有几个大视频文件下载,非常大,直接使用默认UnityWebRequest下载,占用内存很大。使用DownloadHandlerScript类来自定义每次下载的buff大小,可以节省内存。
原文有些接口老了,稍微改了下。
原文来自:https://github.com/zhaojunmeng/UnityDownloadHandlerScriptDemo
using UnityEngine.Networking;
using System.IO;
using System;
using UnityEngine;
using UniFramework.Machine;
/// <summary>
/// 使用方式:
/// UnityWebRequest unityWebRequest = new UnityWebRequest("url");
/// unityWebRequest.downloadHandler = new DownloadHandlerFileRange("文件保存的路径", unityWebRequest);
/// unityWebRequest.SendWebRequest();
///
/// 参考自: https://gist.github.com/TouiSoraHe/19f2afeee1334cb8e42b3c8f2c283a65
/// 更完整的使用方式见:DownloadPatchSupportResume()方法
/// </summary>
public class JResDownloadHandle : DownloadHandlerScript
{
/// <summary>
/// 文件正式开始下载事件,此事件触发以后即可获取到文件的总大小
/// </summary>
public event System.Action StartDownloadEvent;
/// <summary>
/// ReceiveData()之后调用的回调,参数是本地文件已经下载的总大小
/// </summary>
public event System.Action<ulong> DownloadedSizeUpdateEvent;
#region 属性
/// <summary>
/// 下载速度,单位:KB/S 保留两位小数
/// </summary>
public float Speed
{
get
{
return ((int)(DownloadSpeed / 1024 * 100)) / 100.0f;
}
}
/// <summary>
/// 文件的总大小
/// </summary>
public ulong FileSize
{
get
{
return TotalFileSize;
}
}
/// <summary>
/// 下载进度[0,1]
/// </summary>
public float DownloadProgress
{
get
{
return GetProgress();
}
}
#endregion
#region 私有字段
private string Path;//文件保存的路径
private FileStream FileStream;
private UnityWebRequest unityWebRequest;
private ulong LocalFileSize = 0;//本地已经下载的文件的大小
private ulong TotalFileSize = 0;//文件的总大小
private ulong CurFileSize = 0;//当前的文件大小
private float LastTime = 0;//用作下载速度的时间统计
private float LastDataSize = 0;//用来作为下载速度的大小统计
private float DownloadSpeed = 0;//下载速度,单位:Byte/S
#endregion
public string GetFileDirectory(string path)
{
path = path.Replace("\\", "/");
return System.IO.Path.GetDirectoryName(path);
}
#region 公共方法
/// <summary>
/// 使用1MB的缓存,在补丁2017.2.1p1中对DownloadHandlerScript的优化中,目前最大传入数据量也仅仅是1024*1024,再多也没用
/// </summary>
/// <param name="path">文件保存的路径</param>
/// <param name="request">UnityWebRequest对象,用来获文件大小,设置断点续传的请求头信息</param>
public JResDownloadHandle(string path, UnityWebRequest request) : base(new byte[1024 * 1024])
{
//Debug.Log($"[Download] DownloadHandlerFileRange start");
Path = path;
string forder = GetFileDirectory(path);
bool exists = System.IO.Directory.Exists(forder);
if (!exists)
System.IO.Directory.CreateDirectory(forder);
FileStream = new FileStream(Path, FileMode.Append, FileAccess.Write);
unityWebRequest = request;
if (File.Exists(path))
{
LocalFileSize = (ulong)new System.IO.FileInfo(path).Length;
}
CurFileSize = LocalFileSize;
unityWebRequest.SetRequestHeader("Range", "bytes=" + LocalFileSize + "-");
//Debug.Log($"[Download] DownloadHandlerFileRange end LocalFileSize {LocalFileSize}");
}
~JResDownloadHandle()
{
//Debug.Log("[Download] ~DownloadHandlerFileRange()");
Clean();
}
/// <summary>
/// 清理资源,该方法没办法重写,只能隐藏,如果想要强制中止下载,并清理资源(UnityWebRequest.Dispose()),该方法并不会被调用,这让人很苦恼
/// </summary>
public new void Dispose()
{
// Debug.Log("[Download] Dispose()");
Clean();
}
public void ManualDispose()
{
//Debug.Log("[Download] ManualDispose()");
Clean();
}
#endregion
#region 私有方法
/// <summary>
/// 关闭文件流
/// </summary>
private void Clean()
{
//Debug.Log("[Download] Clean()");
DownloadSpeed = 0.0f;
if (FileStream != null)
{
FileStream.Flush();
FileStream.Dispose();
FileStream = null;
}
}
#endregion
#region 私有继承的方法
/// <summary>
/// 下载完成后清理资源
/// </summary>
protected override void CompleteContent()
{
//Debug.Log("[Download] CompleteContent()");
base.CompleteContent();
Clean();
}
/// <summary>
/// 调用UnityWebRequest.downloadHandler.data属性时,将会调用该方法,用于以byte[]的方式返回下载的数据,目前总是返回null
/// </summary>
/// <returns></returns>
protected override byte[] GetData()
{
Debug.Log("[Download] GetData()");
return null;
}
/// <summary>
/// 调用UnityWebRequest.downloadProgress属性时,将会调用该方法,用于返回下载进度
/// </summary>
/// <returns></returns>
protected override float GetProgress()
{
