<>资源依赖

<>先生成Resource

根据ResourceCollection.xml
Resource resource = Resource.Create(name, variant, fileSystem, loadType, packed
, resourceGroups); m_Resources.Add(resource.FullName.ToLowerInvariant(),
resource);

增加打包资源:luoyikun/Cube1–>{“m_Assets”:[],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube1”,“Variant”:null,“FullName”:“luoyikun/Cube1”,“AssetType”:0,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}

增加打包资源:luoyikun/Cube2–>{“m_Assets”:[],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube2”,“Variant”:null,“FullName”:“luoyikun/Cube2”,“AssetType”:0,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}

<>再把asset塞入

UnityGameFramework.Editor.ResourceTools.ResourceCollection.AssignAsset
/// <summary> /// 打某个asset 塞入bundle中 /// </summary> public bool AssignAsset(
string guid, string name, string variant) { Asset asset = GetAsset(guid); if (
asset== null) { asset = Asset.Create(guid); m_Assets.Add(asset.Guid, asset); }
resource.AssignAsset(asset, isScene); }

bundle:luoyikun/Cube1中塞入asset->{“Guid”:“60a1645014198164680bd6871329b73b”,“Name”:“Assets/GameMain/luoyikun/Cube1.prefab”,“Resource”:null}

bundle:luoyikun/Cube2中塞入asset->{“Guid”:“f0ce9e0e8a0456d4f992300134cfd602”,“Name”:“Assets/GameMain/luoyikun/Cube2.prefab”,“Resource”:null}

<>生成依赖关系

UnityGameFramework.Editor.ResourceTools.ResourceAnalyzerController.Analyze
DependencyData dependencyData = new DependencyData(); AnalyzeAsset(assetName,
assets[i], dependencyData, scriptAssetNames); dependencyData.RefreshData();
PublicTools.DebugObj(dependencyData, "增加一条依赖关系:" + assetName + "-->");
m_DependencyDatas.Add(assetName, dependencyData);

增加一条依赖关系:Assets/GameMain/luoyikun/Cube1.prefab–>->{“m_DependencyResources”:[{“m_Assets”:[{“Guid”:“f0ce9e0e8a0456d4f992300134cfd602”,“Name”:“Assets/GameMain/luoyikun/Cube2.prefab”}],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube2”,“Variant”:null,“FullName”:“luoyikun/Cube2”,“AssetType”:1,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}],“m_DependencyAssets”:[{“Guid”:“f0ce9e0e8a0456d4f992300134cfd602”,“Name”:“Assets/GameMain/luoyikun/Cube2.prefab”,“Resource”:{“m_Assets”:[],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube2”,“Variant”:null,“FullName”:“luoyikun/Cube2”,“AssetType”:1,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}}],“m_ScatteredDependencyAssetNames”:[],“DependencyResourceCount”:1,“DependencyAssetCount”:1,“ScatteredDependencyAssetCount”:0}

增加一条依赖关系:Assets/GameMain/luoyikun/Cube2.prefab–>->{“m_DependencyResources”:[{“m_Assets”:[{“Guid”:“60a1645014198164680bd6871329b73b”,“Name”:“Assets/GameMain/luoyikun/Cube1.prefab”}],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube1”,“Variant”:null,“FullName”:“luoyikun/Cube1”,“AssetType”:1,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}],“m_DependencyAssets”:[{“Guid”:“60a1645014198164680bd6871329b73b”,“Name”:“Assets/GameMain/luoyikun/Cube1.prefab”,“Resource”:{“m_Assets”:[],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube1”,“Variant”:null,“FullName”:“luoyikun/Cube1”,“AssetType”:1,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}}],“m_ScatteredDependencyAssetNames”:[],“DependencyResourceCount”:1,“DependencyAssetCount”:1,“ScatteredDependencyAssetCount”:0}

<>循环依赖检测

<>循环引用解释

GameFrameworkException: Can not load dependency asset
‘Assets/GameMain/luoyikun/Cube2.prefab’ when load asset
‘Assets/GameMain/luoyikun/Cube1.prefab’.

<>尝试在加载依赖时,已加载不放入任务

在GameFramework.Resource.ResourceManager.ResourceLoader.LoadDependencyAsset
List<LoadResourceTaskBase> listTask = new List<LoadResourceTaskBase>(8);
m_TaskPool.GetAllTasks(listTask); bool isExist = false; GameFrameworkLog.Info(
"所有任务数量{0}", listTask.Count); for (int i = 0; i < listTask.Count; i++) { if (
listTask[i].AssetName == assetName) { GameFrameworkLog.Info("所有任务中存在{0}",
assetName); isExist = true; return true; } }
出现a等待b,b等待a,因为
GameFramework.Resource.ResourceManager.ResourceLoader.LoadResourceAgent.Start
//遍历依赖 foreach (string dependencyAssetName in m_Task.GetDependencyAssetNames())
{ //如果依赖asset不能spawn,接着等待 if (!m_ResourceLoader.m_AssetPool.CanSpawn(
dependencyAssetName)) { GameFrameworkLog.Info("{0}依赖项{1}未加载完成", m_Task.AssetName
,dependencyAssetName); m_Task.StartTime = default(DateTime); return
StartTaskStatus.HasToWait; } }
会互相等待依赖项加载完,所以cube1等待cube2,cube2等待cube1,不会执行下去

<>循环检测

UnityGameFramework.Editor.ResourceTools.ResourceAnalyzerController.CircularDependencyChecker
foreach (string host in hosts) //主资源被引用情况 { LinkedList<string> route = new
LinkedList<string>(); HashSet<string> visited = new HashSet<string>(); if (Check
(host, route, visited)) { results.Add(route.ToArray()); } } private bool Check(
string host, LinkedList<string> route, HashSet<string> visited) {
//把主资源,放入参观表,路径表 visited.Add(host); route.AddLast(host); foreach (Stamp stamp in
m_Stamps) { if (host != stamp.HostAssetName) //只找当前host的依赖情况 { GameFrameworkLog
.Info("不是主资源名跳过{0}", host); continue; } //如果参观表包含了依赖 stamp的依赖 if (visited.
Contains(stamp.DependencyAssetName)) { //插入路径表最后项目返回 route.AddLast(stamp.
DependencyAssetName); return true; } //递归检查 当前stamp的依赖 b if (Check(stamp.
DependencyAssetName, route, visited)) { return true; } } //路径表移除最后一个 route.
RemoveLast(); //参观表移除host visited.Remove(host); return false; }
在Stamps中存在循环引用的两对
记录1 "HostAssetName": "Assets/GameMain/luoyikun/Cube1.prefab",
"DependencyAssetName": "Assets/GameMain/luoyikun/Cube2.prefab", 记录2
"HostAssetName": "Assets/GameMain/luoyikun/Cube2.prefab", "DependencyAssetName":
"Assets/GameMain/luoyikun/Cube1.prefab",
* cube1放入visited,route中,挂起处1
* 遍历依赖对,递归调用,cube2放入visited ,route的最后
* 递归,遍历所有依赖对,cube2不是记录1的host,跳过记录1
* 来到记录2,此时visited包含了cube1,把cube1插入route的最后,,此时route 为 cube1,cube2,cube1返回true
* 再遍历记录2,依次找到循环

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