[Unity]AssetBundle资源更新以及多线程下载

前言

此文章适合不太了解资源加载的萌新,有了入门基础之后再去github上搜大牛写的专业的资源加载方案才能得心应手,不然的话会看的很吃力或者说一脸懵逼。Unity里面关于资源加载我们都知道是下载更新AssetBundle,关于AssetBundle我之前的文章已经详细介绍过,没看过的朋友可以在看一下。下面介绍的资源加载的Demo有以下几点:
1.WWW下载图片资源
2.HTTP下载apk文件,并且支持断点续传,并且显示加载进度条
3.HTTP多线程下载文件

部分核心代码和讲解

WWW下载

思路:

WWW是Unity给我们封装的一个基于HTTP的简单类库,如果我们做很简单的下载,或者网络请求可以用这个类库,个人觉得这个封装的并不是很好,所以一般商业项目开发都不会使用这个,宁可自己去封装一个HTTP请求和下载的类库,可控性更好。仅仅是个人观点,不喜勿喷。

代码:

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();
///
/// 下载文件
///
public IEnumerator DownFile(string url, string savePath, Action 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>
/// 创建文件
/// </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();     //流会缓冲,此行代码指示流不要缓冲数据,立即写入到文件。
    fs.Close();     //关闭流并释放所有资源,同时将缓冲区的没有写入的数据,写入然后再关闭。
    fs.Dispose();   //释放流
    www.Dispose();

    stopWatch.Stop();
    Debug.Log("下载完成,耗时:" + stopWatch.ElapsedMilliseconds);
    UnityEngine.Debug.Log("End:" + Time.realtimeSinceStartup);
}

}

HTTP下载并加载AB资源

思路:

主要用的核心类是HttpWebRequest,用这个类创建的对象可以申请下载的文件的大小以及下载的进度。移动上可读写的目录是PersidentDataPath,并且各个移动设备的路径不同,这点要注意,所以我们下载的AB资源就会下载到这个目录。

核心代码:

using UnityEngine;
using System.Collections;
using System.Threading;
using System.IO;
using System.Net;
using System;

///
/// 通过http下载资源
///
public class HttpDownLoad {
//下载进度
public float progress{get; private set;}
//涉及子线程要注意,Unity关闭的时候子线程不会关闭,所以要有一个标识
private bool isStop;
//子线程负责下载,否则会阻塞主线程,Unity界面会卡主
private Thread thread;
//表示下载是否完成
public bool isDone{get; private set;}
const int ReadWriteTimeOut = 2 * 1000;//超时等待时间
const int TimeOutWait = 5 * 1000;//超时等待时间

/// <summary>
/// 下载方法(断点续传)
/// </summary>
/// <param name="url">URL下载地址</param>
/// <param name="savePath">Save path保存路径</param>
/// <param name="callBack">Call back回调函数</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();
    //开启子线程下载,使用匿名方法
    thread = new Thread(delegate() {
        stopWatch.Start();
        //判断保存路径是否存在
        if (!Directory.Exists(savePath))
        {
            Directory.CreateDirectory(savePath);
        }
        //这是要下载的文件名,比如从服务器下载a.zip到D盘,保存的文件名是test
        string filePath = savePath + "/"+ fileName;

        //使用流操作文件
        FileStream fs = new FileStream(filePath, FileMode.OpenOrCreate, FileAccess.Write);
        //获取文件现在的长度
        long fileLength = fs.Length;
        //获取下载文件的总长度
        UnityEngine.Debug.Log(url+" "+fileName);
        long totalLength = GetLength(url);
        Debug.LogFormat("<color=red>文件:{0} 已下载{1}M,剩余{2}M</color>",fileName,fileLength/1024/1024,(totalLength- fileLength)/ 1024/1024);         

        //如果没下载完
        if(fileLength < totalLength)
        {

            //断点续传核心,设置本地文件流的起始位置
            fs.Seek(fileLength, SeekOrigin.Begin);

