【m】框架优化

This commit is contained in:
zhangzheng
2026-01-07 18:20:13 +08:00
parent 8ef57d9079
commit cd1207a99a
48 changed files with 2624 additions and 1453 deletions

View File

@@ -1,81 +1,33 @@
using System;
using System.IO;
using Cysharp.Threading.Tasks;
using Main;
using Newtonsoft.Json;
using UnityEditor;
#if Immersal
using Immersal.AR;
#endif
using Stary.Evo;
using Stary.Evo.InformationSave;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.SceneManagement;
using YooAsset;
using Object = UnityEngine.Object;
namespace Stary.Evo
{
public class ResStartState : AbstractFSMIStateAsync
{
private DomainConfig.LoadResType loadResType;
public GameObject mainPrefab;
private DomainConfig domainConfig;
private string _sceneName;
public ResStartState(IFsmSystemAsync system) : base(system)
{
}
public override async UniTask OnEnterAsync()
public override 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($"UnityEvo:资源包 {AppConfig.PackageDomainName} 不存在,正在尝试创建...");
package = YooAssets.CreatePackage(AppConfig.PackageDomainName);
}
YooAssets.SetDefaultPackage(package);
// 初始化资源包
#if EDITOR_SIMULATEMODE
await EDITOR_SIMULATEMODE(package);
await FsmSystem.SetCurState(nameof(ResEditorSimulateState));
#elif OFFLINE_PLAYMODE
await OFFLINE_PLAYMODE(package);
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif HOST_PLAYMODE
//登录
if (((FsmLoadSystem)FsmSystem).IsLogin)
await HOST_PLAYMODE(package);
else
{
await OFFLINE_PLAYMODE(package);
await ChChe_PLAYMODE(package);
}
await FsmSystem.SetCurState(nameof(ResUpdateLocalState));
#elif WEB_PLAYMODE
// IRemoteServices remoteServices = new RemoteServices(defaultHostServer, fallbackHostServer);
// var webServerFileSystemParams = FileSystemParameters.CreateDefaultWebServerFileSystemParameters();
// var webRemoteFileSystemParams =
// FileSystemParameters.CreateDefaultWebRemoteFileSystemParameters(remoteServices); //支持跨域下载
//
// var initParameters = new WebPlayModeParameters();
// initParameters.WebServerFileSystemParameters = webServerFileSystemParams;
// initParameters.WebRemoteFileSystemParameters = webRemoteFileSystemParams;
//
// var initOperation = package.InitializeAsync(initParameters);
// await initOperation;
//
// if (initOperation.Status == EOperationStatus.Succeed)
// Debug.Log("UnityEvo:资源包初始化成功!");
// else
// Debug.LogError($"UnityEvo:资源包初始化失败:{initOperation.Error}");
Debug.LogError($"UnityEvo:暂不支持");
#endif
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T>(T param)
@@ -83,233 +35,162 @@ namespace Stary.Evo
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
public override async UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public override void OnUpdate()
{
base.OnUpdate();
}
public override UniTask OnExitAsync()
{
return UniTask.CompletedTask;
}
private async UniTask EDITOR_SIMULATEMODE(ResourcePackage package)
{
var initParams = YooAssetFileSystem.EditorSimulateInitializeParameter(package.PackageName);
var initialization = package.InitializeAsync(initParams);
await initialization;
if (initialization.Status == EOperationStatus.Succeed)
{
Assert.AreEqual(EOperationStatus.Succeed, initialization.Status);
Debug.Log("UnityEvo:资源包初始化成功!");
}
else
{
Debug.LogError($"UnityEvo:资源包初始化失败:{initialization.Error}");
}
}
private async UniTask ChChe_PLAYMODE(ResourcePackage package)
{
//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($"UnityEvo:从本地缓存中资源包,初始化失败:{initOperation.Error}");
}
var operation = package.RequestPackageVersionAsync();
await operation;
if (operation.Status == EOperationStatus.Succeed)
{
PlayerPrefs.SetString($"{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
{
Debug.LogError($"UnityEvo:从本地缓存中加载资源包,初始化获取版本号失败!");
}
}
private async UniTask OFFLINE_PLAYMODE(ResourcePackage package)
