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UnityGameFramework
/
Scripts
/
Runtime
/
Resource
/
ResourceComponent.cs
UnityGameFramework
/
Scripts
/
Runtime
/
Resource
/
ResourceComponent.cs
ResourceComponent.cs 28.55 KB
Copy Edit Raw Blame History
Jiang Yin authored 2019年02月18日 21:33 +08:00 . 优化资源更新
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2019 Jiang Yin. All rights reserved.
// Homepage: http://gameframework.cn/
// Feedback: mailto:jiangyin@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Download;
using GameFramework.ObjectPool;
using GameFramework.Resource;
using System;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 资源组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Resource")]
public sealed class ResourceComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
private IResourceManager m_ResourceManager = null;
private EventComponent m_EventComponent = null;
private bool m_EditorResourceMode = false;
private bool m_ForceUnloadUnusedAssets = false;
private bool m_PreorderUnloadUnusedAssets = false;
private bool m_PerformGCCollect = false;
private AsyncOperation m_AsyncOperation = null;
private float m_LastOperationElapse = 0f;
private ResourceHelperBase m_ResourceHelper = null;
[SerializeField]
private ResourceMode m_ResourceMode = ResourceMode.Package;
[SerializeField]
private ReadWritePathType m_ReadWritePathType = ReadWritePathType.Unspecified;
[SerializeField]
private float m_UnloadUnusedAssetsInterval = 60f;
[SerializeField]
private float m_AssetAutoReleaseInterval = 60f;
[SerializeField]
private int m_AssetCapacity = 64;
[SerializeField]
private float m_AssetExpireTime = 60f;
[SerializeField]
private int m_AssetPriority = 0;
[SerializeField]
private float m_ResourceAutoReleaseInterval = 60f;
[SerializeField]
private int m_ResourceCapacity = 16;
[SerializeField]
private float m_ResourceExpireTime = 60f;
[SerializeField]
private int m_ResourcePriority = 0;
[SerializeField]
private string m_UpdatePrefixUri = null;
[SerializeField]
private int m_UpdateFileCacheLength = 1024 * 1024;
[SerializeField]
private int m_GenerateReadWriteListLength = 1024 * 1024;
[SerializeField]
private int m_UpdateRetryCount = 3;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private string m_ResourceHelperTypeName = "UnityGameFramework.Runtime.DefaultResourceHelper";
[SerializeField]
private ResourceHelperBase m_CustomResourceHelper = null;
[SerializeField]
private string m_LoadResourceAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultLoadResourceAgentHelper";
[SerializeField]
private LoadResourceAgentHelperBase m_CustomLoadResourceAgentHelper = null;
[SerializeField]
private int m_LoadResourceAgentHelperCount = 3;
/// <summary>
/// 获取资源只读路径。
/// </summary>
public string ReadOnlyPath
{
get
{
return m_ResourceManager.ReadOnlyPath;
}
}
/// <summary>
/// 获取资源读写路径。
/// </summary>
public string ReadWritePath
{
get
{
return m_ResourceManager.ReadWritePath;
}
}
/// <summary>
/// 获取资源模式。
/// </summary>
public ResourceMode ResourceMode
{
get
{
return m_ResourceManager.ResourceMode;
}
}
/// <summary>
/// 获取资源读写路径类型。
/// </summary>
public ReadWritePathType ReadWritePathType
{
get
{
return m_ReadWritePathType;
}
}
/// <summary>
/// 设置当前变体。
/// </summary>
public string CurrentVariant
{
get
{
return m_ResourceManager.CurrentVariant;
}
}
/// <summary>
/// 获取或设置无用资源释放间隔时间。
/// </summary>
public float UnloadUnusedAssetsInterval
{
get
{
return m_UnloadUnusedAssetsInterval;
}
set
{
m_UnloadUnusedAssetsInterval = value;
}
}
/// <summary>
/// 获取当前资源适用的游戏版本号。
/// </summary>
public string ApplicableGameVersion
{
get
{
return m_ResourceManager.ApplicableGameVersion;
}
}
/// <summary>
/// 获取当前内部资源版本号。
/// </summary>
public int InternalResourceVersion
{
get
{
return m_ResourceManager.InternalResourceVersion;
}
}
/// <summary>
/// 获取已准备完毕资源数量。
/// </summary>
public int AssetCount
{
get
{
return m_ResourceManager.AssetCount;
}
}
/// <summary>
/// 获取已准备完毕资源数量。
/// </summary>
public int ResourceCount
{
get
{
return m_ResourceManager.ResourceCount;
