mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
improve the speed of loading a large number of files
Rewriting folder related functions fixed some bug
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parent
647ce56f81
commit
468976db58
@ -14,12 +14,13 @@ namespace Unity_Studio
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internal static class UnityStudio
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{
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public static List<string> unityFiles = new List<string>(); //files to load
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public static HashSet<string> unityFilesHash = new HashSet<string>(); //improve performance
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public static HashSet<string> unityFilesHash = new HashSet<string>(); //to improve the loading speed
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public static List<AssetsFile> assetsfileList = new List<AssetsFile>(); //loaded files
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public static HashSet<string> assetsfileListHash = new HashSet<string>(); //improve performance
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public static HashSet<string> assetsfileListHash = new HashSet<string>(); //to improve the loading speed
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public static Dictionary<string, int> sharedFileIndex = new Dictionary<string, int>(); //to improve the loading speed
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public static Dictionary<string, EndianBinaryReader> assetsfileandstream = new Dictionary<string, EndianBinaryReader>(); //use for read res files
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public static List<AssetPreloadData> exportableAssets = new List<AssetPreloadData>(); //used to hold all assets while the ListView is filtered
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private static HashSet<string> exportableAssetsHash = new HashSet<string>(); //improve performance
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private static HashSet<string> exportableAssetsHash = new HashSet<string>(); //avoid the same name asset
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public static List<AssetPreloadData> visibleAssets = new List<AssetPreloadData>(); //used to build the ListView from all or filtered assets
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public static string productName = "";
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@ -89,7 +90,12 @@ namespace Unity_Studio
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}
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else
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{
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sharedFile.Index = unityFiles.IndexOf(sharedFilePath);
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if (!sharedFileIndex.TryGetValue(sharedFilePath, out var index))
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{
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index = unityFiles.IndexOf(sharedFilePath);
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sharedFileIndex.Add(sharedFilePath, index);
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}
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sharedFile.Index = index;
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}
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}
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if (value > 0)
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@ -124,7 +130,7 @@ namespace Unity_Studio
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}
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}
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public static void LoadAssetsFromBundle()
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public static void BuildSharedIndex()
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{
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foreach (var assetsFile in assetsfileList)
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{
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@ -162,35 +168,31 @@ namespace Unity_Studio
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public static int extractBundleFile(string bundleFileName)
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{
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int extractedCount = 0;
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StatusStripUpdate($"Decompressing {Path.GetFileName(bundleFileName)} ...");
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string extractPath = bundleFileName + "_unpacked\\";
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Directory.CreateDirectory(extractPath);
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BundleFile b_File = new BundleFile(bundleFileName);
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foreach (var memFile in b_File.MemoryAssetsFileList)
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if (CheckBundleFile(bundleFileName))
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{
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string filePath = extractPath + memFile.fileName.Replace('/', '\\');
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if (!Directory.Exists(Path.GetDirectoryName(filePath)))
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StatusStripUpdate($"Decompressing {Path.GetFileName(bundleFileName)} ...");
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var extractPath = bundleFileName + "_unpacked\\";
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Directory.CreateDirectory(extractPath);
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var b_File = new BundleFile(bundleFileName);
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foreach (var memFile in b_File.MemoryAssetsFileList)
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{
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Directory.CreateDirectory(Path.GetDirectoryName(filePath));
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}
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if (!File.Exists(filePath))
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{
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StatusStripUpdate($"Extracting {Path.GetFileName(memFile.fileName)}");
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extractedCount += 1;
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using (FileStream file = new FileStream(filePath, FileMode.Create, FileAccess.Write))
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var filePath = extractPath + memFile.fileName.Replace('/', '\\');
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if (!Directory.Exists(Path.GetDirectoryName(filePath)))
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{
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memFile.memStream.WriteTo(file);
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memFile.memStream.Close();
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Directory.CreateDirectory(Path.GetDirectoryName(filePath));
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}
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if (!File.Exists(filePath))
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{
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StatusStripUpdate($"Extracting {Path.GetFileName(memFile.fileName)}");
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extractedCount += 1;
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using (var file = File.Create(filePath))
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{
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memFile.memStream.WriteTo(file);
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memFile.memStream.Close();
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}
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}
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}
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}
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return extractedCount;
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}
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@ -359,8 +361,6 @@ namespace Unity_Studio
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}
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visibleAssets = exportableAssets;
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//will only work if ListView is visible
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exportableAssetsHash.Clear();
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}
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#endregion
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@ -1867,5 +1867,22 @@ namespace Unity_Studio
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}
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}
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}
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public static string[] ProcessingSplitFiles(List<string> selectFile)
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{
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var splitFiles = selectFile.Where(x => x.Contains(".split"))
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.Select(x => Path.GetDirectoryName(x) + "\\" + Path.GetFileNameWithoutExtension(x))
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.Distinct()
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.ToList();
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selectFile.RemoveAll(x => x.Contains(".split"));
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foreach (var file in splitFiles)
