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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEngine;
namespace ET
{
[FriendClass(typeof(ABInfo))]
public static class ABInfoSystem
{
[ObjectSystem]
public class ABInfoAwakeSystem: AwakeSystem<ABInfo, string, AssetBundle>
{
public override void Awake(ABInfo self, string abName, AssetBundle a)
{
self.AssetBundle = a;
self.Name = abName;
self.RefCount = 1;
self.AlreadyLoadAssets = false;
}
}
[ObjectSystem]
public class ABInfoDestroySystem: DestroySystem<ABInfo>
{
public override void Destroy(ABInfo self)
{
//Log.Debug($"desdroy assetbundle: {self.Name}");
self.RefCount = 0;
self.Name = "";
self.AlreadyLoadAssets = false;
self.AssetBundle = null;
}
}
public static void Destroy(this ABInfo self, bool unload = true)
{
if (self.AssetBundle != null)
{
self.AssetBundle.Unload(unload);
}
self.Dispose();
}
}
public class ABInfo: Entity, IAwake<string, AssetBundle>, IDestroy
{
public string Name { get; set; }
public int RefCount { get; set; }
public AssetBundle AssetBundle;
public bool AlreadyLoadAssets;
}
// 用于字符串转换,减少GC
[FriendClass(typeof(ResourcesComponent))]
public static class AssetBundleHelper
{
public static async ETTask<AssetBundle> UnityLoadBundleAsync(string path)
{
var tcs = ETTask<AssetBundle>.Create(true);
AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
request.completed += operation => { tcs.SetResult(request.assetBundle); };
return await tcs;
}
public static async ETTask<UnityEngine.Object[]> UnityLoadAssetAsync(AssetBundle assetBundle)
{
var tcs = ETTask<UnityEngine.Object[]>.Create(true);
AssetBundleRequest request = assetBundle.LoadAllAssetsAsync();
request.completed += operation => { tcs.SetResult(request.allAssets); };
return await tcs;
}
public static string IntToString(this int value)
{
string result;
if (ResourcesComponent.Instance.IntToStringDict.TryGetValue(value, out result))
{
return result;
}
result = value.ToString();
ResourcesComponent.Instance.IntToStringDict[value] = result;
return result;
}
public static string StringToAB(this string value)
{
string result;
if (ResourcesComponent.Instance.StringToABDict.TryGetValue(value, out result))
{
return result;
}
result = value + ".unity3d";
ResourcesComponent.Instance.StringToABDict[value] = result;
return result;
}
public static string IntToAB(this int value)
{
return value.IntToString().StringToAB();
}
public static string BundleNameToLower(this string value)
{
string result;
if (ResourcesComponent.Instance.BundleNameToLowerDict.TryGetValue(value, out result))
{
return result;
}
result = value.ToLower();
ResourcesComponent.Instance.BundleNameToLowerDict[value] = result;
return result;
}
}
[FriendClass(typeof(ABInfo))]
[FriendClass(typeof(ResourcesComponent))]
public static class ResourcesComponentSystem
{
[ObjectSystem]
public class ResourcesComponentAwakeSystem: AwakeSystem<ResourcesComponent>
{
public override void Awake(ResourcesComponent self)
{
ResourcesComponent.Instance = self;
if (Define.IsAsync)
{
self.LoadOneBundle("StreamingAssets");
self.AssetBundleManifestObject = (AssetBundleManifest)self.GetAsset("StreamingAssets", "AssetBundleManifest");
}
}
}
[ObjectSystem]
public class ResourcesComponentDestroySystem: DestroySystem<ResourcesComponent>
{
public override void Destroy(ResourcesComponent self)
{
ResourcesComponent.Instance = null;
foreach (var abInfo in self.bundles)
{
abInfo.Value.Destroy();
}
self.bundles.Clear();
self.resourceCache.Clear();
self.IntToStringDict.Clear();
self.StringToABDict.Clear();
self.BundleNameToLowerDict.Clear();
}
}
private static string[] GetDependencies(this ResourcesComponent self, string assetBundleName)
{
string[] dependencies = Array.Empty<string>();
if (self.DependenciesCache.TryGetValue(assetBundleName, out dependencies))
{
return dependencies;
}
if (!Define.IsAsync)
