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plugin-library/Assets/00.StaryEvoTools/Runtime/HybridLoad/Fsm/HotFixStartState.cs

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using System;
using System.IO;
using Cysharp.Threading.Tasks;
using Main;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
using UnityEngine.Assertions;
using YooAsset;
using Object = UnityEngine.Object;
namespace Stary.Evo
{
public class HotFixStartState : AbstractFSMIStateAsync
{
public HotFixStartState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
{
Debug.Log("UnityEvo:启动开始资源初始化...");
// 初始化资源系统
YooAssets.Initialize();
//初始化资源加载模块
// 增加包存在性检查
var package = YooAssets.TryGetPackage(AppConfig.PackageDomainName);
if (package == null)
{
Debug.LogWarning($"UnityEvo:资源包 {AppConfig.PackageDomainName} 不存在,正在尝试创建...");
package = YooAssets.CreatePackage(AppConfig.PackageDomainName);
}
YooAssets.SetDefaultPackage(package);
var packageRawFile = YooAssets.TryGetPackage($"{AppConfig.PackageDomainName}_RawFile");
if (packageRawFile == null)
{
Debug.LogWarning($"UnityEvo:资源包 {AppConfig.PackageDomainName}_RawFile 不存在,正在尝试创建...");
packageRawFile = YooAssets.CreatePackage($"{AppConfig.PackageDomainName}_RawFile");
}
// 初始化资源包
#if EDITOR_SIMULATEMODE
await EDITOR_SIMULATEMODE(package);
await FsmSystem.SetCurState(nameof(ResEditorSimulateState));
#elif HOST_PLAYMODE
bool isInitSuccess = false;
//登录
if (((FsmLoadSystem)FsmSystem).IsLogin)
{
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bool isExit = await GetServerVersion();
if (isExit)
{
await HOST_PLAYMODE(package);
isInitSuccess = await HOST_PLAYMODE(packageRawFile);
}
else
{
await OFFLINE_PLAYMODE(package);
await ChChe_PLAYMODE(package);
await OFFLINE_PLAYMODE(packageRawFile);
isInitSuccess = await ChChe_PLAYMODE(packageRawFile);
}
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}
else
{
await OFFLINE_PLAYMODE(package);
await ChChe_PLAYMODE(package);
await OFFLINE_PLAYMODE(packageRawFile);
isInitSuccess = await ChChe_PLAYMODE(packageRawFile);
}
await UpdateLocalPackage(package);
if (isInitSuccess)
await UpdateLocalPackage(packageRawFile);
await LoadHotfixSettings();
//await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif WEB_PLAYMODE
// IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
// var webServerFileSystemParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
// var webRemoteFileSystemParams =
// FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(remoteServices); //支持跨域下载
//
// var initParameters = new WebPlayModeParameters();
// initParameters.WebServerFileSystemParameters = webServerFileSystemParams;
// initParameters.WebRemoteFileSystemParameters = webRemoteFileSystemParams;
//
// var initOperation = package.InitializeAsync(initParameters);
// await initOperation;
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:资源包初始化成功!");
// else
// Debug.LogError($"UnityEvo:资源包初始化失败:{initOperation.Error}");
Debug.LogError($"UnityEvo:暂不支持");
#endif
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override UniTask OnExitAsync()
{
return UniTask.CompletedTask;
}
#region PLAYMODE
private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
{
var initParams = YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initialization = package.InitializeAsync(initParams);
await initialization;
if (initialization.Status == EOperationStatus.Succeed)
{
Assert.AreEqual(EOperationStatus.Succeed, initialization.Status);
Debug.Log("UnityEvo:资源包初始化成功!");
}
else
{
Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
}
}
private async UniTask<bool> HOST_PLAYMODE(ResourcePackage package)
{
var initParams = YooAssetFileSystem.HostInitializeParameter(package.PackageName);
// initParameters.CacheFileSystemParameters = cacheFileSystemParams;
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try
{
var initOperation = package.InitializeAsync(initParams);
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await initOperation;
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if (initOperation.Status == EOperationStatus.Succeed)
{
Debug.Log("UnityEvo:从远程加载资源包,初始化成功!");
return true;
}
else
{
Debug.LogWarning($"UnityEvo:从远程加载资源包,初始化失败:{initOperation.Error}");
}