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{
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if (File.Exists(file))
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{
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selectFile.Add(file);
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}
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}
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return selectFile.Distinct().ToArray();
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}
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}
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}
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10
Unity Studio/UnityStudioForm.Designer.cs
generated
10
Unity Studio/UnityStudioForm.Designer.cs
generated
@ -153,14 +153,14 @@
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//
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this.loadFileToolStripMenuItem.Name = "loadFileToolStripMenuItem";
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this.loadFileToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
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this.loadFileToolStripMenuItem.Text = "Load file...";
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this.loadFileToolStripMenuItem.Text = "Load file";
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this.loadFileToolStripMenuItem.Click += new System.EventHandler(this.loadFile_Click);
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//
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// loadFolderToolStripMenuItem
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//
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this.loadFolderToolStripMenuItem.Name = "loadFolderToolStripMenuItem";
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this.loadFolderToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
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this.loadFolderToolStripMenuItem.Text = "Load folder...";
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this.loadFolderToolStripMenuItem.Text = "Load folder";
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this.loadFolderToolStripMenuItem.Click += new System.EventHandler(this.loadFolder_Click);
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//
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// toolStripMenuItem1
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@ -172,14 +172,14 @@
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//
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this.extractBundleToolStripMenuItem.Name = "extractBundleToolStripMenuItem";
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this.extractBundleToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
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this.extractBundleToolStripMenuItem.Text = "Extract bundle...";
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this.extractBundleToolStripMenuItem.Text = "Extract bundle";
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this.extractBundleToolStripMenuItem.Click += new System.EventHandler(this.extractBundleToolStripMenuItem_Click);
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//
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// extractFolderToolStripMenuItem
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//
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this.extractFolderToolStripMenuItem.Name = "extractFolderToolStripMenuItem";
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this.extractFolderToolStripMenuItem.Size = new System.Drawing.Size(158, 22);
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this.extractFolderToolStripMenuItem.Text = "Extract folder...";
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this.extractFolderToolStripMenuItem.Text = "Extract folder";
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this.extractFolderToolStripMenuItem.Click += new System.EventHandler(this.extractFolderToolStripMenuItem_Click);
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//
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// debugMenuItem
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@ -310,7 +310,7 @@
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//
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this.showExpOpt.Name = "showExpOpt";
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this.showExpOpt.Size = new System.Drawing.Size(252, 22);
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this.showExpOpt.Text = "Export options...";
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this.showExpOpt.Text = "Export options";
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this.showExpOpt.Click += new System.EventHandler(this.showExpOpt_Click);
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//
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// exportToolStripMenuItem
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@ -22,9 +22,6 @@ namespace Unity_Studio
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private AssetPreloadData lastSelectedItem;
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private AssetPreloadData lastLoadedAsset;
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private string[] assetsFileTypes = { "globalgamemanagers", "maindata.", "level*.", "*.assets", "*.sharedAssets", "CustomAssetBundle-*", "CAB-*", "BuildPlayer-*" };
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private string[] bundleFileTypes = { "*.unity3d", "*.unity3d.lz4", "*.assetbundle", "*.assetbundle-*", "*.bundle", "*.bytes" };
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private FMOD.System system;
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private FMOD.Sound sound;
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private FMOD.Channel channel;
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@ -87,7 +84,6 @@ namespace Unity_Studio
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resetForm();
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ThreadPool.QueueUserWorkItem(state =>
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{
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mainPath = Path.GetDirectoryName(openFileDialog1.FileNames[0]);
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var bundle = false;
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if (openFileDialog1.FilterIndex == 1 || openFileDialog1.FilterIndex == 3)
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{
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@ -98,10 +94,7 @@ namespace Unity_Studio
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MessageBox.Show($"{Path.GetFileName(openFileDialog1.FileNames[0])} is bundle file, please select bundle file type to load this file");
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return;
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}
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else
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{
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bundle = true;
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}
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bundle = true;
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}
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}
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else
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@ -110,8 +103,10 @@ namespace Unity_Studio
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}
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if (!bundle)
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{
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mainPath = Path.GetDirectoryName(openFileDialog1.FileNames[0]);
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MergeSplitAssets(mainPath);
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foreach (var i in openFileDialog1.FileNames)
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var readFile = ProcessingSplitFiles(openFileDialog1.FileNames.ToList());
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foreach (var i in readFile)
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{
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unityFiles.Add(i);
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unityFilesHash.Add(Path.GetFileName(i));
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@ -121,8 +116,9 @@ namespace Unity_Studio
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//use a for loop because list size can change
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for (int f = 0; f < unityFiles.Count; f++)
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{
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StatusStripUpdate("Loading " + Path.GetFileName(unityFiles[f]));
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LoadAssetsFile(unityFiles[f]);
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var fileName = unityFiles[f];
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StatusStripUpdate("Loading " + Path.GetFileName(fileName));
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LoadAssetsFile(fileName);
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ProgressBarPerformStep();
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}
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}
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@ -135,11 +131,12 @@ namespace Unity_Studio
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LoadBundleFile(filename);
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ProgressBarPerformStep();
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}
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LoadAssetsFromBundle();
