热更新的思路:
玩家一启动游戏时,将客户端资源的版本与服务器进行比对,如果客户端版本低于服务端版本,则下载最新的资源,并将客户端的资源版本更新至服务端的版本。由于我们没有对打包出来的APK中的资源有写的权限,所以我们需要将下载下来的资源放在一个可以读写的路径中,并添加这个路径至搜索路径,且优先级要高于默认的搜索路径。
在3.10 官方例子中,cocos使用了AssetsManagerEx 来代替原先的AssetsManager来实现热更新。 使用AssetsManagerEx只需配置一个Manifest文件即可。
Manifest文件中主要包含:下载资源包路径、远程Manifest配置文件路径、远程版本号路径,当前版本号。
以下是Manifest文件的格式
{ "packageUrl" : "http://180.150.177.134/download/Parkour/", "remoteManifestUrl" : "http://180.150.177.134/download/Parkour/Manifest/project.manifest", "remoteVersionUrl" : "http://180.150.177.134/download/Parkour/version.manifest", "version" : "1.0.0", "engineVersion" : "3.0 beta", "assets" : { "Images/background.png" : { "md5" : "..." } }, "searchPaths" : [ ]
}
下载完成后,资源会放在对应的路径下
好了,废话了一大堆,接下来让我们来看代码的实现。
我们只需要一个Update来就可以实现了
Update.h如下
#ifndef __Update_H__#define __Update_H__#include "cocos2d.h"#include "cocos-ext.h"class Update : public cocos2d::Scene {public: static Update* create(int testIndex); //根据下标设置不同的配置文件与存储路径 Update(int testIndex); void startDownloadCallback(cocos2d::Ref* sender); // 按下开始下载时的操作 virtual bool init() override;private: int _testIndex; cocos2d::Layer* _loadLayer; cocos2d::Menu* _downloadMenu; cocos2d::extension::AssetsManagerEx* _am; cocos2d::Label* _progress; cocos2d::extension::EventListenerAssetsManagerEx* _amListener; void onLoadEnd(); // 下载结束后};#endif12345678910111213141516171819202122232425262728293031
Update.cpp如下
#include "Update.h"USING_NS_CC; USING_NS_CC_EXT;const char* sceneManifests[] = { "AMTestScene1/project.manifest", "AMTestScene2/project.manifest", "AMTestScene3/project.manifest" };const char* storagePaths[] = { "CppTests/AssetsManagerExTest/scene1/", "CppTests/AssetsManagerExTest/scene2/", "CppTests/AssetsManagerExTest/scene3" };const char* backgroundPaths[] = { "Images/assetMgrBackground1.jpg", "Images/assetMgrBackground2.png", "Images/assetMgrBackground3.png" }; Update* Update::create(int testIndex){ auto scene = new (std::nothrow) Update(testIndex); if (scene && scene->init()) { scene->autorelease(); } else { delete scene; scene = nullptr; } return scene; }Update::Update(int testIndex) : _testIndex(testIndex) , _loadLayer(nullptr) , _downloadMenu(nullptr) , _progress(nullptr) { } bool Update::init() { if (!Scene::init()) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); // 创建按钮组件 auto downloadLabel = Label::createWithTTF("Start Download", "fonts/arial.ttf", 16); auto downloadItem = MenuItemLabel::create(downloadLabel, CC_CALLBACK_1(Update::startDownloadCallback, this)); downloadItem->setPosition(Vec2(visibleSize.width / 2, 100)); _downloadMenu = Menu::create(downloadItem, nullptr); _downloadMenu->setPosition(Vec2::ZERO); this->addChild(_downloadMenu, 1); _loadLayer = Layer::create(); addChild(_loadLayer); auto sprite = Sprite::create("Images/Icon.png"); _loadLayer->addChild(sprite); sprite->setPosition(visibleSize.width / 2, visibleSize.height / 2); TTFConfig config("fonts/tahoma.ttf", 30); _progress = Label::createWithTTF(config, "0%", TextHAlignment::CENTER); _progress->setPosition(Vec2(visibleSize.width / 2, (visibleSize.height / 2) + 