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}
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catch (Exception e)
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{
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Debug.LogError($"UnityEvo:从远程加载资源包,初始化失败:{e}");
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}
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return false;
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}
private async UniTask OFFLINE_PLAYMODE(ResourcePackage package)
{
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
CopyLocalFile(package.PackageName);
}
private async UniTask<bool> ChChe_PLAYMODE(ResourcePackage package)
{
//Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
var initParams = YooAssetFileSystem.HostInitializeParameter(package.PackageName);
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try
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{
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var initOperation = package.InitializeAsync(initParams);
await initOperation;
if (initOperation.Status == EOperationStatus.Succeed)
{
Debug.Log("UnityEvo:从本地缓存中资源包,初始化成功!");
}
else
{
Debug.LogWarning($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
return false;
}
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}
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catch (Exception e)
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{
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Debug.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{e}");
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}
var operation = package.RequestPackageVersionAsync();
await operation;
if (operation.Status == EOperationStatus.Succeed)
{
CustomPlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
Debug.Log("UnityEvo:从本地缓存中加载资源包,初始化获取版本号成功!");
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return true;
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}
else
{
Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
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return false;
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}
}
#endregion
private void CopyLocalFile(string packageDomainName)
{
#if UNITY_ANDROID
// 将StreamingAssets下指定的package拷贝到目标路径
string sourcePath = Path.Combine(Application.streamingAssetsPath,
YooAssetSettingsData.GetDefaultYooFolderName(), packageDomainName);
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
packageDomainName);
// 创建目标目录(如果不存在)
if (!Directory.Exists(loadPath))
{
Directory.CreateDirectory(loadPath);
}
else
{
return;
}
// 检查源路径是否存在
if (Directory.Exists(sourcePath))
{
// 拷贝所有文件
string[] files = Directory.GetFiles(sourcePath, "*", SearchOption.AllDirectories);
foreach (string file in files)
{
// 计算目标文件路径
string relativePath = Path.GetRelativePath(sourcePath, file);
string destFile = Path.Combine(loadPath, relativePath);
// 创建目标子目录(如果不存在)
string destDir = Path.GetDirectoryName(destFile);
if (!Directory.Exists(destDir))
{
Directory.CreateDirectory(destDir);
}
// 拷贝文件
File.Copy(file, destFile, true);
}
Debug.Log($"UnityEvo:成功将StreamingAssets下的{packageDomainName}包拷贝到{loadPath}");
}
else
{
Debug.LogError($"UnityEvo:StreamingAssets下的{packageDomainName}包不存在");
}
#endif
}
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private async UniTask<bool> GetServerVersion()
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{
// 新增平台判断代码
#if UNITY_EDITOR
BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
AppConfig.Platform = buildTarget.ToString();
#else
AppConfig.Platform = Application.platform.ToString();
#endif
Debug.Log($"目标平台标识: {AppConfig.Platform}");
// 请求资源版本
string url = $"{AppConfig.IpConfig}/ResDomain/GetResDomainByDomain";
var resDmainRequst = new ResDmainRequst()
{
ProductName = AppConfig.ProductName,
DomainName = AppConfig.PackageDomainName,
Platform = AppConfig.Platform,
};
//获取服务器版本
var resDmainMessageEntity = await WebRequestSystem.Post(url, JsonConvert.SerializeObject(resDmainRequst));
if (resDmainMessageEntity.code == 200)
{
ResDmainResponse resDmainResponse =
JsonConvert.DeserializeObject<ResDmainResponse>(resDmainMessageEntity.data.ToString());
//获取当前版本
var oldVersion = CustomPlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION");