{
if (Define.IsEditor)
{
dependencies = Define.GetAssetBundleDependencies(assetBundleName, true);
}
}
else
{
dependencies = self.AssetBundleManifestObject.GetAllDependencies(assetBundleName);
}
self.DependenciesCache.Add(assetBundleName, dependencies);
return dependencies;
}
private static string[] GetSortedDependencies(this ResourcesComponent self, string assetBundleName)
{
var info = new Dictionary<string, int>();
var parents = new List<string>();
self.CollectDependencies(parents, assetBundleName, info);
string[] ss = info.OrderBy(x => x.Value).Select(x => x.Key).ToArray();
return ss;
}
private static void CollectDependencies(this ResourcesComponent self, List<string> parents, string assetBundleName, Dictionary<string, int> info)
{
parents.Add(assetBundleName);
string[] deps = self.GetDependencies(assetBundleName);
foreach (string parent in parents)
{
if (!info.ContainsKey(parent))
{
info[parent] = 0;
}
info[parent] += deps.Length;
}
foreach (string dep in deps)
{
if (parents.Contains(dep))
{
throw new Exception($"包有循环依赖,请重新标记: {assetBundleName} {dep}");
}
self.CollectDependencies(parents, dep, info);
}
parents.RemoveAt(parents.Count - 1);
}
public static bool Contains(this ResourcesComponent self, string bundleName)
{
return self.bundles.ContainsKey(bundleName);
}
public static Dictionary<string, UnityEngine.Object> GetBundleAll(this ResourcesComponent self, string bundleName)
{
Dictionary<string, UnityEngine.Object> dict;
if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
{
throw new Exception($"not found asset: {bundleName}");
}
return dict;
}
public static UnityEngine.Object GetAsset(this ResourcesComponent self, string bundleName, string prefab)
{
Dictionary<string, UnityEngine.Object> dict;
if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
{
throw new Exception($"not found asset: {bundleName} {prefab}");
}
UnityEngine.Object resource = null;
if (!dict.TryGetValue(prefab, out resource))
{
throw new Exception($"not found asset: {bundleName} {prefab}");
}
return resource;
}
public static AssetBundle GetAssetBundle(this ResourcesComponent self, string abName)
{
ABInfo abInfo;
if (!self.bundles.TryGetValue(AssetBundleHelper.BundleNameToLower(abName), out abInfo))
{
throw new Exception($"not found bundle: {abName}");
}
return abInfo.AssetBundle;
}
// 一帧卸载一个包,避免卡死
public static async ETTask UnloadBundleAsync(this ResourcesComponent self, string assetBundleName, bool unload = true)
{
assetBundleName = assetBundleName.BundleNameToLower();
string[] dependencies = self.GetSortedDependencies(assetBundleName);
//Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
foreach (string dependency in dependencies)
{
CoroutineLock coroutineLock = null;
try
{
coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, assetBundleName.GetHashCode());
self.UnloadOneBundle(dependency, unload);
await TimerComponent.Instance.WaitFrameAsync();
}
finally
{
coroutineLock?.Dispose();
}
}
//Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
}
// 只允许场景设置unload为false
public static void UnloadBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
{
assetBundleName = assetBundleName.BundleNameToLower();
string[] dependencies = self.GetSortedDependencies(assetBundleName);
//Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
foreach (string dependency in dependencies)
{
self.UnloadOneBundle(dependency, unload);
}
//Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
}
private static void UnloadOneBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
{
assetBundleName = assetBundleName.BundleNameToLower();
ABInfo abInfo;
if (!self.bundles.TryGetValue(assetBundleName, out abInfo))
{
return;
}
//Log.Debug($"---------------unload one bundle {assetBundleName} refcount: {abInfo.RefCount - 1}");
--abInfo.RefCount;
if (abInfo.RefCount > 0)
{
return;
}