return TotalFileSize == 0 ? 0 : ((float)CurFileSize) / TotalFileSize;
}
/// <summary>
/// 调用UnityWebRequest.downloadHandler.text属性时,将会调用该方法,用于以string的方式返回下载的数据,目前总是返回null
/// </summary>
/// <returns></returns>
protected override string GetText()
{
return null;
}
//Note:当下载的文件数据大于2G时,该int类型的参数将会数据溢出,所以先自己通过响应头来获取长度,获取不到再使用参数的方式
protected override void ReceiveContentLengthHeader(ulong contentLength)
{
TotalFileSize = contentLength;
//这里拿到的下载大小是待下载的文件大小,需要加上本地已下载文件的大小才等于总大小
TotalFileSize += LocalFileSize;
LastTime = UnityEngine.Time.time;
LastDataSize = CurFileSize;
if (StartDownloadEvent != null)
{
StartDownloadEvent();
}
}
Note:当下载的文件数据大于2G时,该int类型的参数将会数据溢出,所以先自己通过响应头来获取长度,获取不到再使用参数的方式
//protected override void ReceiveContentLength(int contentLength)
//{
// Debug.Log($"[Download] ReceiveContentLength {contentLength}");
// string contentLengthStr = unityWebRequest.GetResponseHeader("Content-Length");
// if (!string.IsNullOrEmpty(contentLengthStr))
// {
// try
// {
// TotalFileSize = ulong.Parse(contentLengthStr);
// }
// catch (System.FormatException e)
// {
// UnityEngine.Debug.Log("获取文件长度失败,contentLengthStr:" + contentLengthStr + "," + e.Message);
// TotalFileSize = contentLength;
// }
// catch (System.Exception e)
// {
// UnityEngine.Debug.Log("获取文件长度失败,contentLengthStr:" + contentLengthStr + "," + e.Message);
// TotalFileSize = contentLength;
// }
// }
// else
// {
// TotalFileSize = contentLength;
// }
// //这里拿到的下载大小是待下载的文件大小,需要加上本地已下载文件的大小才等于总大小
// TotalFileSize += LocalFileSize;
// LastTime = UnityEngine.Time.time;
// LastDataSize = CurFileSize;
// if (StartDownloadEvent != null)
// {
// StartDownloadEvent();
// }
//}
//在2017.3.0(包括该版本)以下的正式版本中存在一个性能上的问题
//该回调方法有性能上的问题,每次传入的数据量最大不会超过65536(2^16)个字节,不论缓存区有多大
//在下载速度中的体现,大约相当于每秒下载速度不会超过3.8MB/S
//这个问题在 "补丁2017.2.1p1" 版本中被优化(2017.12.21发布)(https://unity3d.com/cn/unity/qa/patch-releases/2017.2.1p1)
//(965165) - Web: UnityWebRequest: improve performance for DownloadHandlerScript.
//优化后,每次传入数据量最大不会超过1048576(2^20)个字节(1MB),基本满足下载使用
protected override bool ReceiveData(byte[] data, int dataLength)
{
if (data == null || dataLength < 1 || unityWebRequest.responseCode > 400)
{
Debug.Log($"[Download] ReceiveData return false: data: {data} length: {dataLength} responseCode: {unityWebRequest.responseCode}");
return false;
}
FileStream.Write(data, 0, dataLength);
CurFileSize += (ulong)dataLength;
//统计下载速度
if (UnityEngine.Time.time - LastTime >= 1.0f)
{
DownloadSpeed = (CurFileSize - LastDataSize) / (UnityEngine.Time.time - LastTime);
LastTime = UnityEngine.Time.time;
LastDataSize = CurFileSize;
}
DownloadedSizeUpdateEvent?.Invoke((ulong)CurFileSize);
return true;
}
#endregion
}
/*
public static IEnumerator DownloadPatchSupportResume(string fileUrl, string fileName, Action<ulong> onProgress)
{
// 这个变量设置为true的地方,使用者就需要自己写自己的错误处理代码了
bool isError = false;
var fullPath = Path.Combine(Application.persistentDataPath, fileName);
using (UnityWebRequest request = UnityWebRequest.Get(fileUrl))
{
DownloadHandlerFileRange downloadHandler = new DownloadHandlerFileRange(fullPath, request);
request.downloadHandler = downloadHandler;
downloadHandler.DownloadedSizeUpdateEvent += onProgress;
Debug.Log($"[Download] SendWebRequest start");
yield return request.SendWebRequest();
Debug.Log($"[Download] SendWebRequest done {request.isDone} {request.error}");
if (request.isHttpError)
{
Debug.Log($"[Download] isHttpError true: {request.responseCode}");
// 有2种方式:
// 1. 下载的时候,文件名用.tmp这种临时的名字,下载成功之后rename,这样就不会让已经下载完毕的文件再去走下载
// 2. 不适用临时文件名,那么在去请求Range的时候,可能就会遇到416Range非法,毕竟本地文件的Size已经等于文件总Length了
// 这个时候就会遇到416,Range参数不对,我们认为是文件已经全部下载完成了,所以Range不对,这个时候不算错误
if (request.responseCode != 416)
{
isError = true;
}
}
else if (!string.IsNullOrEmpty(request.error))
{
Debug.Log($"[Download] isNetworkError true: {request.error}");
isError = true;
}
// 必须要手动清理,哪怕disposeDownloadHandlerOnDispose设置为true
// DownloadHandlerFileRange.Dispose()是没办法被UnityWebRequest调用的
downloadHandler.ManualDispose();
}
}
*/