//版本不一致,开始下载
if (resDmainResponse.PackageVersion != oldVersion)
{
await Download(resDmainResponse.DocumentFileId);
CustomPlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION",
resDmainResponse.PackageVersion);
}
else //版本一致,加载缓存资源
{
Debug.Log($"UnityEvo:当前版本{oldVersion}资源版本一致,自动跳过更新...");
}
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return true;
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}
else
{
Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
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return false;
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}
}
private async UniTask UpdateLocalPackage(ResourcePackage package)
{
//更新失败
Debug.Log($"UnityEvo:开始加载本地缓存资源...");
// 获取上次成功记录的版本
string packageVersion =
CustomPlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
Debug.Log($"UnityEvo:{package.PackageName}没有找到本地版本记录,需要更新资源!");
return;
}
Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
// Assert.AreEqual(EOperationStatus.Succeed, requetVersionOp.Status);
// 加载本地缓存的资源清单文件
var updateManifestOp = package.UpdatePackageManifestAsync(packageVersion, 10);
await updateManifestOp;
if (updateManifestOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:更新本地资源清单 updateManifest : 【成功】");
}
else
{
//更新失败
Debug.LogError($"UnityEvo:加载本地资源清单文件失败,需要更新资源!: 【{updateManifestOp.Error}】");
return;
}
Assert.AreEqual(EOperationStatus.Succeed, updateManifestOp.Status);
}
private async UniTask LoadHotfixSettings()
{
//初始化读取资源配置表
var package = YooAssets.GetPackage(AppConfig.PackageDomainName);
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if (AppConfig.PackageDomainName.Equals("Main") || HybridClREntrance.Global.stage == StageType.Developer)
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{
//加载热更配置文件
var loadHotfixSettingsOp = package.LoadAssetAsync<DomainConfig>("Config_DomainConfig");
await loadHotfixSettingsOp;
DomainConfig domainConfig = null;
if (loadHotfixSettingsOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:加载热更配置文件 DomainConfig : 【成功】");
domainConfig = loadHotfixSettingsOp.AssetObject as DomainConfig;
}
else
{
Debug.LogError($"UnityEvo:加载热更配置文件 DomainConfig : 【失败】");
}
if (domainConfig == null)
{
Debug.LogError($"UnityEvo:【{package.PackageName}】加载DomainConfig为空无法继续执行后续流程请检查");
}
FsmSystem.SetCurState(nameof(HotFixDllState), domainConfig);
}
else if (HybridClREntrance.Global.stage == StageType.Originality)
{
//加载热更配置文件
var loadArtSceneDataOp = package.LoadAssetAsync<ArtSceneData>("Config_ArtSceneData");
await loadArtSceneDataOp;
ArtSceneData artSceneData = null;
if (loadArtSceneDataOp.Status == EOperationStatus.Succeed)
{
//更新成功
Debug.Log($"UnityEvo:加载热更配置文件 ArtSceneData : 【成功】");
artSceneData = loadArtSceneDataOp.AssetObject as ArtSceneData;
await FsmSystem.SetCurState(nameof(ResStartState), null);
}
else
{
Debug.LogError($"UnityEvo:加载热更配置文件 ArtSceneData : 【失败】");
}
if (artSceneData == null)
{
Debug.LogError($"UnityEvo:【{package.PackageName}】加载ArtSceneData为空无法继续执行后续流程请检查");
}
}
}
#region
public async UniTask Download(string fileId)
{
// 在任意MonoBehaviour或DomainBase派生类中
//string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent", AppConfig.PackageDomainName);
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent");
//string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
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// if (Directory.Exists(loadPath))
// {
// Directory.Delete(loadPath, true);
// // 等一帧,让系统真正释放句柄
// await UniTask.DelayFrame(1);
// }
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FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem != null && loadSystem.ProgressBarPanel == null)
{
loadSystem.ProgressBarPanel = Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
}
await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
}
private void DownLoadProgress(float progress)
{
Debug.Log($"下载进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem != null)
loadSystem.ProgressBarPanel.SetProgressBarValue("下载中", progress);
}
private void UnzipProgress(float progress)
{
Debug.Log($"解压进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem != null)
loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
}
#endregion
}
}