}
}
/// <summary>
/// 获取或设置资源更新下载地址。
/// </summary>
public string UpdatePrefixUri
{
get
{
return m_ResourceManager.UpdatePrefixUri;
}
set
{
m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri = value;
}
}
/// <summary>
/// 获取或设置更新文件缓存大小。
/// </summary>
public int UpdateFileCacheLength
{
get
{
return m_ResourceManager.UpdateFileCacheLength;
}
set
{
m_ResourceManager.UpdateFileCacheLength = m_UpdateFileCacheLength = value;
}
}
/// <summary>
/// 获取或设置每下载多少字节的资源,刷新一次资源列表。
/// </summary>
public int GenerateReadWriteListLength
{
get
{
return m_ResourceManager.GenerateReadWriteListLength;
}
set
{
m_ResourceManager.GenerateReadWriteListLength = m_GenerateReadWriteListLength = value;
}
}
/// <summary>
/// 获取或设置资源更新重试次数。
/// </summary>
public int UpdateRetryCount
{
get
{
return m_ResourceManager.UpdateRetryCount;
}
set
{
m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount = value;
}
}
/// <summary>
/// 获取等待更新资源数量。
/// </summary>
public int UpdateWaitingCount
{
get
{
return m_ResourceManager.UpdateWaitingCount;
}
}
/// <summary>
/// 获取正在更新资源数量。
/// </summary>
public int UpdatingCount
{
get
{
return m_ResourceManager.UpdatingCount;
}
}
/// <summary>
/// 获取加载资源代理总数量。
/// </summary>
public int LoadTotalAgentCount
{
get
{
return m_ResourceManager.LoadTotalAgentCount;
}
}
/// <summary>
/// 获取可用加载资源代理数量。
/// </summary>
public int LoadFreeAgentCount
{
get
{
return m_ResourceManager.LoadFreeAgentCount;
}
}
/// <summary>
/// 获取工作中加载资源代理数量。
/// </summary>
public int LoadWorkingAgentCount
{
get
{
return m_ResourceManager.LoadWorkingAgentCount;
}
}
/// <summary>
/// 获取等待加载资源任务数量。
/// </summary>
public int LoadWaitingTaskCount
{
get
{
return m_ResourceManager.LoadWaitingTaskCount;
}
}
/// <summary>
/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
/// </summary>
public float AssetAutoReleaseInterval
{
get
{
return m_ResourceManager.AssetAutoReleaseInterval;
}
set
{
m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval = value;
}
}
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
public int AssetCapacity
{
get
{
return m_ResourceManager.AssetCapacity;
}
set
{
m_ResourceManager.AssetCapacity = m_AssetCapacity = value;
}
}
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
public float AssetExpireTime
{
get
{
return m_ResourceManager.AssetExpireTime;
}
set
{
m_ResourceManager.AssetExpireTime = m_AssetExpireTime = value;
}
}
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
public int AssetPriority
{
get
{
return m_ResourceManager.AssetPriority;
}
set
{
m_ResourceManager.AssetPriority = m_AssetPriority = value;
}
}
/// <summary>
/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
/// </summary>
public float ResourceAutoReleaseInterval
{
get
{
return m_ResourceManager.ResourceAutoReleaseInterval;
}
set
{
m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval = value;
}
}
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
public int ResourceCapacity
{
get
{
return m_ResourceManager.ResourceCapacity;
}
set
{
m_ResourceManager.ResourceCapacity = m_ResourceCapacity = value;
}
}
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
public float ResourceExpireTime
{
get
{
return m_ResourceManager.ResourceExpireTime;
}
set
{
m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime = value;
}
}
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
public int ResourcePriority
{
get
{
return m_ResourceManager.ResourcePriority;
}
set
{
m_ResourceManager.ResourcePriority = m_ResourcePriority = value;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
}
private void Start()
{
BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
if (baseComponent == null)
{
Log.Fatal("Base component is invalid.");
return;
}
m_EventComponent = GameEntry.GetComponent<EventComponent>();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
m_EditorResourceMode = baseComponent.EditorResourceMode;
m_ResourceManager = m_EditorResourceMode ? baseComponent.EditorResourceHelper : GameFrameworkEntry.GetModule<IResourceManager>();
if (m_ResourceManager == null)
