Update Addressable manager
This commit is contained in:
@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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@@ -43,32 +44,131 @@ namespace BrewMonster.Scripts
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}
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/// <summary>
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/// Load a text asset asynchronously. The address should look like this: "elements.data"
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/// Load a text asset asynchronously.
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/// NOTE: The key must match the Addressables "Address" (or another valid key like a label/GUID).
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="assetPath"></param>
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/// <returns></returns>
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public async Task<TextAsset> LoadTextAssetAsync(string assetPath)
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{
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if (_loadedAssets.ContainsKey(assetPath))
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if (_loadedTextAssets.ContainsKey(assetPath))
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{
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return _loadedTextAssets[assetPath].Result;
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}
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try
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{
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var handle = Addressables.LoadAssetAsync<TextAsset>(assetPath);
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await handle.Task;
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_loadedTextAssets[assetPath] = handle;
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return handle.Result;
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// First, try the key exactly as provided. If it doesn't exist in the catalog,
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// fall back to common project conventions (e.g. full Asset path).
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foreach (var key in GetCandidateKeys(assetPath))
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{
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var locationsHandle = Addressables.LoadResourceLocationsAsync(key, typeof(TextAsset));
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await locationsHandle.Task;
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if (locationsHandle.Status != AsyncOperationStatus.Succeeded || locationsHandle.Result == null || locationsHandle.Result.Count == 0)
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{
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Addressables.Release(locationsHandle);
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continue;
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}
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Addressables.Release(locationsHandle);
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var handle = Addressables.LoadAssetAsync<TextAsset>(key);
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await handle.Task;
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if (handle.Status == AsyncOperationStatus.Succeeded && handle.Result != null)
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{
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_loadedTextAssets[assetPath] = handle;
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return handle.Result;
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}
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// If load failed, release and try next candidate.
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if (handle.IsValid())
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{
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Addressables.Release(handle);
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}
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}
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BMLogger.LogError($"AddressableManager: No Location found for TextAsset key='{assetPath}'. " +
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$"Tried: {string.Join(", ", GetCandidateKeys(assetPath).Select(k => $"'{k}'"))}");
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LogSimilarKeys(assetPath);
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return null;
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}
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catch (Exception e)
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{
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BMLogger.LogError(e.StackTrace);
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BMLogger.LogError($"AddressableManager: Failed to load TextAsset '{assetPath}': {e}");
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return null;
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}
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}
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private static IEnumerable<string> GetCandidateKeys(string assetPath)
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{
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if (string.IsNullOrWhiteSpace(assetPath))
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{
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yield break;
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}
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// Exact key (what caller asked for)
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yield return assetPath;
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// Common fallback used by this repo's Addressables settings: full asset path address.
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// Example in `Assets/AddressableAssetsData/AssetGroups/configuration.asset`:
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// m_Address: Assets/Addressable/elements.txt
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if (!assetPath.Contains("/") && !assetPath.Contains("\\"))
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{
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yield return $"Assets/Addressable/{assetPath}";
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}
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}
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private static void LogSimilarKeys(string needle)
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{
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// Helpful diagnostics in dev builds: show a few keys containing the substring.
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try
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{
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var lower = needle?.ToLowerInvariant();
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if (string.IsNullOrEmpty(lower))
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{
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return;
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}
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const int max = 20;
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var matches = new List<string>(max);
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foreach (var locator in Addressables.ResourceLocators)
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{
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foreach (var keyObj in locator.Keys)
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{
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if (keyObj is not string keyStr)
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{
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continue;
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}
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if (!keyStr.ToLowerInvariant().Contains(lower))
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{
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continue;
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}
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matches.Add(keyStr);
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if (matches.Count >= max)
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{
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goto Done;
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}
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}
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}
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Done:
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if (matches.Count > 0)
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{
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BMLogger.LogWarning($"AddressableManager: Similar Addressables keys for '{needle}': {string.Join(", ", matches)}");
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}
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}
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catch
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{
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// ignore diagnostics failures
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}
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}
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/// <summary>
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/// Load an asset asynchronously. The address should look like this: "models/npcs/npc/魅灵首领/魅灵首领/魅灵首领.prefab"
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/// </summary>
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@@ -321,7 +321,15 @@ namespace ModelRenderer.Scripts.GameData
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// if (!File.Exists(pathname)) return -1;
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var dataFile = await AddressableManager.Instance.LoadTextAssetAsync("elements.data");
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// Addressables key must match the configured "Address". This repo currently uses full asset paths
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// (see `Assets/AddressableAssetsData/AssetGroups/configuration.asset`).
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// `AddressableManager.LoadTextAssetAsync` also has fallbacks, so "elements.txt" will work too.
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var dataFile = await AddressableManager.Instance.LoadTextAssetAsync("Assets/Addressable/elements.txt");
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if (dataFile == null)
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{
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BMLogger.LogError("ElementDataMan: Failed to load Addressable TextAsset for elements data.");
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return -1;
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}
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using (var file = new MemoryStream(dataFile.bytes))
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{
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