/// <summary>
/// 协程:下载文件
/// </summary>
/// <param name="url">请求的Web地址</param>
/// <param name="filePath">文件保存路径</param>
/// <param name="callBack">下载完成的回调函数</param>
/// <returns></returns>
public IEnumerator DownloadFile(string url, string filePath, Action<DownloadInfo> callBack)
{
//string url = "https://dldir1.qq.com/qqfile/qq/QQ9.0.4/23766/QQ9.0.4.exe";
//string url = "http://192.168.1.9/123.zip";
UnityWebRequest www = UnityWebRequest.Get(url);
www.timeout = 30;
DownloadHandlerFileRange downloadHandlerFile = new DownloadHandlerFileRange(filePath + Path.GetFileName(url), www);
www.downloadHandler = downloadHandlerFile;
www.SendWebRequest();
if (null != www.error)
{
Debug.Log(www.error);
}
else
{
while (!www.isDone)
{
string _progress = (www.downloadProgress * 100).ToString("f0") + "%\n" + downloadHandlerFile.Speed;
downloadInfo.Change(DownloadState.DOWNLOADING, _progress);
if (callBack != null)
callBack(downloadInfo);
print(_isStop);
if (_isStop)
{
downloadHandlerFile.ManualDispose();
break;
}
yield return 0;
}
if (www.isDone)
{
downloadInfo.Change(DownloadState.DOWNLOADCOMPLETE, url);
if (callBack != null)
callBack(downloadInfo);
}
}
www.Dispose();
}
/// <summary>
/// 分段,断点下载文件
/// </summary>
/// <param name="loadPath">下载地址</param>
/// <param name="savePath">保存路径</param>
/// <returns></returns>
ulong loadedBytes = 10000000;
Coroutine coroutine;
public IEnumerator BreakPointDownload(string loadPath, string savePath, Action StopCallback)
{
//UnityWebRequest 经配置可传输 HTTP HEAD 请求的 UnityWebRequest。
UnityWebRequest headRequest = UnityWebRequest.Head(loadPath);
//开始与远程服务器通信。
yield return headRequest.SendWebRequest();
if (!string.IsNullOrEmpty(headRequest.error))
{
Debug.LogError("获取不到资源文件");
//yield break;
}
//获取文件总大小
ulong totalLength = ulong.Parse(headRequest.GetResponseHeader("Content-Length"));
Debug.Log("获取大小" + totalLength);
headRequest.Dispose();
UnityWebRequest Request = UnityWebRequest.Get(loadPath);
//append设置为true文件写入方式为接续写入,不覆盖原文件。
Request.downloadHandler = new DownloadHandlerFile(savePath, true);
//创建文件
FileInfo file = new FileInfo(savePath);
//当前下载的文件长度
ulong fileLength = (ulong)file.Length;
//请求网络数据从第fileLength到最后的字节;
Request.SetRequestHeader("Range", "bytes=" + fileLength + "-");
if (!string.IsNullOrEmpty(Request.error))
{
Debug.LogError("下载失败" + Request.error);
}
if (fileLength < totalLength)
{
Request.SendWebRequest();
while (!Request.isDone)
{
double progress = (Request.downloadedBytes + fileLength) / (double)totalLength;
Debug.Log("下载进度:" + progress);
//超过一定的字节关闭现在的协程,开启新的协程,将资源分段下载
if (Request.downloadedBytes >= loadedBytes)
{
StopCallback();
//如果 UnityWebRequest 在进行中,就停止。
Request.Abort();
if (!string.IsNullOrEmpty(Request.error))
{
Debug.LogError("下载失败" + Request.error);
}
coroutine = StartCoroutine(BreakPointDownload(loadPath, savePath, StopCallback));
yield return coroutine;
}
yield return null;
}
}
if (string.IsNullOrEmpty(Request.error))
{
Debug.Log("下载成功" + savePath);
