIndexes)
                        {
                            UpdatableVersionList.Asset asset = assets[assetIndex];
                            int[]    dependencyAssetIndexes  = asset.GetDependencyAssetIndexes();
                            int      index = 0;
                            string[] dependencyAssetNames = new string[dependencyAssetIndexes.Length];
                            foreach (int dependencyAssetIndex in dependencyAssetIndexes)
                            {
                                dependencyAssetNames[index++] = assets[dependencyAssetIndex].Name;
                            }

                            m_ResourceManager.m_AssetInfos.Add(asset.Name, new AssetInfo(asset.Name, resourceName, dependencyAssetNames));
                        }

                        SetVersionInfo(resourceName, (LoadType)resource.LoadType, resource.Length, resource.HashCode, resource.CompressedLength, resource.CompressedHashCode);
                        defaultResourceGroup.AddResource(resourceName, resource.Length, resource.CompressedLength);
                    }

                    foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
                    {
                        ResourceGroup group           = m_ResourceManager.GetOrAddResourceGroup(resourceGroup.Name);
                        int[]         resourceIndexes = resourceGroup.GetResourceIndexes();
                        foreach (int resourceIndex in resourceIndexes)
                        {
                            UpdatableVersionList.Resource resource = resources[resourceIndex];
                            if (resource.Variant != null && resource.Variant != m_CurrentVariant)
                            {
                                continue;
                            }

                            group.AddResource(new ResourceName(resource.Name, resource.Variant, resource.Extension), resource.Length, resource.CompressedLength);
                        }
                    }

                    m_UpdatableVersionListReady = true;
                    RefreshCheckInfoStatus();
                }
                catch (Exception exception)
                {
                    if (exception is GameFrameworkException)
                    {
                        throw;
                    }

                    throw new GameFrameworkException(Utility.Text.Format("Parse updatable version list exception '{0}'.", exception), exception);
                }
                finally
                {
                    if (memoryStream != null)
                    {
                        memoryStream.Dispose();
                        memoryStream = null;
                    }
                }
            }
            /// <summary>
            /// 解析版本资源列表。
            /// </summary>
            /// <param name="fileUri">版本资源列表文件路径。</param>
            /// <param name="bytes">要解析的数据。</param>
            /// <param name="errorMessage">错误信息。</param>
            private void ParseUpdatableVersionList(string fileUri, byte[] bytes, string errorMessage)
            {
                if (m_UpdatableVersionListReady)
                {
                    throw new GameFrameworkException("Updatable version list has been parsed.");
                }

                if (bytes == null || bytes.Length <= 0)
                {
                    throw new GameFrameworkException(Utility.Text.Format("Updatable version list '{0}' is invalid, error message is '{1}'.", fileUri, string.IsNullOrEmpty(errorMessage) ? "<Empty>" : errorMessage));
                }

                MemoryStream memoryStream = null;

                try
                {
                    memoryStream = new MemoryStream(bytes, false);
                    UpdatableVersionList versionList = m_ResourceManager.m_UpdatableVersionListSerializer.Deserialize(memoryStream);
                    if (!versionList.IsValid)
                    {
                        throw new GameFrameworkException("Deserialize updatable version list failure.");
                    }

                    UpdatableVersionList.Asset[]         assets         = versionList.GetAssets();
                    UpdatableVersionList.Resource[]      resources      = versionList.GetResources();
                    UpdatableVersionList.ResourceGroup[] resourceGroups = versionList.GetResourceGroups();
                    m_ResourceManager.m_ApplicableGameVersion   = versionList.ApplicableGameVersion;
                    m_ResourceManager.m_InternalResourceVersion = versionList.InternalResourceVersion;
                    m_ResourceManager.m_AssetInfos    = new Dictionary <string, AssetInfo>(assets.Length);
                    m_ResourceManager.m_ResourceInfos = new Dictionary <ResourceName, ResourceInfo>(resources.Length, new ResourceNameComparer());
                    ResourceGroup defaultResourceGroup = m_ResourceManager.GetOrAddResourceGroup(string.Empty);

                    foreach (UpdatableVersionList.Resource resource in resources)
                    {
                        ResourceName resourceName = new ResourceName(resource.Name, resource.Variant);
                        int[]        assetIndexes = resource.GetAssetIndexes();
                        foreach (int assetIndex in assetIndexes)
                        {
                            UpdatableVersionList.Asset asset = assets[assetIndex];
                            int[]    dependencyAssetIndexes  = asset.GetDependencyAssetIndexes();
                            string[] dependencyAssetNames    = new string[dependencyAssetIndexes.Length];
                            int      index = 0;
                            foreach (int dependencyAssetIndex in dependencyAssetIndexes)
                            {
                                dependencyAssetNames[index++] = assets[dependencyAssetIndex].Name;
                            }

                            if (resource.Variant == null || resource.Variant == m_CurrentVariant)
                            {
                                m_ResourceManager.m_AssetInfos.Add(asset.Name, new AssetInfo(asset.Name, resourceName, dependencyAssetNames));
                            }
                        }

                        if (resource.Variant == null || resource.Variant == m_CurrentVariant)
                        {
                            SetVersionInfo(resourceName, (LoadType)resource.LoadType, resource.Length, resource.HashCode, resource.ZipLength, resource.ZipHashCode);
                            defaultResourceGroup.AddResource(resourceName, resource.Length, resource.ZipLength);
                        }
                    }

                    foreach (UpdatableVersionList.ResourceGroup resourceGroup in resourceGroups)
                    {
                        ResourceGroup group           = m_ResourceManager.GetOrAddResourceGroup(resourceGroup.Name);
                        int[]         resourceIndexes = resourceGroup.GetResourceIndexes();
                        foreach (int resourceIndex in resourceIndexes)
                        {
                            if (resources[resourceIndex].Variant == null || resources[resourceIndex].Variant == m_CurrentVariant)
                            {
                                group.AddResource(new ResourceName(resources[resourceIndex].Name, resources[resourceIndex].Variant), resources[resourceIndex].Length, resources[resourceIndex].ZipLength);
                            }
                        }
                    }

                    m_UpdatableVersionListReady = true;
                    RefreshCheckInfoStatus();
                }
                catch (Exception exception)
                {
                    if (exception is GameFrameworkException)
                    {
                        throw;
                    }

                    throw new GameFrameworkException(Utility.Text.Format("Parse updatable version list exception '{0}'.", exception.ToString()), exception);
                }
                finally
                {
                    if (memoryStream != null)
                    {
                        memoryStream.Dispose();
                        memoryStream = null;
                    }
                }
            }