[Unity]AssetBundle資源更新以及多執行緒下載
前言
此文章適合不太瞭解資源載入的萌新,有了入門基礎之後再去github上搜大牛寫的專業的資源載入方案才能得心應手,不然的話會看的很吃力或者說一臉懵逼。Unity裡面關於資源載入我們都知道是下載更新AssetBundle,關於AssetBundle我之前的文章已經詳細介紹過,沒看過的朋友可以在看一下。下面介紹的資源載入的Demo有以下幾點:
1.WWW下載圖片資源
2.HTTP下載apk檔案,並且支援斷點續傳,並且顯示載入進度條
3.HTTP多執行緒下載檔案
部分核心程式碼和講解
WWW下載
思路:
WWW是Unity給我們封裝的一個基於HTTP的簡單類庫,如果我們做很簡單的下載,或者網路請求可以用這個類庫,個人覺得這個封裝的並不是很好,所以一般商業專案開發都不會使用這個,寧可自己去封裝一個HTTP請求和下載的類庫,可控性更好。僅僅是個人觀點,不喜勿噴。
程式碼:
using UnityEngine;
using System.Collections;
using System;
using System.IO;
public class WWWLoad
{
private WWW www = null;
static System.Diagnostics.Stopwatch stopWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 下載檔案
/// </summary>
public IEnumerator DownFile (string url, string savePath, Action<WWW> process)
{
FileInfo file = new FileInfo(savePath);
stopWatch.Start();
UnityEngine.Debug.Log("Start:" + Time.realtimeSinceStartup);
www = new WWW(url);
while (!www.isDone)
{
yield return 0;
if (process != null)
process(www);
}
yield return www;
if (www.isDone)
{
byte[] bytes = www.bytes;
CreatFile(savePath, bytes);
}
}
/// <summary>
/// 建立檔案
/// </summary>
/// <param name="bytes"></param>
public void CreatFile(string savePath, byte[] bytes)
{
FileStream fs = new FileStream(savePath, FileMode.Append);
BinaryWriter bw = new BinaryWriter(fs);
fs.Write(bytes, 0, bytes.Length);
fs.Flush(); //流會緩衝,此行程式碼指示流不要緩衝資料,立即寫入到檔案。
fs.Close(); //關閉流並釋放所有資源,同時將緩衝區的沒有寫入的資料,寫入然後再關閉。
fs.Dispose(); //釋放流
www.Dispose();
stopWatch.Stop();
Debug.Log("下載完成,耗時:" + stopWatch.ElapsedMilliseconds);
UnityEngine.Debug.Log("End:" + Time.realtimeSinceStartup);
}
}
HTTP下載並載入AB資源
思路:
主要用的核心類是HttpWebRequest,用這個類建立的物件可以申請下載的檔案的大小以及下載的進度。移動上可讀寫的目錄是PersidentDataPath,並且各個移動裝置的路徑不同,這點要注意,所以我們下載的AB資源就會下載到這個目錄。
效果圖:
核心程式碼:
using UnityEngine;
using System.Collections;
using System.Threading;
using System.IO;
using System.Net;
using System;
/// <summary>
/// 通過http下載資源
/// </summary>
public class HttpDownLoad {
//下載進度
public float progress{get; private set;}
//涉及子執行緒要注意,Unity關閉的時候子執行緒不會關閉,所以要有一個標識
private bool isStop;
//子執行緒負責下載,否則會阻塞主執行緒,Unity介面會卡主
private Thread thread;
//表示下載是否完成
public bool isDone{get; private set;}
const int ReadWriteTimeOut = 2 * 1000;//超時等待時間
const int TimeOutWait = 5 * 1000;//超時等待時間
/// <summary>
/// 下載方法(斷點續傳)
/// </summary>
/// <param name="url">URL下載地址</param>
/// <param name="savePath">Save path儲存路徑</param>
/// <param name="callBack">Call back回撥函式</param>
public void DownLoad(string url, string savePath,string fileName, Action callBack, System.Threading.ThreadPriority threadPriority = System.Threading.ThreadPriority.Normal)
{
isStop = false;
System.Diagnostics.Stopwatch stopWatch = new System.Diagnostics.Stopwatch();
//開啟子執行緒下載,使用匿名方法
thread = new Thread(delegate() {
stopWatch.Start();
//判斷儲存路徑是否存在
if (!Directory.Exists(savePath))
{
Directory.CreateDirectory(savePath);
}
//這是要下載的檔名,比如從伺服器下載a.zip到D盤,儲存的檔名是test
string filePath = savePath + "/"+ fileName;
//使用流操作檔案
FileStream fs = new FileStream(filePath, FileMode.OpenOrCreate, FileAccess.Write);
//獲取檔案現在的長度
long fileLength = fs.Length;
//獲取下載檔案的總長度
UnityEngine.Debug.Log(url+" "+fileName);
long totalLength = GetLength(url);
Debug.LogFormat("<color=red>檔案:{0} 已下載{1}M,剩餘{2}M</color>",fileName,fileLength/1024/1024,(totalLength- fileLength)/ 1024/1024);
//如果沒下載完
if(fileLength < totalLength)
{
//斷點續傳核心,設定本地檔案流的起始位置