}
//表示不再使用此 UnityWebRequest,并且应清理它使用的所有资源。
Request.Dispose();
}
using UnityEngine.Networking;
using System.IO;
using System;
using UnityEngine;
/// <summary>
/// 使用方式:
/// UnityWebRequest unityWebRequest = new UnityWebRequest("url");
/// unityWebRequest.downloadHandler = new DownloadHandlerFileRange("文件保存的路径", unityWebRequest);
/// unityWebRequest.SendWebRequest();
///
/// 参考自: https://gist.github.com/TouiSoraHe/19f2afeee1334cb8e42b3c8f2c283a65
/// 更完整的使用方式见:DownloadPatchSupportResume()方法
/// </summary>
public class DownloadHandlerFileRange : DownloadHandlerScript
{
/// <summary>
/// 文件正式开始下载事件,此事件触发以后即可获取到文件的总大小
/// </summary>
public event System.Action StartDownloadEvent;
/// <summary>
/// ReceiveData()之后调用的回调,参数是本地文件已经下载的总大小
/// </summary>
public event System.Action<ulong> DownloadedSizeUpdateEvent;
#region 属性
/// <summary>
/// 下载速度,单位:KB/S 保留两位小数
/// </summary>
public string Speed
{
get
{
return DownloadSpeed.ToString("f2") + "kb/s";
}
}
/// <summary>
/// 文件的总大小
/// </summary>
public long FileSize
{
get
{
return TotalFileSize;
}
}
/// <summary>
/// 下载进度[0,1]
/// </summary>
public float DownloadProgress
{
get
{
return GetProgress();
}
}
#endregion
#region 公共方法
/// <summary>
/// 使用1MB的缓存,在补丁2017.2.1p1中对DownloadHandlerScript的优化中,目前最大传入数据量也仅仅是1024*1024,再多也没用
/// </summary>
/// <param name="path">文件保存的路径</param>
/// <param name="request">UnityWebRequest对象,用来获文件大小,设置断点续传的请求头信息</param>
public DownloadHandlerFileRange(string path, UnityWebRequest request) : base()
{
Debug.Log($"[Download] DownloadHandlerFileRange start");
sw.Start();
Path = path;
FileStream = new FileStream(Path, FileMode.Append, FileAccess.Write);
unityWebRequest = request;
if (File.Exists(path))
{
LocalFileSize = new System.IO.FileInfo(path).Length;
}
CurFileSize = LocalFileSize;
unityWebRequest.SetRequestHeader("Range", "bytes=" + LocalFileSize + "-");
Debug.Log($"[Download] DownloadHandlerFileRange end LocalFileSize {
LocalFileSize}");
}
/// <summary>
/// 清理资源,该方法没办法重写,只能隐藏,如果想要强制中止下载,并清理资源(UnityWebRequest.Dispose()),该方法并不会被调用,这让人很苦恼
/// </summary>
public new void Dispose()
{
Debug.Log("[Download] Dispose()");
Clean();
}
public void ManualDispose()
{
Debug.Log("[Download] ManualDispose()");
Clean();
}
#endregion
#region 私有方法
/// <summary>
/// 关闭文件流
/// </summary>
private void Clean()
{
Debug.Log("[Download] Clean()");
DownloadSpeed = 0.0f;
if (FileStream != null)
{
FileStream.Flush();
FileStream.Dispose();
FileStream = null;
}
}
#endregion
#region 私有继承的方法
/// <summary>
/// 下载完成后清理资源
/// </summary>
protected override void CompleteContent()
{
Debug.Log("[Download] CompleteContent()");
base.CompleteContent();
Clean();
}
/// <summary>
/// 调用UnityWebRequest.downloadHandler.data属性时,将会调用该方法,用于以byte[]的方式返回下载的数据,目前总是返回null
/// </summary>
/// <returns></returns>
protected override byte[] GetData()
{
Debug.Log("[Download] GetData()");
return null;
}
/// <summary>
/// 调用UnityWebRequest.downloadProgress属性时,将会调用该方法,用于返回下载进度