//Log.Debug($"---------------truly unload one bundle {assetBundleName} refcount: {abInfo.RefCount}");
self.bundles.Remove(assetBundleName);
self.resourceCache.Remove(assetBundleName);
abInfo.Destroy(unload);
// Log.Debug($"cache count: {self.cacheDictionary.Count}");
}
/// <summary>
/// 同步加载assetbundle
/// </summary>
/// <param name="assetBundleName"></param>
/// <returns></returns>
public static void LoadBundle(this ResourcesComponent self, string assetBundleName)
{
assetBundleName = assetBundleName.ToLower();
string[] dependencies = self.GetSortedDependencies(assetBundleName);
//Log.Debug($"-----------dep load start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
foreach (string dependency in dependencies)
{
if (string.IsNullOrEmpty(dependency))
{
continue;
}
self.LoadOneBundle(dependency);
}
//Log.Debug($"-----------dep load finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
}
private static void AddResource(this ResourcesComponent self, string bundleName, string assetName, UnityEngine.Object resource)
{
Dictionary<string, UnityEngine.Object> dict;
if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
{
dict = new Dictionary<string, UnityEngine.Object>();
self.resourceCache[bundleName] = dict;
}
dict[assetName] = resource;
}
private static void LoadOneBundle(this ResourcesComponent self, string assetBundleName)
{
assetBundleName = assetBundleName.BundleNameToLower();
ABInfo abInfo;
if (self.bundles.TryGetValue(assetBundleName, out abInfo))
{
++abInfo.RefCount;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
return;
}
if (!Define.IsAsync)
{
if (Define.IsEditor)
{
string[] realPath = null;
realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
foreach (string s in realPath)
{
string assetName = Path.GetFileNameWithoutExtension(s);
UnityEngine.Object resource = Define.LoadAssetAtPath(s);
self.AddResource(assetBundleName, assetName, resource);
}
if (realPath.Length > 0)
{
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
self.bundles[assetBundleName] = abInfo;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
}
else
{
Log.Error($"assets bundle not found: {assetBundleName}");
}
}
return;
}
string p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
AssetBundle assetBundle = null;
if (File.Exists(p))
{
assetBundle = AssetBundle.LoadFromFile(p);
}
else
{
p = Path.Combine(PathHelper.AppResPath, assetBundleName);
assetBundle = AssetBundle.LoadFromFile(p);
}
if (assetBundle == null)
{
// 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
Log.Warning($"assets bundle not found: {assetBundleName}");
return;
}
if (!assetBundle.isStreamedSceneAssetBundle)
{
// 异步load资源到内存cache住
var assets = assetBundle.LoadAllAssets();
foreach (UnityEngine.Object asset in assets)
{
self.AddResource(assetBundleName, asset.name, asset);
}
}
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
self.bundles[assetBundleName] = abInfo;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
}
/// <summary>
/// 异步加载assetbundle, 加载ab包分两部分,第一部分是从硬盘加载,第二部分加载all assets。两者不能同时并发
/// </summary>
public static async ETTask LoadBundleAsync(this ResourcesComponent self, string assetBundleName)
{
assetBundleName = assetBundleName.BundleNameToLower();
string[] dependencies = self.GetSortedDependencies(assetBundleName);
//Log.Debug($"-----------dep load async start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
using (ListComponent<ABInfo> abInfos = ListComponent<ABInfo>.Create())
{
async ETTask LoadDependency(string dependency, List<ABInfo> abInfosList)
{
CoroutineLock coroutineLock = null;
try
{
coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode());
ABInfo abInfo = await self.LoadOneBundleAsync(dependency);
if (abInfo == null || abInfo.RefCount > 1)
{
return;
}
abInfosList.Add(abInfo);
}
finally
{
coroutineLock?.Dispose();
}
}
// LoadFromFileAsync部分可以并发加载
