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下载大文件

[英]Download large file

By downloading a file with UnityEngine.WWW , I get the error 通过使用UnityEngine.WWW下载文件,我得到了错误

OverflowException: Number overflow. OverflowException:数字溢出。

I found out the error is caused form the structure itself, because the byte-array has more bytes than int.MaxValue can allocate (~2GB). 我发现错误是由结构本身引起的,因为字节数组的字节数超过了int.MaxValue可以分配的字节数(〜2GB)。

The error is fired by returning the array with www.bytes , which means, that the framework probably stores the array in on other way. 通过返回带有www.bytes的数组来www.bytes该错误,这意味着框架可能以其他方式存储该数组。

How can I access the downloaded data in another way or is there an alternative for bigger files? 如何以其他方式访问下载的数据,或者有更大文件的替代方法?

public IEnumerator downloadFile()
{
    WWW www = new WWW(filesource);

    while(!www.isDone)
    {
        progress = www.progress;
        yield return null;
    }

    if(string.IsNullOrEmpty(www.error))
    {
        data = www.bytes; // <- Errormessage fired here
    }
}

New answer (Unity 2017.2 and above) 新答案(Unity 2017.2及更高版本)

Use UnityWebRequest with DownloadHandlerFile . UnityWebRequestDownloadHandlerFile UnityWebRequest使用。 The DownloadHandlerFile class is new and is used to download and save file directly while preventing high memory usage. DownloadHandlerFile类是新的,用于直接下载和保存文件,同时防止占用大量内存。

IEnumerator Start()
{
    string url = "http://dl3.webmfiles.org/big-buck-bunny_trailer.webm";

    string vidSavePath = Path.Combine(Application.persistentDataPath, "Videos");
    vidSavePath = Path.Combine(vidSavePath, "MyVideo.webm");

    //Create Directory if it does not exist
    if (!Directory.Exists(Path.GetDirectoryName(vidSavePath)))
    {
        Directory.CreateDirectory(Path.GetDirectoryName(vidSavePath));
    }

    var uwr = new UnityWebRequest(url);
    uwr.method = UnityWebRequest.kHttpVerbGET;
    var dh = new DownloadHandlerFile(vidSavePath);
    dh.removeFileOnAbort = true;
    uwr.downloadHandler = dh;
    yield return uwr.SendWebRequest();

    if (uwr.isNetworkError || uwr.isHttpError)
        Debug.Log(uwr.error);
    else
        Debug.Log("Download saved to: " + vidSavePath.Replace("/", "\\") + "\r\n" + uwr.error);
}

OLD answer (Unity 2017.1 and below) Use if you want to access each bytes while the file is downloading) 老答案(Unity 2017.1及更低版本)如果要在下载文件时访问每个字节,请使用

A problem like this is why Unity's UnityWebRequest was made but it won't work directly because WWW API is now implemented on top of the UnityWebRequest API in the newest version of Unity which means that if you get error with the WWW API, you will also likely get that same error with UnityWebRequest . 像这样的问题是为什么制作Unity的UnityWebRequest却不能直接工作的原因,因为WWW API现在已在Unity的最新版本中的UnityWebRequest API之上实现,这意味着如果您在WWW API上遇到错误,您还将UnityWebRequest可能会遇到相同的错误。 Even if it works, you'll likely have have issues on mobile devices with the small ram like Android. 即使它能正常工作,您也可能会在装有Android等小型RAM的移动设备上遇到问题。

What to do is use UnityWebRequest's DownloadHandlerScript feature which allows you to download data in chunks. 要做的是使用UnityWebRequest的DownloadHandlerScript功能,该功能使您可以分块下载数据。 By downloading data in chunks, you can prevent causing the overflow error. 通过分块下载数据,可以防止导致溢出错误。 The WWW API did not implement this feature so UnityWebRequest and DownloadHandlerScript must be used to download the data in chunks. WWW API没有实现此功能,因此必须使用UnityWebRequestDownloadHandlerScript来分块下载数据。 You can read how this works here . 您可以在这里阅读其工作原理。

