cocos2dx之热更新
第一次动手弄热更新将这过程记录一下。 1.热更新基本原理 2)下载的文件会放到手机的可写入目录下,而且该目录中文件的优先级会高于程序原始安装目录 3)lua文件和资源文件被载入后,即便在程序运行中,文件也可以直接删除 4)手机本地和服务器中保存一个程序中所有文件的md5码列表,通过比较二者文件md5码列表的不同过滤出需要更新的文件进行下载 cocos2dx有AssetsManagerEx来帮助我们实现热更新,可以参考官网自带例子AssetsManagerExTest。 需要准备的文件 关于这几个文件的生成,可参考我这里 local UpdateAssetScene = class("UpdateAssetScene",function()
return display.newScene("UpdateAssetScene")
end)
function UpdateAssetScene:ctor()
self:_initPath()
self:_initAssetMgr()
self:_startUpdate()
end
function UpdateAssetScene:_initPath()
--可写路径
self.writablePath = cc.FileUtils:getInstance():getWritablePath()
--下载存储路径
self.storagePath = self.writablePath .. "update"
--本地配置文件路径
self.manifestFile = "res/version/project.manifest"
--下载存储路径
local storagePath = self.writablePath .. "update"
--创建可写目录与设置搜索路径
if not (cc.FileUtils:getInstance():isDirectoryExist(storagePath)) then
cc.FileUtils:getInstance():createDirectory(storagePath)
cc.FileUtils:getInstance():createDirectory(storagePath .. '/src/')
cc.FileUtils:getInstance():createDirectory(storagePath .. '/res/')
end
--设置app读文件的优先级,将下载存储路径设为最高
cc.FileUtils:getInstance():addSearchPath(storagePath .. "/src/",true)
cc.FileUtils:getInstance():addSearchPath(storagePath .. "/res/",true)
end
function UpdateAssetScene:_initAssetMgr()
local layer = cc.Layer:create()
self:addChild(layer)
self.layer = layer
self.ttInfoText = ccui.Text:create()
self.ttInfoText:setPosition(Const["CENTER_X"],Const["CENTER_Y"] + 50)
self.ttInfoText:setFontSize(26)
-- self.ttInfoText:setString("初始化...")
layer:addChild(self.ttInfoText)
local ivProgressBg = ccui.ImageView:create("poker/res/sliderbg.png")
ivProgressBg:setAnchorPoint(0.5,0)
ivProgressBg:setPosition(Const["CENTER_X"],Const["CENTER_Y"] - 80)
self:addChild(ivProgressBg)
--进度条
self.m_slider = cc.ProgressTimer:create(cc.Sprite:create("poker/res/slider.png"))
self.m_slider:setType(cc.PROGRESS_TIMER_TYPE_BAR)
self.m_slider:setMidpoint(cc.p(0,0))
self.m_slider:setBarChangeRate(cc.p(1,0))
self.m_slider:setPercentage(0)
self.m_slider:setAnchorPoint(0.5,0.5)
self.m_slider:setPosition(ivProgressBg:getContentSize().width / 2,ivProgressBg:getContentSize().height / 2)
ivProgressBg:addChild(self.m_slider)
local function onNodeEvent(event)
if "enter" == event then
self:_updateListen()
elseif "exit" == event then
if self.assetsManagerEx then
self.assetsManagerEx:release()
self.assetsManagerEx = nil
end
end
end
layer:registerScriptHandler(onNodeEvent)
end
function UpdateAssetScene:_updateListen()
print("self.manifestFile: ",self.manifestFile)
print("self.storagePath: ",self.storagePath)
--创建AssetsManagerEx对象
self.assetsManagerEx = cc.AssetsManagerEx:create(self.manifestFile,self.storagePath)
self.assetsManagerEx:retain()
--下载失败数量
local failCount = 0
-- Check whether the manifest have been fully loaded
if not self.assetsManagerEx:getLocalManifest():isLoaded() then
print("Fail to update assets,step skipped.")
self:_nextScene()
else
local function onUpdateEvent(event)
local strInfo = ""
local eventCode = event:getEventCode()
if eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_NO_LOCAL_MANIFEST then
strInfo = "发生错误:本地找不到manifest文件"
elseif eventCode == cc.EventAssetsManagerEx.EventCode.UPDATE_PROGRESSION then
local assetId = event:getAssetId()
local percent = event:getPercent()
if assetId == cc.AssetsManagerExStatic.VERSION_ID then
strInfo = string.format("Version file: %d%%",percent)
elseif assetId == cc.AssetsManagerExStatic.MANIFEST_ID then
strInfo = string.format("Manifest file: %d%%",percent)
else
strInfo = string.format("%d%%",percent)
end
self.m_slider:setPercentage(percent)
elseif eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_DOWNLOAD_MANIFEST then
self:downloadManifestError()
elseif eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_PARSE_MANIFEST then
strInfo = "发生错误:解析manifest文件失败"
elseif eventCode == cc.EventAssetsManagerEx.EventCode.ALREADY_UP_TO_DATE then
strInfo = "已经是最新版本了,进入游戏主界面"
self:updateFinished()
elseif eventCode == cc.EventAssetsManagerEx.EventCode.NEW_VERSION_FOUND then
strInfo = "发现新版本,开始升级"
elseif eventCode == cc.EventAssetsManagerEx.EventCode.UPDATE_FINISHED then
strInfo = "Update finished."
self:updateFinished()
elseif eventCode == cc.EventAssetsManagerEx.EventCode.ERROR_UPDATING then
print("Asset 发生错误:更新失败 ",event:getAssetId(),",",event:getMessage())
failCount = failCount + 1
if (failCount < 5) then
self.assetsManagerEx:downloadFailedAssets()
else
print("Reach maximum fail count,exit update process")
failCount = 0
end
end
self.ttInfoText:setString(strInfo)
end
local listener = cc.EventListenerAssetsManagerEx:create(self.assetsManagerEx,onUpdateEvent)
cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener,self.layer)
self:_startUpdate()
end
end
-- 检查版本并升级
function UpdateAssetScene:_startUpdate()
if not self.assetsManagerEx then return end
self.assetsManagerEx:update()
end
-- 更新完毕,重新启动
function UpdateAssetScene:updateFinished()
self.ttInfoText:setString("更新完毕,重新启动")
self:_nextScene()
end
-- 发生错误:下载manifest文件失败,资源服务器没有打开...
function UpdateAssetScene:downloadManifestError()
self.ttInfoText:setString("发生错误:下载manifest文件失败,资源服务器没有打开...")
end
function UpdateAssetScene:_nextScene()
local handle = scheduler.performWithDelayGlobal(function ( ... )
delayEnableConnectHandle_ = nil
app:enterScene("LoginMainScene")
end,2)
local delayEnableConnectHandle_ = handle
end
function UpdateAssetScene:onEnter()
end
function UpdateAssetScene:onExit()
end
return UpdateAssetScene
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