#環境
Unity2017.1.0f3
#概要
wwwは使用しないでUnityWebRequestを使用したほうがいいらしいのでテスト
また、Caching.ClearOtherCachedVersionsを使用して、キャッシュの古いバージョンを削除します
#変更箇所
// Where we actuall call WWW to download the assetBundle.
static protected bool LoadAssetBundleInternal (string assetBundleName, bool isLoadingAssetBundleManifest)
{
// Already loaded.
LoadedAssetBundle bundle = null;
m_LoadedAssetBundles.TryGetValue(assetBundleName, out bundle);
if (bundle != null)
{
bundle.m_ReferencedCount++;
return true;
}
// @TODO: Do we need to consider the referenced count of WWWs?
// In the demo, we never have duplicate WWWs as we wait LoadAssetAsync()/LoadLevelAsync() to be finished before calling another LoadAssetAsync()/LoadLevelAsync().
// But in the real case, users can call LoadAssetAsync()/LoadLevelAsync() several times then wait them to be finished which might have duplicate WWWs.
if (m_DownloadingWWWs.ContainsKey(assetBundleName) )
return true;
// WWW download = null;
UnityWebRequest download = null;
string url = m_BaseDownloadingURL + assetBundleName;
// For manifest assetbundle, always download it as we don't have hash for it.
if (isLoadingAssetBundleManifest)
// download = new WWW(url);
download = UnityWebRequest.GetAssetBundle( url );
else
{
download = UnityWebRequest.GetAssetBundle( url, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName), 0 );
//Unity2017 バージョン違いを消す
if( Caching.ClearOtherCachedVersions( assetBundleName, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName ) ) == false )
Debug.LogWarning( "ClearOtherCachedVersions" );
}
// download = WWW.LoadFromCacheOrDownload(url, m_AssetBundleManifest.GetAssetBundleHash(assetBundleName), 0);
download.Send();
m_DownloadingWWWs.Add(assetBundleName, download);
return false;
}
void Update()
{
// Collect all the finished WWWs.
var keysToRemove = new List<string>();
foreach (var keyValue in m_DownloadingWWWs)
{
// WWW download = keyValue.Value;
var download = keyValue.Value;
// If downloading fails.
if (download.error != null)
{
m_DownloadingErrors.Add(keyValue.Key, string.Format("Failed downloading bundle {0} from {1}: {2}", keyValue.Key, download.url, download.error));
keysToRemove.Add(keyValue.Key);
continue;
}
// If downloading succeeds.
if(download.isDone)
{
// AssetBundle bundle = download.assetBundle;
AssetBundle bundle = ((DownloadHandlerAssetBundle)download.downloadHandler).assetBundle;
if (bundle == null)
{
m_DownloadingErrors.Add(keyValue.Key, string.Format("{0} is not a valid asset bundle.", keyValue.Key));
keysToRemove.Add(keyValue.Key);
continue;
}
//Debug.Log("Downloading " + keyValue.Key + " is done at frame " + Time.frameCount);
// m_LoadedAssetBundles.Add(keyValue.Key, new LoadedAssetBundle( download.assetBundle ) );
m_LoadedAssetBundles.Add(keyValue.Key, new LoadedAssetBundle( bundle ) );
keysToRemove.Add(keyValue.Key);
//Unity2017キャッシュの確認
var currentCache = Caching.currentCacheForWriting;
var versions = new List<Hash128>();
var assetbundleName = Path.GetFileName( download.url );
Caching.GetCachedVersions( assetbundleName, versions );
Debug.Log( "CacheVersionCount:" + bundle.name + ":" + versions.Count );
Debug.Log( "CachePath:" + currentCache.path );
Debug.Log( "CacheSize:" + currentCache.spaceOccupied + "/" + currentCache.maximumAvailableStorageSpace );
}
}
// Remove the finished WWWs.
foreach( var key in keysToRemove)
{
// WWW download = m_DownloadingWWWs[key];
var download = m_DownloadingWWWs[key];
m_DownloadingWWWs.Remove(key);
download.Dispose();
}
// Update all in progress operations
for (int i=0;i<m_InProgressOperations.Count;)
{
if (!m_InProgressOperations[i].Update())
{
m_InProgressOperations.RemoveAt(i);
}
else
i++;
}
}