Unity之UnityWebRequest
复习UnityWebRequest
- 介绍
- 下载文件和上传文件
- 下载进度和异常
- 验证文件
- DownloadHandlerScript
介绍
unity中使用UnityWebRequest
来代替所有HTTP请求提供了三种API,UnityWebRequest.Get,UnityWebRequest.Post,UnityWebRequest.Put
分别处理GET,POST,PUT请求。UnityWebRequest需要配合协程使用,所有HTTP请求都是异步
的,可以方便监听请求结果,默认情况支持HTTPS,如果需要支持HTTP,则需要单独开启,Player Settings中需要Allow downkiads over HTTP。
基本代码如下所示:
IEnumerable Start(){//GET请求UnityWebRequest quest01 = UnityWebRequest.Get("http://www.baidu.com");yield return quest01.SendWebRequest();var data01 = quest01.downloadHandler.text;//POST请求WWWForm form = new WWWForm();form.AddField("", "");UnityWebRequest quest02 = UnityWebRequest.Post("http://www.baidu.com", form);yield return quest02.SendWebRequest();var data02 = quest01.downloadHandler.text;//PUT请求byte[] myData = Encoding.UTF8.GetBytes("Test");UnityWebRequest quest03 = UnityWebRequest.Put("http://www.baidu.com",myData);yield return quest03.SendWebRequest();var data03 = quest03.downloadHandler.text;}
下载文件和上传文件
UnityWebRequest配合DownloadHandler可以处理下载文件,配合一下UploadHandler可以处理上传文件,但是下载文件的类型比较多,Unity又进一步封装,代码如下:
//下载二进制文件UnityWebRequest request04 = UnityWebRequest.Get("");request04.downloadHandler = new DownloadHandlerFile("");yield return request04.SendWebRequest();byte[] data04 = request04.downloadHandler.data;//下载AB包UnityWebRequest quest05 = UnityWebRequest.Get("");quest05.downloadHandler = new DownloadHandlerAssetBundle("",0);yield return quest05.SendWebRequest();AssetBundle ab = ((DownloadHandlerAssetBundle)quest05.downloadHandler).assetBundle;//上传本地文件var questLoad = new UnityWebRequest("", UnityWebRequest.kHttpVerbPUT);questLoad.uploadHandler = new UploadHandlerFile("");yield return questLoad.SendWebRequest();// .// .// .// .// .// .// .
下载进度和异常
下载过程中如果下载一个大文件,还需要处理下载异常并并显示下载进度,如下代码所示:
UnityWebRequest downRequest;IEnumerable DownBigFile(){downRequest = UnityWebRequest.Get("url");downRequest.downloadHandler = new DownloadHandlerFile("");yield return downRequest.SendWebRequest();if (downRequest.result == UnityWebRequest.Result.Success){Debug.Log("下载成功");}else {Debug.Log("下载失败, 错误信息为:" + downRequest.error);}}void Update(){if (downRequest!=null){Debug.Log("下载进度为:" + downRequest.downloadProgress + " 已下载大小为:" + downRequest.downloadedBytes);}}
验证文件
平时商业游戏中通常需要一个文件下载列表,由于CDN不好处理同名文件,因此主流做法是将文件名改成和自身的MD5一样的名称,只要内容有变化,它自身的MD5也会改变,此时需要将文件名修改成和新的MD5亿一样的名称,这样保证CDN上传的文件不会存在重名的问题。
文件下载需要考虑文件完整性,通常是在上传前将文件MD5和文件大小保存起来,用户下载完成后需要检查当前的下载大小和MD5是否与CDN上的一致,由于设备获取MD5比较慢,通常只会保存文件大小,如果下载前后出现不一致,需要将本地文件删除,重新下载。
DownloadHandlerScript
上面提过的DownloadHandlerFile
将核心的下载步骤以及文件写入隐藏起来了,如果需要灵活控制可用DownloadHandlerScript
来全面接管下载状态。如下代码所示:
public class CuetomDownLoadHandler : DownloadHandlerScript {FileStream fileStream;int reciveLength = 0;ulong contentLength;public CuetomDownLoadHandler(string path, byte[] prealocateBuffer): base(prealocateBuffer){int size = prealocateBuffer.Length;fileStream = new FileStream(path, FileMode.OpenOrCreate,FileAccess.Write,FileShare.Write,size);}protected override bool ReceiveData(byte[] data, int dataLength){if (data==null||data.Length<1){return false;}reciveLength += dataLength;fileStream.Write(data, 0, dataLength);return base.ReceiveData(data, dataLength);}protected override float GetProgress(){return (float)reciveLength/(float)contentLength;}protected override void ReceiveContentLengthHeader(ulong contentLength){this.contentLength = Math.Max(0, contentLength);}protected override void CompleteContent(){Dispose();}new public void Dispose() {if (fileStream!=null){fileStream.Dispose();fileStream = null;}base.Dispose();}
只需将DownloadHandlerFile代码替换上述CuetomDownLoadHandler就可以了
目前总结这么多,如果错误,欢迎指正!!!
Passion!!!