{
Debug.Log("UnityEvo:网络连接不通畅,切换缓存加载!");
CopyLocalFile();
// var initParams = YooAssetFileSystem.OfflineInitializeParameter();
// var initOperation = package.InitializeAsync(initParams);
// await initOperation;
//
// var operation = package.RequestPackageVersionAsync();
// await operation;
// if (operation.Status == EOperationStatus.Succeed)
// {
// PlayerPrefs.SetString($"{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}");
}
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))
{
Directory.CreateDirectory(loadPath);
}
else
{
if (HybridClREntrance.Global.stage == StageType.Originality)
return;
}
// 检查源路径是否存在
if (Directory.Exists(sourcePath))
domainConfig = param1 as DomainConfig;
loadResType = domainConfig.loadResType;
Type type = param2 as Type;
var package = YooAssets.GetPackage(domainConfig.domain);
switch (loadResType)
{
// 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);
case DomainConfig.LoadResType.Prefab:
// 创建目标子目录(如果不存在)
string destDir = Path.GetDirectoryName(destFile);
if (!Directory.Exists(destDir))
await LoadDomainPrefab(package);
break;
case DomainConfig.LoadResType.Scene:
var sceneMode = domainConfig.loadSceneMode;
var physicsMode = LocalPhysicsMode.None;
SceneHandle handle = package.LoadSceneAsync(domainConfig.sceneIdentifier, sceneMode, physicsMode);
await handle;
Scene targetScene = SceneManager.GetSceneByName(handle.SceneName);
// targetScene.name = domainConfig.mainScene;
// 设置为 active scene 或者后续 Move 到该 scene
SceneManager.SetActiveScene(targetScene);
_sceneName = targetScene.name;
mainPrefab = GameObject.Find(domainConfig.mainPrefab);
if (mainPrefab == null)
{
Directory.CreateDirectory(destDir);
await LoadDomainPrefab(package);
}
// 拷贝文件
File.Copy(file, destFile, true);
}
Debug.Log($"UnityEvo:成功将StreamingAssets下的{AppConfig.PackageDomainName}包拷贝到{loadPath}");
break;
}
else
{
Debug.LogError($"UnityEvo:StreamingAssets下的{AppConfig.PackageDomainName}包不存在");
}
#endif
}
public async UniTask HOST_PLAYMODE(ResourcePackage package)
{
// 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}");
if (domainConfig.domain != "Main")
{
LocalTransformInfo info = mainPrefab.GetOrAddComponent<LocalTransformInfo>();
FsmLoadSystem fsmLoadSystem = FsmSystem as FsmLoadSystem;
// 请求资源版本
string url = $"{AppConfig.IpConfig}/ResDomain/GetResDomainByDomain";
var resDmainRequst = new ResDmainRequst()
{
ProductName = AppConfig.ProductName,
DomainName = AppConfig.PackageDomainName,
Platform = AppConfig.Platform,
};
//获取服务器版本
var resDmainMessageEntity = await WebRequestSystem.Post(url, JsonConvert.SerializeObject(resDmainRequst));
if (resDmainMessageEntity.code == 200)
{
ResDmainResponse resDmainResponse =
JsonConvert.DeserializeObject<ResDmainResponse>(resDmainMessageEntity.data.ToString());
//获取当前版本
var oldVersion = PlayerPrefs.GetString($"{AppConfig.PackageDomainName}_GAME_VERSION");
//版本不一致,开始下载
if (resDmainResponse.PackageVersion != oldVersion)
if (info._list.Count >= 2)
{
await Download(resDmainResponse.DocumentFileId);
PlayerPrefs.SetString($"{AppConfig.PackageDomainName}_GAME_VERSION",
resDmainResponse.PackageVersion);
if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.PointCloud)
{
info.Switch(1);
}
else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.VIOICE)
{
info.Switch(0);
}
else if (fsmLoadSystem.GetOpenDomainType() == OpenDomainType.ImageTracked)
{
info.transform.position = fsmLoadSystem.GetTransformCtor().position;
info.transform.rotation = Quaternion.Euler(fsmLoadSystem.GetTransformCtor().rotation);
info.transform.localScale = fsmLoadSystem.GetTransformCtor().scale;
}
else
{
info.Switch(0);
}
}
else //版本一致,加载缓存资源
else
{
Debug.Log($"UnityEvo:资源版本一致,自动跳过更新...");