/// </summary>
/// <returns></returns>
protected override float GetProgress()
{
return TotalFileSize == 0 ? 0 : ((float)CurFileSize) / TotalFileSize;
}
/// <summary>
/// 调用UnityWebRequest.downloadHandler.text属性时,将会调用该方法,用于以string的方式返回下载的数据,目前总是返回null
/// </summary>
/// <returns></returns>
protected override string GetText()
{
return null;
}
//Note:当下载的文件数据大于2G时,该int类型的参数将会数据溢出,所以先自己通过响应头来获取长度,获取不到再使用参数的方式
protected override void ReceiveContentLengthHeader(ulong contentLength)
{
Debug.Log($"[Download] ReceiveContentLength {
contentLength}");
string contentLengthStr = unityWebRequest.GetResponseHeader("Content-Length");
if (!string.IsNullOrEmpty(contentLengthStr))
{
try
{
TotalFileSize = long.Parse(contentLengthStr);
}
catch (System.FormatException e)
{
UnityEngine.Debug.Log("获取文件长度失败,contentLengthStr:" + contentLengthStr + "," + e.Message);
TotalFileSize = (long)contentLength;
}
catch (System.Exception e)
{
UnityEngine.Debug.Log("获取文件长度失败,contentLengthStr:" + contentLengthStr + "," + e.Message);
TotalFileSize = (long)contentLength;
}
}
else
{
TotalFileSize = (long)contentLength;
}
//这里拿到的下载大小是待下载的文件大小,需要加上本地已下载文件的大小才等于总大小
TotalFileSize += LocalFileSize;
LastTime = UnityEngine.Time.time;
LastDataSize = CurFileSize;
if (StartDownloadEvent != null)
{
StartDownloadEvent();
}
}
//在2017.3.0(包括该版本)以下的正式版本中存在一个性能上的问题
//该回调方法有性能上的问题,每次传入的数据量最大不会超过65536(2^16)个字节,不论缓存区有多大
//在下载速度中的体现,大约相当于每秒下载速度不会超过3.8MB/S
//这个问题在 "补丁2017.2.1p1" 版本中被优化(2017.12.21发布)(https://unity3d.com/cn/unity/qa/patch-releases/2017.2.1p1)
//(965165) - Web: UnityWebRequest: improve performance for DownloadHandlerScript.
//优化后,每次传入数据量最大不会超过1048576(2^20)个字节(1MB),基本满足下载使用
protected override bool ReceiveData(byte[] data, int dataLength)
{
if (data == null || dataLength == 0 || unityWebRequest.responseCode > 400)
{
Debug.Log($"[Download] ReceiveData return false: data: {
data} length: {
dataLength} responseCode: {
unityWebRequest.responseCode}");
return false;
}
FileStream.Write(data, 0, dataLength);
CurFileSize += dataLength;
//统计下载速度
//if (UnityEngine.Time.time - LastTime > 1.0f)
//{
// DownloadSpeed = (CurFileSize - LastDataSize) / (UnityEngine.Time.time - LastTime);
// LastTime = UnityEngine.Time.time;
// LastDataSize = CurFileSize;
//}
DownloadSpeed = dataLength / 1024f / (float)sw.Elapsed.TotalSeconds;
DownloadedSizeUpdateEvent?.Invoke((ulong)CurFileSize);
return true;
}
~DownloadHandlerFileRange()
{
Debug.Log("[Download] ~DownloadHandlerFileRange()");
Clean();
}
#endregion
#region 私有字段
private string Path;//文件保存的路径
private FileStream FileStream;
private UnityWebRequest unityWebRequest;
private long LocalFileSize = 0;//本地已经下载的文件的大小
private long TotalFileSize = 0;//文件的总大小
private long CurFileSize = 0;//当前的文件大小
private float LastTime = 0;//用作下载速度的时间统计
private float LastDataSize = 0;//用来作为下载速度的大小统计
private float DownloadSpeed = 0;//下载速度,单位:Byte/S
private System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
#endregion
}