require(
"config"
)
require(
"framework.init"
)
require(
"framework.shortcodes"
)
require(
"framework.cc.init"
)
local UpdateScene =
class
(
"UpdateScene"
,function()
return
display.newScene(
"UpdateScene"
)
end)
local NEEDUPDATE =
true
local server =
"http://www.52php.cn/tag/http://服务器ip:3001/"
local versionFile =
"version/?fileVersion="
local allFileList =
"version/?id="
local nowVersion = CCUserDefault:sharedUserDefault():getStringForKey(
"current-version-code"
)
local bigVersion = CCUserDefault:sharedUserDefault():getStringForKey(
"VERSION_BIG"
)
function UpdateScene:ctor( )
display.newSprite(
"kfs_background.png"
,display.cx,display.cy):addTo(self)
self.path = device.writablePath..
"kdfs/"
self:createDownPath(self.path)
self:createDownPath(self.path..
"res/"
)
self:createDownPath(self.path..
"scripts/"
)
if
string.len(nowVersion) == 0 then
nowVersion = bigVersion..
".0"
end
local list = string.split(nowVersion,
"."
)
self.nowId = tonumber(list[3])
self.versionBig = list[1]..
"."
..list[2]
--大版本变化了
if
self.versionBig ~= bigVersion then
self:delAllFilesInDirectory(self.path)
end
NEEDUPDATE = CCUserDefault:sharedUserDefault():getBoolForKey(
"CanUpdate"
)
--NEEDUPDATE =
true
self.updateProgress = self:newProgressTimer(
"kfs_jindutiaobox.png"
,
"kfs_jindutiao.png"
):pos(display.cx,120):addTo(self)
self.progressLabel = ui.newTTFLabel({text =
"更新"
,size = 26,align = ui.TEXT_ALIGN_CENTER,color = display.COLOR_BLACK}):pos(display.cx,160):addTo(self)
end
function UpdateScene:downIndexedVersion( )
if
not self.nowDownIndex then self.nowDownIndex = 1 end
local versionUrl = server..versionFile..self.needDownVersions[self.nowDownIndex].version..
"."
..self.needDownVersions[self.nowDownIndex].id
local packageUrl = self.needDownVersions[self.nowDownIndex].fileUrl
if
self.nowDownIndex == 1 then
self.assetsManager = AssetsManager:
new
(packageUrl,versionUrl,self.path) --资源包路径,代码号路径,存储路径
self.assetsManager:registerScriptHandler(handler(self,self.downHandler))
else
self.assetsManager:setVersionFileUrl(versionUrl)
self.assetsManager:setPackageUrl(packageUrl)
end
if
self.assetsManager:checkUpdate() then
self.assetsManager:update()
end
end
function UpdateScene:getNewestVersion( )
self.progressLabel:setString(
"正在获取版本列表"
)
if
not NEEDUPDATE then
print(
"当前版本为DEBUG版本,不需要更新!"
)
self.progressLabel:setString(
"当前版本为DEBUG版本,不需要更新"
)
self:performWithDelay(function ( )
self:noUpdateStart()
end,2)
return
end
function callback(event)
local ok = (event.name ==
"completed"
)
local request = event.request
if
event.name then print(
"request event.name = "
.. event.name) end
if
not ok then
print(
"请求失败 "
..request:getErrorMessage())
self.progressLabel:setString(
"版本更新列表请求网络出错"
)
self:performWithDelay(function ( )
self:noUpdateStart()
end,2)
return
end
local code = request:getResponseStatusCode()
if
code ~= 200 then
print(
"请求错误,代码 "
..request:getResponseStatusCode())
self.progressLabel:setString(
"版本更新列表请求网络出错"
..request:getResponseStatusCode())
self:performWithDelay(function ( )
self:noUpdateStart()
end,2)
return
end
if
json.decode(request:getResponseString()) then
print(request:getResponseString())
local needDownVersions = json.decode(request:getResponseString())
if
needDownVersions.code == 200 then
self.needDownVersions = needDownVersions.list
for
i,v in ipairs(self.needDownVersions)
do
if
v.needRestart > 0 then
self.needRestart =
true
end
end
if
#self.needDownVersions > 0 then
self:downIndexedVersion()
end
else
self.progressLabel:setString(
"当前版本已经是最新版本"
)
self.updateProgress.progressTimer:setPercentage(100)
self:performWithDelay(function ( )
self:noUpdateStart()
end,2)
end
end
end
local request = network.createHTTPRequest(callback,server..allFileList..self.nowId..