{
Log.Fatal("Resource manager is invalid.");
return;
}
m_ResourceManager.ResourceUpdateStart += OnResourceUpdateStart;
m_ResourceManager.ResourceUpdateChanged += OnResourceUpdateChanged;
m_ResourceManager.ResourceUpdateSuccess += OnResourceUpdateSuccess;
m_ResourceManager.ResourceUpdateFailure += OnResourceUpdateFailure;
m_ResourceManager.SetReadOnlyPath(Application.streamingAssetsPath);
if (m_ReadWritePathType == ReadWritePathType.TemporaryCache)
{
m_ResourceManager.SetReadWritePath(Application.temporaryCachePath);
}
else
{
if (m_ReadWritePathType == ReadWritePathType.Unspecified)
{
m_ReadWritePathType = ReadWritePathType.PersistentData;
}
m_ResourceManager.SetReadWritePath(Application.persistentDataPath);
}
if (m_EditorResourceMode)
{
return;
}
SetResourceMode(m_ResourceMode);
m_ResourceManager.SetDownloadManager(GameFrameworkEntry.GetModule<IDownloadManager>());
m_ResourceManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval;
m_ResourceManager.AssetCapacity = m_AssetCapacity;
m_ResourceManager.AssetExpireTime = m_AssetExpireTime;
m_ResourceManager.AssetPriority = m_AssetPriority;
m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval;
m_ResourceManager.ResourceCapacity = m_ResourceCapacity;
m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime;
m_ResourceManager.ResourcePriority = m_ResourcePriority;
if (m_ResourceMode == ResourceMode.Updatable)
{
m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri;
m_ResourceManager.UpdateFileCacheLength = m_UpdateFileCacheLength;
m_ResourceManager.GenerateReadWriteListLength = m_GenerateReadWriteListLength;
m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount;
}
m_ResourceHelper = Helper.CreateHelper(m_ResourceHelperTypeName, m_CustomResourceHelper);
if (m_ResourceHelper == null)
{
Log.Error("Can not create resource helper.");
return;
}
m_ResourceHelper.name = "Resource Helper";
Transform transform = m_ResourceHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
m_ResourceManager.SetResourceHelper(m_ResourceHelper);
if (m_InstanceRoot == null)
{
m_InstanceRoot = (new GameObject("Load Resource Agent Instances")).transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
for (int i = 0; i < m_LoadResourceAgentHelperCount; i++)
{
AddLoadResourceAgentHelper(i);
}
}
private void Update()
{
m_LastOperationElapse += Time.unscaledDeltaTime;
if (m_AsyncOperation == null && (m_ForceUnloadUnusedAssets || m_PreorderUnloadUnusedAssets && m_LastOperationElapse >= m_UnloadUnusedAssetsInterval))
{
Log.Info("Unload unused assets...");
m_ForceUnloadUnusedAssets = false;
m_PreorderUnloadUnusedAssets = false;
m_LastOperationElapse = 0f;
m_AsyncOperation = Resources.UnloadUnusedAssets();
}
if (m_AsyncOperation != null && m_AsyncOperation.isDone)
{
m_AsyncOperation = null;
if (m_PerformGCCollect)
{
Log.Info("GC.Collect...");
m_PerformGCCollect = false;
GC.Collect();
}
}
}
/// <summary>
/// 设置资源模式。
/// </summary>
/// <param name="resourceMode">资源模式。</param>
public void SetResourceMode(ResourceMode resourceMode)
{
m_ResourceManager.SetResourceMode(resourceMode);
}
/// <summary>
/// 设置当前变体。
/// </summary>
/// <param name="currentVariant">当前变体。</param>
public void SetCurrentVariant(string currentVariant)
{
m_ResourceManager.SetCurrentVariant(!string.IsNullOrEmpty(currentVariant) ? currentVariant : null);
}
/// <summary>
/// 设置解密资源回调函数。
/// </summary>
/// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
/// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
{
m_ResourceManager.SetDecryptResourceCallback(decryptResourceCallback);
}
/// <summary>
/// 预订执行释放未被使用的资源。
/// </summary>
/// <param name="performGCCollect">是否使用垃圾回收。</param>
public void UnloadUnusedAssets(bool performGCCollect)
{
m_PreorderUnloadUnusedAssets = true;
if (performGCCollect)
{
m_PerformGCCollect = performGCCollect;
}
}
/// <summary>
/// 强制执行释放未被使用的资源。
/// </summary>
/// <param name="performGCCollect">是否使用垃圾回收。</param>
public void ForceUnloadUnusedAssets(bool performGCCollect)
{
m_ForceUnloadUnusedAssets = true;
