com.alicizax.unity.tuyoogam.../Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskGetBuildMap.cs
2025-02-28 16:11:01 +08:00

241 lines
11 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskGetBuildMap
{
/// <summary>
/// 生成资源构建上下文
/// </summary>
public BuildMapContext CreateBuildMap(bool simulateBuild, BuildParameters buildParameters)
{
BuildMapContext context = new BuildMapContext();
var packageName = buildParameters.PackageName;
Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 获取所有收集器收集的资源
bool useAssetDependencyDB = buildParameters.UseAssetDependencyDB;
var collectResult = AssetBundleCollectorSettingData.Setting.BeginCollect(packageName, simulateBuild, useAssetDependencyDB);
List<CollectAssetInfo> allCollectAssets = collectResult.CollectAssets;
// 2. 剔除未被引用的依赖项资源
RemoveZeroReferenceAssets(context, allCollectAssets);
// 3. 录入所有收集器主动收集的资源
foreach (var collectAssetInfo in allCollectAssets)
{
if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetInfo.AssetPath))
{
throw new Exception($"Should never get here !");
}
if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
{
if (collectAssetInfo.AssetTags.Count > 0)
{
collectAssetInfo.AssetTags.Clear();
string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetInfo.AssetPath}");
BuildLogger.Warning(warning);
}
}
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetInfo);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
allBuildAssetInfos.Add(collectAssetInfo.AssetInfo.AssetPath, buildAssetInfo);
}
// 4. 录入所有收集资源依赖的其它资源
foreach (var collectAssetInfo in allCollectAssets)
{
string bundleName = collectAssetInfo.BundleName;
foreach (var dependAsset in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out var value))
{
value.AddReferenceBundleName(bundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAsset);
buildAssetInfo.AddReferenceBundleName(bundleName);
allBuildAssetInfos.Add(dependAsset.AssetPath, buildAssetInfo);
}
}
}
// 5. 填充所有收集资源的依赖列表
foreach (var collectAssetInfo in allCollectAssets)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAsset in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
allBuildAssetInfos[collectAssetInfo.AssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
}
// 6. 自动收集所有依赖的着色器
if (collectResult.Command.AutoCollectShaders)
{
// 获取着色器打包规则结果
PackRuleResult shaderPackRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
string shaderBundleName = shaderPackRuleResult.GetBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.CollectorType == ECollectorType.None)
{
if (buildAssetInfo.AssetInfo.IsShaderAsset())
{
buildAssetInfo.SetBundleName(shaderBundleName);
}
}
}
}
// 7. 计算共享资源的包名
if (buildParameters.EnableSharePackRule)
{
PreProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.HasBundleName() == false)
{
ProcessingPackShareBundle(buildParameters, collectResult.Command, buildAssetInfo);
}
}
PostProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
}
// 8. 记录关键信息
context.AssetFileCount = allBuildAssetInfos.Count;
context.Command = collectResult.Command;
// 9. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
allBuildAssetInfos.Remove(removeValue.AssetInfo.AssetPath);
}
// 10. 构建资源列表
var allPackAssets = allBuildAssetInfos.Values.ToList();
if (allPackAssets.Count == 0)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
throw new Exception(message);
}
foreach (var assetInfo in allPackAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private void RemoveZeroReferenceAssets(BuildMapContext context, List<CollectAssetInfo> allCollectAssets)
{
// 1. 检测依赖资源收集器是否存在
if (allCollectAssets.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
return;
// 2. 获取所有主资源的依赖资源集合
HashSet<string> allDependAsset = new HashSet<string>();
foreach (var collectAsset in allCollectAssets)
{
var collectorType = collectAsset.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
foreach (var dependAsset in collectAsset.DependAssets)
{
if (allDependAsset.Contains(dependAsset.AssetPath) == false)
allDependAsset.Add(dependAsset.AssetPath);
}
}
}
// 3. 找出所有零引用的依赖资源集合
List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in allCollectAssets)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.DependAssetCollector)
{
if (allDependAsset.Contains(collectAssetInfo.AssetInfo.AssetPath) == false)
removeList.Add(collectAssetInfo);
}
}
// 4. 移除所有零引用的依赖资源
foreach (var removeValue in removeList)
{
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetInfo.AssetPath}");
BuildLogger.Warning(warning);
var independAsset = new ReportIndependAsset();
independAsset.AssetPath = removeValue.AssetInfo.AssetPath;
independAsset.AssetGUID = removeValue.AssetInfo.AssetGUID;
independAsset.AssetType = removeValue.AssetInfo.AssetType.ToString();
independAsset.FileSize = FileUtility.GetFileSize(removeValue.AssetInfo.AssetPath);
context.IndependAssets.Add(independAsset);
allCollectAssets.Remove(removeValue);
}
}
#region
/// <summary>
/// 共享资源打包前置处理
/// </summary>
protected virtual void PreProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
{
}
/// <summary>
/// 共享资源打包机制
/// </summary>
protected virtual void ProcessingPackShareBundle(BuildParameters buildParameters, CollectCommand command, BuildAssetInfo buildAssetInfo)
{
PackRuleResult packRuleResult = GetShareBundleName(buildAssetInfo);
if (packRuleResult.IsValid() == false)
return;
// 处理单个引用的共享资源
if (buildAssetInfo.GetReferenceBundleCount() <= 1)
{
if (buildParameters.SingleReferencedPackAlone == false)
return;
}
// 设置共享资源包名
string shareBundleName = packRuleResult.GetShareBundleName(command.PackageName, command.UniqueBundleName);
buildAssetInfo.SetBundleName(shareBundleName);
}
private PackRuleResult GetShareBundleName(BuildAssetInfo buildAssetInfo)
{
string bundleName = Path.GetDirectoryName(buildAssetInfo.AssetInfo.AssetPath);
PackRuleResult result = new PackRuleResult(bundleName, DefaultPackRule.AssetBundleFileExtension);
return result;
}
/// <summary>
/// 共享资源打包后置处理
/// </summary>
protected virtual void PostProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
{
}
#endregion
}
}