using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
///
/// 资源依赖数据库
///
public class AssetDependencyDatabase
{
private const string FILE_VERSION = "1.0";
private class DependencyInfo
{
///
/// 此哈希函数会聚合了以下内容:源资源路径、源资源、元文件、目标平台以及导入器版本。
/// 如果此哈希值发送变化,则说明导入资源可能已更改,因此应重新搜集依赖关系。
///
public string DependHash;
///
/// 直接依赖资源的GUID列表
///
public List DependGUIDs = new List();
}
private string _databaseFilePath;
private readonly Dictionary _database = new Dictionary(100000);
///
/// 创建缓存数据库
///
public void CreateDatabase(bool readCacheDatabaseFile, string databaseFilePath)
{
_databaseFilePath = databaseFilePath;
_database.Clear();
FileStream stream = null;
BinaryReader reader = null;
try
{
if (readCacheDatabaseFile && File.Exists(databaseFilePath))
{
// 解析缓存文件
stream = File.OpenRead(databaseFilePath);
reader = new BinaryReader(stream);
string fileVersion = reader.ReadString();
if (fileVersion != FILE_VERSION)
throw new Exception("The database file version not match !");
var count = reader.ReadInt32();
for (int i = 0; i < count; i++)
{
var assetPath = reader.ReadString();
var cacheInfo = new DependencyInfo
{
DependHash = reader.ReadString(),
DependGUIDs = ReadStringList(reader),
};
_database.Add(assetPath, cacheInfo);
}
// 移除无效资源
List removeList = new List(10000);
foreach (var cacheInfoPair in _database)
{
var assetPath = cacheInfoPair.Key;
#if UNITY_2021_3_OR_NEWER
var assetGUID = AssetDatabase.AssetPathToGUID(assetPath, AssetPathToGUIDOptions.OnlyExistingAssets);
#else
var assetGUID = AssetDatabase.AssetPathToGUID(assetPath);
#endif
if (string.IsNullOrEmpty(assetGUID))
{
removeList.Add(assetPath);
}
}
foreach (var assetPath in removeList)
{
_database.Remove(assetPath);
}
}
}
catch (Exception ex)
{
ClearDatabase(true);
Debug.LogError($"Failed to load cache database : {ex.Message}");
}
finally
{
if (reader != null)
reader.Close();
if (stream != null)
stream.Close();
}
// 查找新增或变动资源
var allAssetPaths = AssetDatabase.GetAllAssetPaths();
foreach (var assetPath in allAssetPaths)
{
if (_database.TryGetValue(assetPath, out DependencyInfo cacheInfo))
{
var dependHash = AssetDatabase.GetAssetDependencyHash(assetPath);
if (dependHash.ToString() != cacheInfo.DependHash)
{
_database[assetPath] = CreateDependencyInfo(assetPath);
}
}
else
{
var newCacheInfo = CreateDependencyInfo(assetPath);
_database.Add(assetPath, newCacheInfo);
}
}
}
///
/// 保存缓存数据库
///
public void SaveDatabase()
{
if (File.Exists(_databaseFilePath))
File.Delete(_databaseFilePath);
FileStream stream = null;
BinaryWriter writer = null;
try
{
stream = File.Create(_databaseFilePath);
writer = new BinaryWriter(stream);
writer.Write(FILE_VERSION);
writer.Write(_database.Count);
foreach (var assetPair in _database)
{
string assetPath = assetPair.Key;
var assetInfo = assetPair.Value;
writer.Write(assetPath);
writer.Write(assetInfo.DependHash);
WriteStringList(writer, assetInfo.DependGUIDs);
}
writer.Flush();
}
catch (Exception ex)
{
Debug.LogError($"Failed to save cache database : {ex.Message}");
}
finally
{
if (writer != null)
writer.Close();
if (stream != null)
stream.Close();
}
}
///
/// 清理缓存数据库
///
public void ClearDatabase(bool deleteDatabaseFile)
{
if (deleteDatabaseFile)
{
if (File.Exists(_databaseFilePath))
File.Delete(_databaseFilePath);
}
_database.Clear();
}
///
/// 获取资源的依赖列表
///
public string[] GetDependencies(string assetPath, bool recursive)
{
// 注意:机制上不允许存在未收录的资源
if (_database.ContainsKey(assetPath) == false)
{
throw new Exception($"Fatal : can not found cache info : {assetPath}");
}
var result = new HashSet();
// 注意:递归收集依赖时,依赖列表中包含主资源
if (recursive)
result.Add(assetPath);
// 收集依赖
CollectDependencies(assetPath, assetPath, result, recursive);
return result.ToArray();
}
private void CollectDependencies(string parent, string assetPath, HashSet result, bool recursive)
{
if (_database.TryGetValue(assetPath, out var cacheInfo) == false)
{
// 说明:检测是否为丢失引用的资产
#if UNITY_2021_3_OR_NEWER
var assetGUID = AssetDatabase.AssetPathToGUID(assetPath, AssetPathToGUIDOptions.OnlyExistingAssets);
#else
var assetGUID = AssetDatabase.AssetPathToGUID(assetPath);
#endif
if (string.IsNullOrEmpty(assetGUID))
{
Debug.LogWarning($"{parent} found missing asset : {assetPath}");
return;
}
else
{
throw new Exception($"Fatal : can not found cache info : {assetPath}");
}
}
foreach (var dependGUID in cacheInfo.DependGUIDs)
{
string dependAssetPath = AssetDatabase.GUIDToAssetPath(dependGUID);
if (string.IsNullOrEmpty(dependAssetPath))
continue;
// 如果是文件夹资源
if (AssetDatabase.IsValidFolder(dependAssetPath))
continue;
// 如果已经收集过
if (result.Contains(dependAssetPath))
continue;
result.Add(dependAssetPath);
// 递归收集依赖
if (recursive)
CollectDependencies(assetPath, dependAssetPath, result, recursive);
}
}
private List ReadStringList(BinaryReader reader)
{
var count = reader.ReadInt32();
var values = new List(count);
for (int i = 0; i < count; i++)
{
values.Add(reader.ReadString());
}
return values;
}
private void WriteStringList(BinaryWriter writer, List values)
{
writer.Write(values.Count);
foreach (var value in values)
{
writer.Write(value);
}
}
private DependencyInfo CreateDependencyInfo(string assetPath)
{
// 注意:AssetDatabase.GetDependencies()方法返回结果里会踢出丢失文件!
var dependHash = AssetDatabase.GetAssetDependencyHash(assetPath);
var dependAssetPaths = AssetDatabase.GetDependencies(assetPath, false);
var dependGUIDs = new List();
foreach (var dependAssetPath in dependAssetPaths)
{
string guid = AssetDatabase.AssetPathToGUID(dependAssetPath);
if (string.IsNullOrEmpty(guid) == false)
{
dependGUIDs.Add(guid);
}
}
var cacheInfo = new DependencyInfo();
cacheInfo.DependHash = dependHash.ToString();
cacheInfo.DependGUIDs = dependGUIDs;
return cacheInfo;
}
}
}