if (performGCCollect)
{
m_PerformGCCollect = performGCCollect;
}
}
/// <summary>
/// 使用单机模式并初始化资源。
/// </summary>
/// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成的回调函数。</param>
public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
{
m_ResourceManager.InitResources(initResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并检查版本资源列表。
/// </summary>
/// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
/// <returns>检查版本资源列表结果。</returns>
public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
{
return m_ResourceManager.CheckVersionList(latestInternalResourceVersion);
}
/// <summary>
/// 使用可更新模式并更新版本资源列表。
/// </summary>
/// <param name="versionListLength">版本资源列表大小。</param>
/// <param name="versionListHashCode">版本资源列表哈希值。</param>
/// <param name="versionListZipLength">版本资源列表压缩后大小。</param>
/// <param name="versionListZipHashCode">版本资源列表压缩后哈希值。</param>
/// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListZipLength, int versionListZipHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
{
m_ResourceManager.UpdateVersionList(versionListLength, versionListHashCode, versionListZipLength, versionListZipHashCode, updateVersionListCallbacks);
}
/// <summary>
/// 使用可更新模式并检查资源。
/// </summary>
/// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成的回调函数。</param>
public void CheckResources(CheckResourcesCompleteCallback checkResourcesCompleteCallback)
{
m_ResourceManager.CheckResources(checkResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并更新资源。
/// </summary>
/// <param name="updateResourcesCompleteCallback">使用可更新模式并更新资源全部完成的回调函数。</param>
public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
{
m_ResourceManager.UpdateResources(updateResourcesCompleteCallback);
}
/// <summary>
/// 检查资源是否存在。
/// </summary>
/// <param name="assetName">要检查资源的名称。</param>
/// <returns>资源是否存在。</returns>
public bool HasAsset(string assetName)
{
return m_ResourceManager.HasAsset(assetName);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, null, priority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return;
}
if (!assetName.StartsWith("Assets/"))
{
Log.Error("Asset name '{0}' is invalid.", assetName);
return;
}
m_ResourceManager.LoadAsset(assetName, assetType, priority, loadAssetCallbacks, userData);
}
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
public void UnloadAsset(object asset)
{
m_ResourceManager.UnloadAsset(asset);
}
/// <summary>
/// 增加加载资源代理辅助器。
/// </summary>
/// <param name="index">加载资源代理辅助器索引。</param>
private void AddLoadResourceAgentHelper(int index)
{
LoadResourceAgentHelperBase loadResourceAgentHelper = Helper.CreateHelper(m_LoadResourceAgentHelperTypeName, m_CustomLoadResourceAgentHelper, index);
if (loadResourceAgentHelper == null)
{
Log.Error("Can not create load resource agent helper.");
return;
}
loadResourceAgentHelper.name = Utility.Text.Format("Load Resource Agent Helper - {0}", index.ToString());
Transform transform = loadResourceAgentHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
m_ResourceManager.AddLoadResourceAgentHelper(loadResourceAgentHelper);
}
private void OnResourceUpdateStart(object sender, GameFramework.Resource.ResourceUpdateStartEventArgs e)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ResourceUpdateStartEventArgs>().Fill(e));
}
private void OnResourceUpdateChanged(object sender, GameFramework.Resource.ResourceUpdateChangedEventArgs e)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ResourceUpdateChangedEventArgs>().Fill(e));
}
private void OnResourceUpdateSuccess(object sender, GameFramework.Resource.ResourceUpdateSuccessEventArgs e)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ResourceUpdateSuccessEventArgs>().Fill(e));
}
private void OnResourceUpdateFailure(object sender, GameFramework.Resource.ResourceUpdateFailureEventArgs e)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ResourceUpdateFailureEventArgs>().Fill(e));
}
}
}
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UnityGameFramework
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