【m】优化加载架构

This commit is contained in:
zhangzheng
2026-01-05 17:58:53 +08:00
parent 033edf402f
commit af80facb43
28 changed files with 333 additions and 248 deletions

View File

@@ -13,6 +13,8 @@ namespace Stary.Evo
private TransformCtor transformCtor;
public ProgressBarPanel ProgressBarPanel { get; set; }
public bool IsLogin = false;
public void SetOpenDomainType(OpenDomainType type)
{
this.OpenDomainType = type;

View File

@@ -23,18 +23,6 @@ namespace Stary.Evo
Debug.Log("UnityEvo:启动开始资源初始化...");
//初始化读取资源配置表
HotfixMainResDomain hotfixMainResDomain = Resources.Load<HotfixMainResDomain>("HotfixMainResDomain");
if (hotfixMainResDomain != null)
{
AppConfig.IpConfig = hotfixMainResDomain.hotfixMainResDomainEntity.ipconfig;
AppConfig.UserName = hotfixMainResDomain.hotfixMainResDomainEntity.username;
AppConfig.PassWord = hotfixMainResDomain.hotfixMainResDomainEntity.password;
AppConfig.ProductName =Application.identifier;
AppConfig.MainDomainVersion = hotfixMainResDomain.hotfixMainResDomainEntity.mainDomainVersion;
}
Debug.Log($"UnityEvo:读取资源配置表成功...{AppConfig.IpConfig}{AppConfig.UserName}{AppConfig.PassWord}");
// 初始化资源系统
YooAssets.Initialize();
//初始化资源加载模块
@@ -53,20 +41,20 @@ namespace Stary.Evo
await EDITOR_SIMULATEMODE(package);
await FsmSystem.SetCurState(nameof(ResEditorSimulateState));
#elif OFFLINE_PLAYMODE
await OFFLINE_PLAYMODE(package);
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
await OFFLINE_PLAYMODE(package);
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif HOST_PLAYMODE
//登录
string url = AppConfig.IpConfig + "/Authentication/login";
bool isLogin = await WebRequestSystem.Login(url, AppConfig.UserName, AppConfig.PassWord);
if (isLogin)
await HOST_PLAYMODE(package);
else
await ChChe_PLAYMODE(package);
//登录
if (((FsmLoadSystem)FsmSystem).IsLogin)
await HOST_PLAYMODE(package);
else
{
await OFFLINE_PLAYMODE(package);
await ChChe_PLAYMODE(package);
}
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif WEB_PLAYMODE
// IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
@@ -113,8 +101,7 @@ namespace Stary.Evo
private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
{
var initParams=YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initParams = YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initialization = package.InitializeAsync(initParams);
await initialization;
if (initialization.Status == EOperationStatus.Succeed)
@@ -127,12 +114,20 @@ namespace Stary.Evo
Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
}
}
private async UniTask ChChe_PLAYMODE(ResourcePackage package)
{
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
var initParams=YooAssetFileSystem.HostInitializeParameter();
//Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
var initParams = YooAssetFileSystem.HostInitializeParameter();
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.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
}
var operation = package.RequestPackageVersionAsync();
await operation;
@@ -140,37 +135,87 @@ namespace Stary.Evo
{
PlayerPrefs.SetString($"{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!");
}else
}
else
{
Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
}
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从本地缓存中资源包,初始化成功!");
else
Debug.LogError($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
}
private async UniTask OFFLINE_PLAYMODE(ResourcePackage package)
{
var initParams=YooAssetFileSystem.OfflineInitializeParameter();
var initOperation = package.InitializeAsync(initParams);
await initOperation;
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
CopyLocalFile();
// var initParams = YooAssetFileSystem.OfflineInitializeParameter();
// var initOperation = package.InitializeAsync(initParams);
// await initOperation;
//
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
// Debug.Log("UnityEvo:从本地StreamingAssets加载资源包初始化获取版本号成功");
// }
// else
// {