"&versionBig="
..self.versionBig,
"GET"
)
request:setTimeout(10)
request:start()
end
function UpdateScene:onEnter( )
self:getNewestVersion()
end
function UpdateScene:afterUpdateStart( )
if
self.needRestart then
print(
"提示需要重新启动游戏"
)
require(
"game"
)
game.
exit
()
return
end
print(
"更新成功,启动游戏"
)
package.loaded[
"config"
] = nil
CCLuaLoadChunksFromZIP(
"game.zip"
)
require(
"game"
)
game.startup()
end
function UpdateScene:noUpdateStart( )
print(
"没有更新或者更新失败启动游戏"
)
require(
"game"
)
CCLuaLoadChunksFromZIP(
"game.zip"
)
game.startup()
end
function UpdateScene:downHandler( event )
if
event ==
"success"
then
if
self.nowDownIndex < #self.needDownVersions then
self.nowDownIndex = self.nowDownIndex +1
self:downIndexedVersion()
else
self.progressLabel:setString(
"更新成功"
)
self:performWithDelay(function ( )
self:afterUpdateStart()
end,2)
end
elseif string.startWith(event,
"error"
) then
local text =
""
if
event ==
"errorNetwork"
then text =
"网络出错!"
end
if
event ==
"errorNoNewVersion"
then self.updateProgress.progressTimer:setPercentage(100) text =
"已是最新"
end
if
event ==
"errorUncompress"
then text =
"解压出错"
end
if
event ==
"errorUnknown"
then text =
"未知错误"
end
self.progressLabel:setString(text)
self:performWithDelay(function ( )
self:noUpdateStart()
end,2)
else
local alreadyDownPercent = (self.nowDownIndex - 1)*100/(#self.needDownVersions )
print(
"alreadyDownPercent:"
,alreadyDownPercent)
alreadyDownPercent = alreadyDownPercent + event/(#self.needDownVersions )
alreadyDownPercent = math.
floor
(alreadyDownPercent)
self.progressLabel:setString(
"已更新"
..alreadyDownPercent..
"%"
)
self.updateProgress.progressTimer:setPercentage(alreadyDownPercent)
self:progressTimerAction(self.updateProgress.progressTimer,self.updateProgress.progressTimer:getPercentage(),alreadyDownPercent)
end
end
function UpdateScene:createDownPath( path )
if
not self:checkDirOK(path) then
print(
"更新目录创建失败,直接开始游戏"
)
self:noUpdateStart()
return
else
-- print(
"更新目录存在或创建成功"
)
end
end
function UpdateScene:checkDirOK( path )
require
"lfs"
local oldpath = lfs.currentdir()
if
lfs.chdir(path) then
lfs.chdir(oldpath)
return
true
end
if
lfs.mkdir(path) then
return
true
end
end
function UpdateScene:newProgressTimer( bgBarImg,progressBarImg )
local bg = display.newSprite(bgBarImg)
local progressTimer = CCProgressTimer:create(display.newSprite(progressBarImg))
bg.progressTimer = progressTimer
progressTimer:setType(kCCProgressTimerTypeBar)
progressTimer:setPercentage(0)
progressTimer:setMidpoint(ccp(0,0))
progressTimer:setBarChangeRate(ccp(1,0))
progressTimer:setPosition(ccp(bg:getContentSize().width/2,bg:getContentSize().height/2))
bg:addChild(progressTimer,140)
return
bg
end
function UpdateScene:progressTimerAction( progressTimer,fromPercentage,toPercentage,duration )
if
not duration then duration = 0.3 end
local ac = CCProgressFromTo:create(duration,toPercentage)
progressTimer:runAction(ac)
end
function UpdateScene:delAllFilesInDirectory( path )
for
file in lfs.dir(path)
do
if
file ~=
"."
and file ~=
".."
then
local f = path..
'/'
..file
local attr = lfs.attributes (f)
assert
(type(attr) ==
"table"
)
if
attr.mode ==
"directory"
then
self:delAllFilesInDirectory (f)
else
os.
remove
(f)
end
end
end
end
string.startWith = function(str,strStart)
local a,_ = string.find(str,strStart)
return
a==1
string.split = function(s,p)
local rt= {}
string.gsub(s,
'[^'
..p..
']+'
,function(w) table.insert(rt,w) end )
return
rt
end
return
UpdateScene