50)); _loadLayer->addChild(_progress); // 根据资源配置文件与存储路径,创建AssetsManagerEx std::string manifestPath = sceneManifests[_testIndex], storagePath = FileUtils::getInstance()->getWritablePath() + storagePaths[_testIndex]; CCLOG("Storage path for this test : %s", storagePath.c_str()); _am = AssetsManagerEx::create(manifestPath, storagePath); _am->retain(); return true; }void Update::onLoadEnd() { removeChild(_loadLayer, true); _loadLayer = nullptr; }// 开始下载资源void Update::startDownloadCallback(Ref* sender) { removeChild(_downloadMenu); _downloadMenu = nullptr; if (!_am->getLocalManifest()->isLoaded()) { CCLOG("Fail to update assets, step skipped."); onLoadEnd(); } else { int testIndex = _testIndex; _amListener = cocos2d::extension::EventListenerAssetsManagerEx::create(_am, [testIndex, this](EventAssetsManagerEx* event){ static int failCount = 0; switch (event->getEventCode()) { case EventAssetsManagerEx::EventCode::ERROR_NO_LOCAL_MANIFEST: { CCLOG("No local manifest file found, skip assets update."); this->onLoadEnd(); } break; case EventAssetsManagerEx::EventCode::UPDATE_PROGRESSION: { std::string assetId = event->getAssetId(); float percent = event->getPercent(); std::string str; if (assetId == AssetsManagerEx::VERSION_ID) { str = StringUtils::format("Version file: %.2f", percent) + "%"; } else if (assetId == AssetsManagerEx::MANIFEST_ID) { str = StringUtils::format("Manifest file: %.2f", percent) + "%"; } else { str = StringUtils::format("%.2f", percent) + "%"; CCLOG("%.2f Percent", percent); } if (this->_progress != nullptr) this->_progress->setString(str); } break; case EventAssetsManagerEx::EventCode::ERROR_DOWNLOAD_MANIFEST: case EventAssetsManagerEx::EventCode::ERROR_PARSE_MANIFEST: { CCLOG("Fail to download manifest file, update skipped."); this->onLoadEnd(); } break; case EventAssetsManagerEx::EventCode::ALREADY_UP_TO_DATE: case EventAssetsManagerEx::EventCode::UPDATE_FINISHED: { CCLOG("Update finished. %s", event->getMessage().c_str()); this->onLoadEnd(); } break; case EventAssetsManagerEx::EventCode::UPDATE_FAILED: { CCLOG("Update failed. %s", event->getMessage().c_str()); failCount++; if (failCount < 5) { _am->downloadFailedAssets(); } else { CCLOG("Reach maximum fail count, exit update process"); failCount = 0; this->onLoadEnd(); } } break; case EventAssetsManagerEx::EventCode::ERROR_UPDATING: { CCLOG("Asset %s : %s", event->getAssetId().c_str(), event->getMessage().c_str()); } break; case EventAssetsManagerEx::EventCode::ERROR_DECOMPRESS: { CCLOG("%s", event->getMessage().c_str()); } break; default: break; } }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_amListener, 1); _am->update(); } }123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174
以上就是Update类的所有代码,Update类主要方法只有3个,6个变量。
方法:
startDownloadCallback() 按下开始下载时的操作。
init() 初始化。
onLoadEnd() 下载结束后。
变量:
_testIndex 配置文件与存储路径的下标。
_loadLayer 展示层。
_downloadMenu menu控件。
_am AssetsManagerEx对象。
_progress 显示进度的Label。
_amListener EventListenerAssetsManagerEx对象(创建下载线程在这里面进行)。
实践证明,改热更新只能下载少量的资源,一旦要更新的资源比较大,则很大几率会出现下载超时,导致下载失败。
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