using (ListComponent<ETTask> tasks = ListComponent<ETTask>.Create())
{
foreach (string dependency in dependencies)
{
tasks.Add(LoadDependency(dependency, abInfos));
}
await ETTaskHelper.WaitAll(tasks);
// ab包从硬盘加载完成,可以再并发加载all assets
tasks.Clear();
foreach (ABInfo abInfo in abInfos)
{
tasks.Add(self.LoadOneBundleAllAssets(abInfo));
}
await ETTaskHelper.WaitAll(tasks);
}
}
}
private static async ETTask<ABInfo> LoadOneBundleAsync(this ResourcesComponent self, string assetBundleName)
{
assetBundleName = assetBundleName.BundleNameToLower();
ABInfo abInfo;
if (self.bundles.TryGetValue(assetBundleName, out abInfo))
{
++abInfo.RefCount;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
return null;
}
string p = "";
AssetBundle assetBundle = null;
if (!Define.IsAsync)
{
if (Define.IsEditor)
{
string[] realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
foreach (string s in realPath)
{
string assetName = Path.GetFileNameWithoutExtension(s);
UnityEngine.Object resource = Define.LoadAssetAtPath(s);
self.AddResource(assetBundleName, assetName, resource);
}
if (realPath.Length > 0)
{
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
self.bundles[assetBundleName] = abInfo;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
}
else
{
Log.Error("Bundle not exist! BundleName: " + assetBundleName);
}
// 编辑器模式也不能同步加载
await TimerComponent.Instance.WaitAsync(100);
return abInfo;
}
}
p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
if (!File.Exists(p))
{
p = Path.Combine(PathHelper.AppResPath, assetBundleName);
}
Log.Debug("Async load bundle BundleName : " + p);
// if (!File.Exists(p))
// {
// Log.Error("Async load bundle not exist! BundleName : " + p);
// return null;
// }
assetBundle = await AssetBundleHelper.UnityLoadBundleAsync(p);
if (assetBundle == null)
{
// 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
Log.Warning($"assets bundle not found: {assetBundleName}");
return null;
}
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
self.bundles[assetBundleName] = abInfo;
return abInfo;
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
}
// 加载ab包中的all assets
private static async ETTask LoadOneBundleAllAssets(this ResourcesComponent self, ABInfo abInfo)
{
CoroutineLock coroutineLock = null;
try
{
coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode());
if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
{
return;
}
if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
{
// 异步load资源到内存cache住
var assets = await AssetBundleHelper.UnityLoadAssetAsync(abInfo.AssetBundle);
foreach (UnityEngine.Object asset in assets)
{
self.AddResource(abInfo.Name, asset.name, asset);
}
}
abInfo.AlreadyLoadAssets = true;
}
finally
{
coroutineLock?.Dispose();
}
}
public static string DebugString(this ResourcesComponent self)
{
StringBuilder sb = new StringBuilder();
foreach (ABInfo abInfo in self.bundles.Values)
{
sb.Append($"{abInfo.Name}:{abInfo.RefCount}\n");
}
return sb.ToString();
}
}
[ComponentOf(typeof(Scene))]
public class ResourcesComponent: Entity, IAwake, IDestroy
{
public static ResourcesComponent Instance { get; set; }
public AssetBundleManifest AssetBundleManifestObject { get; set; }
public Dictionary<int, string> IntToStringDict = new Dictionary<int, string>();
public Dictionary<string, string> StringToABDict = new Dictionary<string, string>();
public Dictionary<string, string> BundleNameToLowerDict = new Dictionary<string, string>() { { "StreamingAssets", "StreamingAssets" } };
public readonly Dictionary<string, Dictionary<string, UnityEngine.Object>> resourceCache =
new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
public readonly Dictionary<string, ABInfo> bundles = new Dictionary<string, ABInfo>();
// 缓存包依赖,不用每次计算
public readonly Dictionary<string, string[]> DependenciesCache = new Dictionary<string, string[]>();
}
}