            HttpWebRequest request = HttpWebRequest.Create(url) as HttpWebRequest;

            request.ReadWriteTimeout = ReadWriteTimeOut;
            request.Timeout = TimeOutWait;

            //断点续传核心,设置远程访问文件流的起始位置
            request.AddRange((int)fileLength);

            Stream  stream = request.GetResponse().GetResponseStream();
            byte[] buffer = new byte[1024];
            //使用流读取内容到buffer中
            //注意方法返回值代表读取的实际长度,并不是buffer有多大,stream就会读进去多少
            int length = stream.Read(buffer, 0, buffer.Length);
            //Debug.LogFormat("<color=red>length:{0}</color>" + length);
            while (length > 0)
            {
                //如果Unity客户端关闭,停止下载
                if(isStop) break;
                //将内容再写入本地文件中
                fs.Write(buffer, 0, length);
                //计算进度
                fileLength += length;
                progress = (float)fileLength / (float)totalLength;
                //UnityEngine.Debug.Log(progress);
                //类似尾递归
                length = stream.Read(buffer, 0, buffer.Length);

            }
            stream.Close();
            stream.Dispose();

        }
        else
        {
            progress = 1;
        }
        stopWatch.Stop();
        Debug.Log("耗时: " + stopWatch.ElapsedMilliseconds);
        fs.Close();
        fs.Dispose();
        //如果下载完毕,执行回调
        if(progress == 1)
        {
            isDone = true;
            if (callBack != null) callBack();
            thread.Abort();
        }
        UnityEngine.Debug.Log ("download finished");    
    });
    //开启子线程
    thread.IsBackground = true;
    thread.Priority = threadPriority;
    thread.Start();
}


/// <summary>
/// 获取下载文件的大小
/// </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;
}

}

多线程下载文件

思路:

多线程下载思路是计算一个文件包大小,然后创建几个线程,计算每一个线程下载的始末下载的位置,最后是合并成一个整体的文件包写入到本地。

效果图:

核心代码:

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];//下载字节起始点
    FileSize = new int[ThreadNum];//该进程文件大小
    int fileThread = (int)fileSize / ThreadNum;//单进程文件大小
    int fileThreade = fileThread + (int)fileSize % ThreadNum;//最后一个进程的资源大小
    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("开始下载 时间:" + 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("线程{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("接受完毕!!!结束时间:" + System.DateTime.Now.ToString());
    Debug.LogError("下载耗时:" + (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("线程[" + threadId.ToString() + "] 正在接收 " + readSize);
        while (readSize > 0)
        {
            fs.Write(buffer, 0, readSize);
            readSize = ns.Read(buffer, 0, buffSize);
            showLog("线程[" + threadId.ToString() + "] 正在接收 " + readSize);
        }
        fs.Close();
        ns.Close();
    }
    catch (Exception er)
    {
        Debug.LogError(er.Message);
        fs.Close();
    }
    showLog("线程[" + threadId.ToString() + "] 结束!");
    downLoadObj.ThreadStatus[threadId] = true;
}

private void showLog(string processing)
{
    Debug.Log(processing);
}

}

线程下载速度跟线程的关系呈钟罩式关系,也就是说适量的线程数量会提高下载速度,但并不是说线程数越多就越好,因为线程的切换和资源的整合也是需要时间的。下面就列举下载单个文件,创建的线程数和对应的下载时间:

单线程

5个线程

15个线程

这里我是1M的带宽,下载的是一个300KB左右的资源,一般不会做多线程下载单一资源,多线程下载一般用于下载多个资源,除非单一资源真的很大才有多线程下载,然后做合包操作。

Demo下载
http://git.oschina.net/dingxiaowei/UnityResourceDownload

来源:CSDN
原文:https://blog.csdn.net/dingxiaowei2013/article/details/77814966
https://blog.csdn.net/dingxiaowei2013/article/details/77814966
版权声明:本文为博主原创文章,转载请附上博文链接!

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