340 lines
12 KiB
C#
340 lines
12 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Kill.Base
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{
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public class NetworkCtrl : MonoBehaviour
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{
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public static NetworkCtrl Instance;
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public string localPath;
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public string streamingPath;
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void Awake()
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{
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Instance = this;
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localPath = Application.persistentDataPath;
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streamingPath = Application.streamingAssetsPath;
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}
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async Task Start()
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{
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nowResourceUrl = resourceUrls[nowResourceIndex];
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#if UNITY_EDITOR_WIN
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platform = "Windows";
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#elif UNITY_EDITOR_OSX
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platform = "Mac";
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#elif UNITY_ANDROID
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platform = "Android";
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#elif UNITY_IOS
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platform = "iOS";
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#endif
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await Init();
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}
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public async Task Init()
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{
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Debug.Log("初始化网络控制");
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GetNowBundleList();
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await GetBundleList();
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await UpdateResources();
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await LoadRes.Instance.Init();
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}
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#region 资源更新
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public string[] resourceUrls;
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public int nowResourceIndex;
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string nowResourceUrl;
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public string resourceVersion;
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string platform;
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public AssetBundleInfoList nowBundleList;
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public AssetBundleInfoList newBundleList;
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public void GetNowBundleList()
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{
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if (File.Exists(localPath + "/list.json"))
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{
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nowBundleList = JsonUtility.FromJson<AssetBundleInfoList>(File.ReadAllText(localPath + "/list.json"));
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}
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else if (File.Exists(streamingPath + "/list.json"))
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{
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nowBundleList = JsonUtility.FromJson<AssetBundleInfoList>(File.ReadAllText(streamingPath + "/list.json"));
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}
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else
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{
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nowBundleList = null;
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}
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}
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public async Task GetBundleList()
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{
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string url = nowResourceUrl + $"{resourceVersion}/{platform}/list.json";
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using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
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{
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var operation = webRequest.SendWebRequest();
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while (!operation.isDone)
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{
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await Task.Yield();
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}
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if (webRequest.result == UnityWebRequest.Result.Success)
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{
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AssetBundleInfoList list = JsonUtility.FromJson<AssetBundleInfoList>(webRequest.downloadHandler.text);
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newBundleList = list;
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}
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else
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{
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Debug.LogError(url + "获取资源列表失败" + webRequest.error);
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ErrorTip.Instance.Init("获取资源列表失败", url, async (msg) =>
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{
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await GetBundleList();
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});
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}
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}
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}
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public async Task UpdateResources()
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{
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// 获取更新列表
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List<AssetBundleInfo> updateList = GetUpdateList();
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if (updateList.Count > 0)
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{
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// 开始下载更新
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bool success = await DownloadUpdateFiles(updateList, (downloaded, total) =>
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{
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float progress = (float)downloaded / total;
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Debug.Log($"更新进度: {progress:P}");
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});
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if (success)
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{
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Debug.Log("资源更新完成");
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}
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else
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{
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Debug.LogError("资源更新失败");
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}
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}
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else
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{
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Debug.Log("资源已是最新版本");
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}
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}
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/// <summary>
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/// 对比当前资源列表和新资源列表,找出需要更新的文件
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/// </summary>
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/// <returns>需要更新的资源信息列表</returns>
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public List<AssetBundleInfo> GetUpdateList()
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{
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List<AssetBundleInfo> updateList = new List<AssetBundleInfo>();
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// 如果没有当前列表,则全部都需要下载
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if (nowBundleList == null || nowBundleList.assetbundles == null)
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{
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return newBundleList.assetbundles ?? new List<AssetBundleInfo>();
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}
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// 创建当前资源字典以便快速查找
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Dictionary<string, AssetBundleInfo> nowBundleDict = new Dictionary<string, AssetBundleInfo>();
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foreach (var bundle in nowBundleList.assetbundles)
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{
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nowBundleDict[bundle.name] = bundle;
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}
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// 对比新资源列表
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foreach (var newBundle in newBundleList.assetbundles)
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{
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// 检查文件是否存在或MD5是否不匹配
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if (!nowBundleDict.ContainsKey(newBundle.name) ||
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nowBundleDict[newBundle.name].md5 != newBundle.md5)
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{
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updateList.Add(newBundle);
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}
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}
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return updateList;
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}
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/// <summary>
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/// 计算需要更新的总大小
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/// </summary>
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/// <param name="updateList">需要更新的资源列表</param>
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/// <returns>总大小(字节)</returns>
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public long CalculateUpdateSize(List<AssetBundleInfo> updateList)
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{
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long totalSize = 0;
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foreach (var bundle in updateList)