fs.Seek(fileLength, SeekOrigin.Begin);
HttpWebRequest request = HttpWebRequest.Create(url) as HttpWebRequest;
request.ReadWriteTimeout = ReadWriteTimeOut;
request.Timeout = TimeOutWait;
//斷點續傳核心,設定遠端訪問檔案流的起始位置
request.AddRange((int)fileLength);
Stream stream = request.GetResponse().GetResponseStream();
byte[] buffer = new byte[1024];
//使用流讀取內容到buffer中
//注意方法返回值代表讀取的實際長度,並不是buffer有多大,stream就會讀進去多少
int length = stream.Read(buffer, 0, buffer.Length);
//Debug.LogFormat("<color=red>length:{0}</color>" + length);
while (length > 0)
{
//如果Unity客戶端關閉,停止下載
if(isStop) break;
//將內容再寫入本地檔案中
fs.Write(buffer, 0, length);
//計算進度
fileLength += length;
progress = (float)fileLength / (float)totalLength;
//UnityEngine.Debug.Log(progress);
//類似尾遞迴
length = stream.Read(buffer, 0, buffer.Length);
}
stream.Close();
stream.Dispose();
}
else
{
progress = 1;
}
stopWatch.Stop();
Debug.Log("耗時: " + stopWatch.ElapsedMilliseconds);
fs.Close();
fs.Dispose();
//如果下載完畢,執行回撥
if(progress == 1)
{
isDone = true;
if (callBack != null) callBack();
thread.Abort();
}
UnityEngine.Debug.Log ("download finished");
});
//開啟子執行緒
thread.IsBackground = true;
thread.Priority = threadPriority;
thread.Start();
}
/// <summary>
/// 獲取下載檔案的大小
/// </summary>
/// <returns>The length.</returns>
/// <param name="url">URL.</param>
long GetLength(string url)
{
UnityEngine.Debug.Log(url);
HttpWebRequest requet = HttpWebRequest.Create(url) as HttpWebRequest;
requet.Method = "HEAD";
HttpWebResponse response = requet.GetResponse() as HttpWebResponse;
return response.ContentLength;
}
public void Close()
{
isStop = true;
}
}
多執行緒下載檔案
思路:
多執行緒下載思路是計算一個檔案包大小,然後建立幾個執行緒,計算每一個執行緒下載的始末下載的位置,最後是合併成一個整體的檔案包寫入到本地。
效果圖:
核心程式碼:
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using UnityEngine;
using System.Threading;
public class MultiHttpDownLoad : MonoBehaviour
{
string savePath = string.Empty;
string FileName = "ClickEffect.apk";
//string resourceURL = @"http://www.aladdingame.online/wuzhang/Resources/ClickEffect.apk";// @"http://www.dingxiaowei.cn/birdlogo.png";
string resourceURL = @"http://www.dingxiaowei.cn/ClickEffect.apk";
string saveFile = string.Empty;
public int ThreadNum { get; set; }
public bool[] ThreadStatus { get; set; }
public string[] FileNames { get; set; }
public int[] StartPos { get; set; }
public int[] FileSize { get; set; }
public string Url { get; set; }
public bool IsMerge { get; set; }
private int buffSize = 1024;
DateTime beginTime;
void Start()
{
#if UNITY_EDITOR || UNITY_STANDALONE_WIN
savePath = Application.streamingAssetsPath;
#elif UNITY_ANDROID
savePath = Application.persistentDataPath;;
#endif
saveFile = Path.Combine(savePath, FileName);
DownDoad();
}
void Init(long fileSize)
{
if (ThreadNum == 0)
ThreadNum = 5;
ThreadStatus = new bool[ThreadNum];
FileNames = new string[ThreadNum];
StartPos = new int[ThreadNum];//下載位元組起始點
FileSize = new int[ThreadNum];//該程序檔案大小
int fileThread = (int)fileSize / ThreadNum;//單程序檔案大小
int fileThreade = fileThread + (int)fileSize % ThreadNum;//最後一個程序的資源大小
for (int i = 0; i < ThreadNum; i++)
{
ThreadStatus[i] = false;
FileNames[i] = i.ToString() + ".dat";
if (i < ThreadNum - 1)
{
StartPos[i] = fileThread * i;
FileSize[i] = fileThread;
}
else
{
StartPos[i] = fileThread * i;
FileSize[i] = fileThreade;
}
}
}
void DownDoad()
{
UnityEngine.Debug.Log("開始下載 時間:" + System.DateTime.Now.ToString());
