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Unity3d+GameFramework:資源分析,資源依賴,循環依賴檢測

資源依賴

Unity3d+GameFramework:資源分析,資源依賴,循環依賴檢測
Unity3d+GameFramework:資源分析,資源依賴,循環依賴檢測

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

Unity3d+GameFramework:資源分析,資源依賴,循環依賴檢測

循環引用解釋

Unity3d+GameFramework:資源分析,資源依賴,循環依賴檢測

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",      
  1. cube1放入visited,route中,挂起處1
  2. 周遊依賴對,遞歸調用,cube2放入visited ,route的最後
  3. 遞歸,周遊所有依賴對,cube2不是記錄1的host,跳過記錄1
  4. 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
  5. 再周遊記錄2,依次找到循環

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