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BuildSharedIndex();
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}
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BuildAssetStrucutres();
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unityFilesHash.Clear();
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assetsfileListHash.Clear();
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sharedFileIndex.Clear();
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BuildAssetStrucutres();
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});
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}
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}
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@ -149,54 +146,20 @@ namespace Unity_Studio
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var openFolderDialog1 = new OpenFolderDialog();
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if (openFolderDialog1.ShowDialog(this) == DialogResult.OK)
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{
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mainPath = openFolderDialog1.Folder;
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resetForm();
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MergeSplitAssets(mainPath);
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for (int t = 0; t < assetsFileTypes.Length; t++)
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ThreadPool.QueueUserWorkItem(state =>
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{
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string[] fileNames = Directory.GetFiles(mainPath, assetsFileTypes[t], SearchOption.AllDirectories);
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#region sort specific types alphanumerically
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if (fileNames.Length > 0 && (t == 1 || t == 2))
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mainPath = openFolderDialog1.Folder;
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MergeSplitAssets(mainPath);
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var files = Directory.GetFiles(mainPath, "*.*", SearchOption.AllDirectories).ToList();
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var readFile = ProcessingSplitFiles(files);
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foreach (var i in readFile)
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{
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var sortedList = fileNames.ToList();
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sortedList.Sort((s1, s2) =>
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{
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string pattern = "([A-Za-z\\s]*)([0-9]*)";
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string h1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[1].Value;
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string h2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[1].Value;
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if (h1 != h2)
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return h1.CompareTo(h2);
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string t1 = Regex.Match(Path.GetFileNameWithoutExtension(s1), pattern).Groups[2].Value;
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string t2 = Regex.Match(Path.GetFileNameWithoutExtension(s2), pattern).Groups[2].Value;
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if (t1 != "" && t2 != "")
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return int.Parse(t1).CompareTo(int.Parse(t2));
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return 0;
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});
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foreach (var i in sortedList)
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{
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unityFiles.Add(i);
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unityFilesHash.Add(Path.GetFileName(i));
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}
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unityFiles.Add(i);
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unityFilesHash.Add(Path.GetFileName(i));
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}
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#endregion
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else
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{
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foreach (var i in fileNames)
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{
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unityFiles.Add(i);
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unityFilesHash.Add(Path.GetFileName(i));
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}
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}
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}
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unityFiles = unityFiles.Distinct().ToList();
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progressBar1.Value = 0;
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progressBar1.Maximum = unityFiles.Count;
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ThreadPool.QueueUserWorkItem(delegate
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{
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SetProgressBarValue(0);
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SetProgressBarMaximum(unityFiles.Count);
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//use a for loop because list size can change
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for (int f = 0; f < unityFiles.Count; f++)
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{
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@ -207,6 +170,7 @@ namespace Unity_Studio
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}
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unityFilesHash.Clear();
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assetsfileListHash.Clear();
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sharedFileIndex.Clear();
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BuildAssetStrucutres();
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});
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}
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@ -240,17 +204,11 @@ namespace Unity_Studio
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private void extractFolderToolStripMenuItem_Click(object sender, EventArgs e)
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{
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int extractedCount = 0;
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List<string> bundleFiles = new List<string>();
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var openFolderDialog1 = new OpenFolderDialog();
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if (openFolderDialog1.ShowDialog(this) == DialogResult.OK)
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{
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string startPath = openFolderDialog1.Folder;
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foreach (var fileType in bundleFileTypes)
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{
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string[] fileNames = Directory.GetFiles(startPath, fileType, SearchOption.AllDirectories);
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bundleFiles.AddRange(fileNames);
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}
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var bundleFiles = Directory.GetFiles(startPath, "*.*", SearchOption.AllDirectories).ToList();
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progressBar1.Value = 0;
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progressBar1.Maximum = bundleFiles.Count;
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ThreadPool.QueueUserWorkItem(delegate
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@ -287,6 +245,7 @@ namespace Unity_Studio
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if (!dontLoadAssetsMenuItem.Checked)
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{
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assetListView.VirtualListSize = visibleAssets.Count;
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//will only work if ListView is visible
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resizeAssetListColumns();
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}
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if (!dontBuildHierarchyMenuItem.Checked)
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@ -1427,9 +1386,9 @@ namespace Unity_Studio
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//选中它和它的子节点
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sceneTreeView.Invoke(new Action(() => j.Checked = true));
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//处理非法文件名
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var name = FixFileName(savePath + filename + ".fbx");
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filename = FixFileName(filename);
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//导出FBX
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WriteFBX(name, false);
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WriteFBX(savePath + filename + ".fbx", false);
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//取消选中
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sceneTreeView.Invoke(new Action(() => j.Checked = false));
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}
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