資源依賴

先生成Resource
根據ResourceCollection.xml
Resource resource = Resource.Create(name, variant, fileSystem, loadType, packed, resourceGroups);
m_Resources.Add(resource.FullName.ToLowerInvariant(), resource);
增加打包資源:luoyikun/Cube1–>{“m_Assets”:[],“m_ResourceGroups”:[],“Name”:“luoyikun/Cube1”,“Variant”:null,“FullName”:“luoyikun/Cube1”,“AssetType”:0,“IsLoadFromBinary”:false,“FileSystem”:null,“LoadType”:0,“Packed”:false}
增加打包資源: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>
/// 打某個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}
生成依賴關系
UnityGameFramework.Editor.ResourceTools.ResourceAnalyzerController.Analyze
DependencyData dependencyData = new DependencyData();
AnalyzeAsset(assetName, assets[i], dependencyData, scriptAssetNames);
dependencyData.RefreshData();
PublicTools.DebugObj(dependencyData, "增加一條依賴關系:" + assetName + "-->");
m_DependencyDatas.Add(assetName, dependencyData);
增加一條依賴關系: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}
增加一條依賴關系: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}
循環依賴檢測
循環引用解釋
GameFrameworkException: Can not load dependency asset ‘Assets/GameMain/luoyikun/Cube2.prefab’ when load asset ‘Assets/GameMain/luoyikun/Cube1.prefab’.
嘗試在加載依賴時,已加載不放入任務
在GameFramework.Resource.ResourceManager.ResourceLoader.LoadDependencyAsset
List<LoadResourceTaskBase> listTask = new List<LoadResourceTaskBase>(8);
m_TaskPool.GetAllTasks(listTask);
bool isExist = false;
GameFrameworkLog.Info("所有任務數量{0}", listTask.Count);
for (int i = 0; i < listTask.Count; i++)
{
if (listTask[i].AssetName == assetName)
{
GameFrameworkLog.Info("所有任務中存在{0}", assetName);
isExist = true;
return true;
}
}
出現a等待b,b等待a,因為
GameFramework.Resource.ResourceManager.ResourceLoader.LoadResourceAgent.Start
//周遊依賴
foreach (string dependencyAssetName in m_Task.GetDependencyAssetNames())
{
//如果依賴asset不能spawn,接着等待
if (!m_ResourceLoader.m_AssetPool.CanSpawn(dependencyAssetName))
{
GameFrameworkLog.Info("{0}依賴項{1}未加載完成", m_Task.AssetName,dependencyAssetName);
m_Task.StartTime = default(DateTime);
return StartTaskStatus.HasToWait;
}
}
會互相等待依賴項加載完,是以cube1等待cube2,cube2等待cube1,不會執行下去
循環檢測
foreach (string host in hosts) //主資源被引用情況
{
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)
{
//把主資源,放入參觀表,路徑表
visited.Add(host);
route.AddLast(host);
foreach (Stamp stamp in m_Stamps)
{
if (host != stamp.HostAssetName) //隻找目前host的依賴情況
{
GameFrameworkLog.Info("不是主資源名跳過{0}", host);
continue;
}
//如果參觀表包含了依賴 stamp的依賴
if (visited.Contains(stamp.DependencyAssetName))
{
//插入路徑表最後項目傳回
route.AddLast(stamp.DependencyAssetName);
return true;
}
//遞歸檢查 目前stamp的依賴 b
if (Check(stamp.DependencyAssetName, route, visited))
{
return true;
}
}
//路徑表移除最後一個
route.RemoveLast();
//參觀表移除host
visited.Remove(host);
return false;
}
記錄1
"HostAssetName": "Assets/GameMain/luoyikun/Cube1.prefab",
"DependencyAssetName": "Assets/GameMain/luoyikun/Cube2.prefab",
記錄2
"HostAssetName": "Assets/GameMain/luoyikun/Cube2.prefab",
"DependencyAssetName": "Assets/GameMain/luoyikun/Cube1.prefab",
- cube1放入visited,route中,挂起處1
- 周遊依賴對,遞歸調用,cube2放入visited ,route的最後
- 遞歸,周遊所有依賴對,cube2不是記錄1的host,跳過記錄1
- 來到記錄2,此時visited包含了cube1,把cube1插入route的最後,,此時route 為 cube1,cube2,cube1傳回true
- 再周遊記錄2,依次找到循環