// Debug.LogError($"UnityEvo:从本地StreamingAssets加载资源包初始化获取版本号失败");
// }
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:从本地StreamingAssets加载资源包初始化成功");
// else
// Debug.LogError($"UnityEvo:从本地StreamingAssets加载资源包初始化失败{initOperation.Error}");
}
var operation = package.RequestPackageVersionAsync();
await operation;
if (operation.Status == EOperationStatus.Succeed)
private void CopyLocalFile()
{
#if UNITY_ANDROID
// 将StreamingAssets下指定的package拷贝到目标路径
string sourcePath = Path.Combine(Application.streamingAssetsPath,
YooAssetSettingsData.GetDefaultYooFolderName(), AppConfig.PackageDomainName);
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
AppConfig.PackageDomainName);
// 创建目标目录(如果不存在)
if (!Directory.Exists(loadPath))
{
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION", operation.PackageVersion);
Debug.Log("UnityEvo:从本地加载资源包,初始化获取版本号成功!");
}else
Directory.CreateDirectory(loadPath);
}
else
{
Debug.LogError($"UnityEvo:从本地加载资源包,初始化获取版本号失败!");
return;
}
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从本地加载资源包,初始化成功!");
// 检查源路径是否存在
if (Directory.Exists(sourcePath))
{
// 拷贝所有文件
string[] files = Directory.GetFiles(sourcePath, "*", SearchOption.AllDirectories);
foreach (string file in files)
{
// 计算目标文件路径
string relativePath = Path.GetRelativePath(sourcePath, file);
string destFile = Path.Combine(loadPath, relativePath);
// 创建目标子目录(如果不存在)
string destDir = Path.GetDirectoryName(destFile);
if (!Directory.Exists(destDir))
{
Directory.CreateDirectory(destDir);
}
// 拷贝文件
File.Copy(file, destFile, true);
}
Debug.Log($"UnityEvo:成功将StreamingAssets下的{AppConfig.PackageDomainName}包拷贝到{loadPath}");
}
else
Debug.LogError($"UnityEvo:从本地加载资源包,初始化失败:{initOperation.Error}");
{
Debug.LogError($"UnityEvo:StreamingAssets下的{AppConfig.PackageDomainName}包不存在");
}
#endif
}
public async UniTask HOST_PLAYMODE(ResourcePackage package)
@@ -217,7 +262,7 @@ namespace Stary.Evo
Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
}
var initParams=YooAssetFileSystem.HostInitializeParameter();
var initParams = YooAssetFileSystem.HostInitializeParameter();
// initParameters.CacheFileSystemParameters = cacheFileSystemParams;
var initOperation = package.InitializeAsync(initParams);
@@ -242,26 +287,28 @@ namespace Stary.Evo
// 等一帧,让系统真正释放句柄
await UniTask.DelayFrame(1);
}
FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem.ProgressBarPanel == null)
{
loadSystem.ProgressBarPanel =Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
loadSystem.ProgressBarPanel = Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
}
await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
}
private void DownLoadProgress(float progress)
{
Debug.Log($"下载进度:{progress:P0}");
FsmLoadSystem loadSystem =FsmSystem as FsmLoadSystem;
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
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;
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
}
}

View File

@@ -20,38 +20,17 @@ namespace Stary.Evo
//更新失败
Debug.Log($"UnityEvo:切换为加载本地缓存资源...");
string packageVersion = "";
// if (package.PackageName.Equals("Main"))
// {
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// //更新成功
// packageVersion = operation.PackageVersion;
// Debug.Log($"Unity:【Main】Request package Version : {packageVersion}");
// }
// else
// {
// //更新失败
// Debug.LogError("Unity:【Main】" + operation.Error);
// }
// }
// else
Debug.Log($"UnityEvo:开始加载本地缓存资源...");
// 获取上次成功记录的版本
string packageVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
// 获取上次成功记录的版本
packageVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
Debug.Log($"UnityEvo:没有找到本地版本记录,需要更新资源!");
return;
}
Debug.Log($"UnityEvo:没有找到本地版本记录,需要更新资源!");
return;
}
Debug.Log($"UnityEvo:获取资源版本 Version : 【{packageVersion}】");
Debug.Log($"UnityEvo:开始加载本地资源...");
// Assert.AreEqual(EOperationStatus.Succeed, requetVersionOp.Status);
@@ -74,7 +53,7 @@ namespace Stary.Evo
//4.下载补丁包
await Download();
//await Download();
//加载热更配置文件