Debug.LogError($"UnityEvo:{mainPrefab.name}的TransformInfo长度小于2无法继续运行请排查");
}
}
else
if (mainPrefab != null)
{
Debug.LogError($"UnityEvo:获取资源版本失败: 【{resDmainMessageEntity.message}】");
DomainBase hotfixInstance = mainPrefab.GetComponent(type) as DomainBase;
if (hotfixInstance == null)
{
hotfixInstance = mainPrefab.AddComponent(type) as DomainBase;
}
if (hotfixInstance == null)
{
Debug.LogError($"热更类{type.Name}实例创建失败必须继承MonoBehaviour");
return;
}
hotfixInstance.DomainName = domainConfig.domain;
hotfixInstance.DomainNameRaw = $"{domainConfig.domain}_RawFile";
// 原有调用逻辑修改为使用实例
hotfixInstance.OnEnter("");
hotfixInstance.OnEnterAsync("");
}
var initParams = YooAssetFileSystem.HostInitializeParameter();
// initParameters.CacheFileSystemParameters = cacheFileSystemParams;
var initOperation = package.InitializeAsync(initParams);
await initOperation;
if (initOperation.Status == EOperationStatus.Succeed)
Debug.Log("UnityEvo:从远程加载资源包,初始化成功!");
else
Debug.LogError($"UnityEvo:从远程加载资源包,初始化失败:{initOperation.Error}");
}
public async UniTask Download(string fileId)
private async UniTask LoadDomainPrefab(ResourcePackage package)
{
// 在任意MonoBehaviour或DomainBase派生类中
string loadPath = Path.Combine(Application.temporaryCachePath, "DownloadedContent",
AppConfig.PackageDomainName);
//string loadPath = $"{Application.persistentDataPath}/DownloadedContent/{AppConfig.PackageDomainName}";
if (Directory.Exists(loadPath))
{
Directory.Delete(loadPath, true);
// 等一帧,让系统真正释放句柄
await UniTask.DelayFrame(1);
}
// 加载热更资源
var loadOperation = package.LoadAssetAsync<GameObject>(domainConfig.mainPrefab);
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
if (loadSystem.ProgressBarPanel == null)
await loadOperation;
if (loadOperation.Status == EOperationStatus.Succeed)
{
loadSystem.ProgressBarPanel = Object.Instantiate(Resources.Load<GameObject>("ProgressBarPanel"),
Camera.main.transform).GetOrAddComponent<ProgressBarPanel>();
#if Immersal
ARSpace arSpace = GameObject.FindObjectOfType<ARSpace>();
if (arSpace != null)
{
Debug.Log("UnityEvo:找到ARSpace开始加载点云运行环境...");
mainPrefab = loadOperation.InstantiateSync(arSpace.transform);
} else
{
Debug.Log("UnityEvo:未找到ARSpace开始加载普通运行环境通过语音唤醒...");
mainPrefab = loadOperation.InstantiateSync();
}
#elif NotPointClond
mainPrefab = loadOperation.InstantiateSync();
#endif
if (domainConfig.domain == "Main")
AppConfig.SetDefaultMainInstance(mainPrefab);
}
await ZipTool.DownloadAndUnzipAsync(fileId, loadPath, DownLoadProgress, UnzipProgress);
}
private void DownLoadProgress(float progress)
public override async UniTask OnExitAsync()
{
Debug.Log($"下载进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("下载中", progress);
}
Debug.Log("UnityEvo:Domain退出...");
if (HybridClREntrance.Global.stage == StageType.Developer)
{
if (domainConfig.domain != "Main")
{
DomainBase domainBase = mainPrefab.GetOrAddComponent<DomainBase>();
if (domainBase == null)
{
Debug.LogError($"UnityEvo:{mainPrefab.name}的DomainBase为空无法退出请排查");
}
else
{
domainBase.OnExit();
await domainBase.OnExitAsync();
}
private void UnzipProgress(float progress)
{
Debug.Log($"解压进度:{progress:P0}");
FsmLoadSystem loadSystem = FsmSystem as FsmLoadSystem;
loadSystem.ProgressBarPanel.SetProgressBarValue("解压中", progress);
if (domainBase != null)
{
GameObject.Destroy(domainBase.gameObject);
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainName);
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(domainBase.DomainNameRaw);
}
if (loadResType == DomainConfig.LoadResType.Scene)
{
await SceneManager.UnloadSceneAsync(_sceneName);
}
}
}
else if (HybridClREntrance.Global.stage == StageType.Originality)
{
await ((FsmLoadSystem)FsmSystem).ForceUnloadAllAssets(AppConfig.PackageDomainName);
AppConfig.PackageDomainName = "";
}
}
}
}