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