While this should solve your current issue, you may run into another memory issue when trying to save that large data with File.WriteAllBytes . 尽管这应该可以解决当前的问题,但是在尝试使用File.WriteAllBytes保存大数据时,您可能会遇到另一个内存问题。 Use FileStream to do the saving part and close it only when the download has finished. 使用FileStream进行保存,并仅在下载完成后关闭它。

Create a custom UnityWebRequest for downloading data in chunks as below: 创建一个自定义UnityWebRequest ,以如下方式大块下载数据:

using System;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;

public class CustomWebRequest : DownloadHandlerScript
{
    // Standard scripted download handler - will allocate memory on each ReceiveData callback
    public CustomWebRequest()
        : base()
    {
    }

    // Pre-allocated scripted download handler
    // Will reuse the supplied byte array to deliver data.
    // Eliminates memory allocation.
    public CustomWebRequest(byte[] buffer)
        : base(buffer)
    {

        Init();
    }

    // Required by DownloadHandler base class. Called when you address the 'bytes' property.
    protected override byte[] GetData() { return null; }

    // Called once per frame when data has been received from the network.
    protected override bool ReceiveData(byte[] byteFromServer, int dataLength)
    {
        if (byteFromServer == null || byteFromServer.Length < 1)
        {
            Debug.Log("CustomWebRequest :: ReceiveData - received a null/empty buffer");
            return false;
        }

        //Write the current data chunk to file
        AppendFile(byteFromServer, dataLength);

        return true;
    }

    //Where to save the video file
    string vidSavePath;
    //The FileStream to save the file
    FileStream fileStream = null;
    //Used to determine if there was an error while opening or saving the file
    bool success;

    void Init()
    {
        vidSavePath = Path.Combine(Application.persistentDataPath, "Videos");
        vidSavePath = Path.Combine(vidSavePath, "MyVideo.webm");


        //Create Directory if it does not exist
        if (!Directory.Exists(Path.GetDirectoryName(vidSavePath)))
        {
            Directory.CreateDirectory(Path.GetDirectoryName(vidSavePath));
        }


        try
        {
            //Open the current file to write to
            fileStream = new FileStream(vidSavePath, FileMode.OpenOrCreate, FileAccess.ReadWrite);
            Debug.Log("File Successfully opened at" + vidSavePath.Replace("/", "\\"));
            success = true;
        }
        catch (Exception e)
        {
            success = false;
            Debug.LogError("Failed to Open File at Dir: " + vidSavePath.Replace("/", "\\") + "\r\n" + e.Message);
        }
    }

    void AppendFile(byte[] buffer, int length)
    {
        if (success)
        {
            try
            {
                //Write the current data to the file
                fileStream.Write(buffer, 0, length);
                Debug.Log("Written data chunk to: " + vidSavePath.Replace("/", "\\"));
            }
            catch (Exception e)
            {
                success = false;
            }
        }
    }

    // Called when all data has been received from the server and delivered via ReceiveData
    protected override void CompleteContent()
    {
        if (success)
            Debug.Log("Done! Saved File to: " + vidSavePath.Replace("/", "\\"));
        else
            Debug.LogError("Failed to Save File to: " + vidSavePath.Replace("/", "\\"));

        //Close filestream
        fileStream.Close();
    }

    // Called when a Content-Length header is received from the server.
    protected override void ReceiveContentLength(int contentLength)
    {
        //Debug.Log(string.Format("CustomWebRequest :: ReceiveContentLength - length {0}", contentLength));
    }
}

How to use: 如何使用:

UnityWebRequest webRequest;
//Pre-allocate memory so that this is not done each time data is received
byte[] bytes = new byte[2000];

IEnumerator Start()
{
    string url = "http://dl3.webmfiles.org/big-buck-bunny_trailer.webm";
    webRequest = new UnityWebRequest(url);
    webRequest.downloadHandler = new CustomWebRequest(bytes);
    webRequest.SendWebRequest();
    yield return webRequest;
}

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