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{
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totalSize += bundle.size;
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}
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return totalSize;
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}
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/// <summary>
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/// 下载更新文件并实时返回进度
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/// </summary>
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/// <param name="updateList">需要更新的资源列表</param>
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/// <param name="progressCallback">进度回调(已下载字节数, 总字节数)</param>
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/// <returns>是否下载成功</returns>
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public async Task<bool> DownloadUpdateFiles(List<AssetBundleInfo> updateList, Action<long, long> progressCallback)
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{
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long totalSize = CalculateUpdateSize(updateList);
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long downloadedSize = 0;
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// 初始化 nowBundleList(如果为空)
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if (nowBundleList == null || nowBundleList.assetbundles == null)
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{
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nowBundleList = new AssetBundleInfoList(new List<AssetBundleInfo>());
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}
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// 创建当前资源字典以便快速查找和更新
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Dictionary<string, AssetBundleInfo> nowBundleDict = new Dictionary<string, AssetBundleInfo>();
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foreach (var bundle in nowBundleList.assetbundles)
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{
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nowBundleDict[bundle.name] = bundle;
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}
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foreach (var bundle in updateList)
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{
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string url = nowResourceUrl + $"{resourceVersion}/{platform}/{bundle.name}";
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string savePath = Path.Combine(localPath, bundle.name);
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// 确保目录存在
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string directory = Path.GetDirectoryName(savePath);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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bool downloadSuccess = await DownloadSingleFile(url, savePath, bundle.md5);
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if (!downloadSuccess)
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{
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Debug.LogError($"下载文件失败: {bundle.name}");
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return false;
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}
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// 下载成功后,更新 nowBundleList
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nowBundleDict[bundle.name] = bundle;
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downloadedSize += bundle.size;
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progressCallback?.Invoke(downloadedSize, totalSize);
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// 简短延迟避免请求过于频繁
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await Task.Yield();
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}
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// 更新完整的 nowBundleList
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nowBundleList.assetbundles = new List<AssetBundleInfo>(nowBundleDict.Values);
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// 下载完成后保存新的list.json
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SaveNewBundleList();
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return true;
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}
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/// <summary>
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/// 下载单个文件并校验MD5
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/// </summary>
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/// <param name="url">文件URL</param>
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/// <param name="savePath">保存路径</param>
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/// <param name="expectedMd5">期望的MD5值</param>
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/// <returns>是否下载并校验成功</returns>
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private async Task<bool> DownloadSingleFile(string url, string savePath, string expectedMd5)
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{
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int maxRetries = 2;
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for (int i = 0; i <= maxRetries; i++)
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{
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using (UnityWebRequest webRequest = UnityWebRequest.Get(url))
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{
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var operation = webRequest.SendWebRequest();
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while (!operation.isDone)
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{
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await Task.Yield();
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}
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if (webRequest.result == UnityWebRequest.Result.Success)
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{
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// 保存文件
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File.WriteAllBytes(savePath, webRequest.downloadHandler.data);
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// 校验MD5
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string actualMd5 = CalculateMD5(savePath);
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if (actualMd5.ToLower() == expectedMd5.ToLower())
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{
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return true;
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}
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else
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{
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Debug.LogError($"MD5校验失败 {url}: 期望 {expectedMd5}, 实际 {actualMd5}");
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// MD5校验失败时删除文件
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if (File.Exists(savePath))
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{
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File.Delete(savePath);
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}
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}
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}
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else
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{
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Debug.LogError($"下载失败 {url}: {webRequest.error} (尝试 {i + 1}/{maxRetries + 1})");
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}
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// 如果还没达到最大重试次数,等待一段时间后重试
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if (i < maxRetries)
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{
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await Task.Delay(1000 * (i + 1)); // 递增延迟时间
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}
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}
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}
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// 所有重试都失败后显示错误提示
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ErrorTip.Instance.Init("下载资源包失败", url, async (msg) =>
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{
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// 错误处理回调 - 重新尝试下载更新资源流程
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Debug.Log("用户选择重试下载资源包");
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await UpdateResources();
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});
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return false;
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}
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/// <summary>
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/// 计算文件的MD5值
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/// </summary>
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/// <param name="filePath">文件路径</param>
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/// <returns>MD5值</returns>
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private string CalculateMD5(string filePath)
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{
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using (var md5 = System.Security.Cryptography.MD5.Create())
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{
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using (var stream = File.OpenRead(filePath))
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{
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byte[] hash = md5.ComputeHash(stream);
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return BitConverter.ToString(hash).Replace("-", "").ToLower();
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}
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}
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}
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/// <summary>
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/// 保存新的资源列表到本地
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/// </summary>
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public void SaveNewBundleList()
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{
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if (newBundleList != null)
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{
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string json = JsonUtility.ToJson(newBundleList, true);
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string savePath = Path.Combine(localPath, "list.json");
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File.WriteAllText(savePath, json);
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Debug.Log("新的资源列表已保存到本地");
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}
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}
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#endregion
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#region 通用网络请求
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#endregion
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}
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} |