beginTime = System.DateTime.Now;
Url = resourceURL;
long fileSizeAll = 0;
HttpWebRequest request = (HttpWebRequest)WebRequest.Create(Url);
fileSizeAll = request.GetResponse().ContentLength;
Init(fileSizeAll);
System.Threading.Thread[] threads = new System.Threading.Thread[ThreadNum];
HttpMultiThreadDownload[] httpDownloads = new HttpMultiThreadDownload[ThreadNum];
for (int i = 0; i < ThreadNum; i++)
{
httpDownloads[i] = new HttpMultiThreadDownload(request, this, i);
threads[i] = new System.Threading.Thread(new System.Threading.ThreadStart(httpDownloads[i].Receive));
threads[i].Name = string.Format("執行緒{0}:", i);
threads[i].Start();
}
StartCoroutine(MergeFile());
}
IEnumerator MergeFile()
{
while (true)
{
IsMerge = true;
for (int i = 0; i < ThreadNum; i++)
{
if (ThreadStatus[i] == false)
{
IsMerge = false;
yield return 0;
System.Threading.Thread.Sleep(100);
break;
}
}
if (IsMerge)
break;
}
int bufferSize = 512;
string downFileNamePath = saveFile;
byte[] bytes = new byte[bufferSize];
FileStream fs = new FileStream(downFileNamePath, FileMode.Create);
FileStream fsTemp = null;
for (int i = 0; i < ThreadNum; i++)
{
fsTemp = new FileStream(FileNames[i], FileMode.Open);
while (true)
{
yield return 0;
buffSize = fsTemp.Read(bytes, 0, bufferSize);
if (buffSize > 0)
fs.Write(bytes, 0, buffSize);
else
break;
}
fsTemp.Close();
}
fs.Close();
Debug.Log("接受完畢!!!結束時間:" + System.DateTime.Now.ToString());
Debug.LogError("下載耗時:" + (System.DateTime.Now - beginTime).TotalSeconds.ToString());
yield return null;
DeleteCacheFiles();
}
private void DeleteCacheFiles()
{
for (int i = 0; i < ThreadNum; i++)
{
FileInfo info = new FileInfo(FileNames[i]);
Debug.LogFormat("Delete File {0} OK!", FileNames[i]);
info.Delete();
}
}
}
public class HttpMultiThreadDownload
{
private int threadId;
private string url;
MultiHttpDownLoad downLoadObj;
private const int buffSize = 1024;
HttpWebRequest request;
public HttpMultiThreadDownload(HttpWebRequest request, MultiHttpDownLoad downLoadObj, int threadId)
{
this.request = request;
this.threadId = threadId;
this.url = downLoadObj.Url;
this.downLoadObj = downLoadObj;
}
public void Receive()
{
string fileName = downLoadObj.FileNames[threadId];
var buffer = new byte[buffSize];
int readSize = 0;
FileStream fs = new FileStream(fileName, System.IO.FileMode.Create);
Stream ns = null;
try
{
request.AddRange(downLoadObj.StartPos[threadId], downLoadObj.StartPos[threadId] + downLoadObj.FileSize[threadId]);
ns = request.GetResponse().GetResponseStream();
readSize = ns.Read(buffer, 0, buffSize);
showLog("執行緒[" + threadId.ToString() + "] 正在接收 " + readSize);
while (readSize > 0)
{
fs.Write(buffer, 0, readSize);
readSize = ns.Read(buffer, 0, buffSize);
showLog("執行緒[" + threadId.ToString() + "] 正在接收 " + readSize);
}
fs.Close();
ns.Close();
}
catch (Exception er)
{
Debug.LogError(er.Message);
fs.Close();
}
showLog("執行緒[" + threadId.ToString() + "] 結束!");
downLoadObj.ThreadStatus[threadId] = true;
}
private void showLog(string processing)
{
Debug.Log(processing);
}
}
執行緒下載速度跟執行緒的關係呈鐘罩式關係,也就是說適量的執行緒數量會提高下載速度,但並不是說執行緒數越多就越好,因為執行緒的切換和資源的整合也是需要時間的。下面就列舉下載單個檔案,建立的執行緒數和對應的下載時間:
- 單執行緒
- 5個執行緒
- 15個執行緒
這裡我是1M的頻寬,下載的是一個300KB左右的資源,一般不會做多執行緒下載單一資源,多執行緒下載一般用於下載多個資源,除非單一資源真的很大才有多執行緒下載,然後做合包操作。
Demo下載
開發交流
1群如果已經滿員,請加2群
159875734
後續計劃
寫一個實際商業專案中用到的資源更新案例。