cocos2d-js热更新

发布时间:2020-06-30 10:16:07 作者:du490529204
来源:网络 阅读:1168
  1. 热更新基本思路
    得到cocoachina论坛上fysp和akira_cn的帮助,理清了游戏热更新的思路:

        执行AssetsManager后,搜索路径增加了jsb.fileUtils.getWritablePath()目录,并且是优先搜索;
        需要热更新js不放在project.json中定义,等AssetsManager更新完了,用cc.loader.load动态加载;
        所以在jsb.fileUtils.getWritablePath()目录下载的资源和js文件,与项目目录保持一致,那么优先加载新下载的资源         和js文件,再进入游戏,从而实现热更新。
  2. AssetsManager
    cocos2d-js 3.0 rc0对AssetsManager功能进行了完善增强,支持多线程下载、断点续传、文件压缩、更好的进度信息以及错误重试机制,实现游戏资源文件和脚本文件的热更新变的更加方便。

用cocos new MyGame -l js -d /directory/to/project方式新建一个测试项目,参考sample写的src/AssetsManager.js:

var __failCount = 0;

var AssetsManagerLoaderScene = cc.Scene.extend({
_am:null,
_progress:null,
_percent:0,
_percentByFile:0,
run:function(){
if (!cc.sys.isNative) {
this.loadGame();
return;
}

    var layer = new cc.Layer();
    this.addChild(layer);
    this._progress = new cc.LabelTTF.create("0%", "Arial", 12);
    this._progress.x = cc.winSize.width / 2;
    this._progress.y = cc.winSize.height / 2 + 50;
    layer.addChild(this._progress);

    // android: /data/data/com.huanle.magic/files/
    var storagePath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : "./");

    this._am = new jsb.AssetsManager("res/project.manifest", storagePath);
    this._am.retain();

    if (!this._am.getLocalManifest().isLoaded())
    {
        cc.log("Fail to update assets, step skipped.");
        this.loadGame();
    }
    else
    {
        var that = this;
        var listener = new cc.EventListenerAssetsManager(this._am, function(event) {
            switch (event.getEventCode()){
                case cc.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                    cc.log("No local manifest file found, skip assets update.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.UPDATE_PROGRESSION:
                    that._percent = event.getPercent();
                    that._percentByFile = event.getPercentByFile();
                    cc.log(that._percent + "%");

                    var msg = event.getMessage();
                    if (msg) {
                        cc.log(msg);
                    }
                    break;
                case cc.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
                case cc.EventAssetsManager.ERROR_PARSE_MANIFEST:
                    cc.log("Fail to download manifest file, update skipped.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.ALREADY_UP_TO_DATE:
                case cc.EventAssetsManager.UPDATE_FINISHED:
                    cc.log("Update finished.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.UPDATE_FAILED:
                    cc.log("Update failed. " + event.getMessage());

                    __failCount ++;
                    if (__failCount < 5)
                    {
                        that._am.downloadFailedAssets();
                    }
                    else
                    {
                        cc.log("Reach maximum fail count, exit update process");
                        __failCount = 0;
                        that.loadGame();
                    }
                    break;
                case cc.EventAssetsManager.ERROR_UPDATING:
                    cc.log("Asset update error: " + event.getAssetId() + ", " + event.getMessage());
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.ERROR_DECOMPRESS:
                    cc.log(event.getMessage());
                    that.loadGame();
                    break;
                default:
                    break;
            }
        });

        cc.eventManager.addListener(listener, 1);
        this._am.update();
        cc.director.runScene(this);
    }

    this.schedule(this.updateProgress, 0.5);
},
loadGame:function(){
    cc.loader.loadJs(["src/files.js"], function(err){
        cc.loader.loadJs(jsFiles, function(err){
            cc.director.runScene(new HelloWorldScene());
        });
    });
},
updateProgress:function(dt){
    this._progress.string = "" + this._percent;
},
onExit:function(){
    cc.log("AssetsManager::onExit");

    this._am.release();
    this._super();
}

});
修改项目目录下的main.js:

cc.game.onStart = function(){
cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);
cc.view.resizeWithBrowserSize(true);

    var scene = new AssetsManagerLoaderScene();
    scene.run();

};
cc.game.run();
修改项目目录下的project.json:

{
"project_type": "javascript",

"debugMode" : 1,
"showFPS" : true,
"frameRate" : 60,
"id" : "gameCanvas",
"renderMode" : 0,
"engineDir":"frameworks/cocos2d-html5",

"modules" : ["cocos2d", "extensions"],

"jsList" : [
    "src/AssetsManager.js"
]

}
就留一个AssetsManager.js,其他的js都通过它来加载。

增加一个src/files.js,需要动态加载的js文件都写在jsFiles这个数组里,这样js文件有增加变化,这个files.js一并更新,方便动态加载:

var jsFiles = [
"src/app.js",
"src/resource.js"
];
项目res目录增加一个project.manifest文件,AssetsManager.js里会用到:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.0"
},
"engineVersion" : "3.0 rc0",
"searchPaths" : [
]
}
这里主要配置服务端资源下载地址,具体字段说明,在下面服务端配置里说明。然后用cocos compile -p android编译打包成一个apk安装包,等配置好服务端更新资源安装测试。

  1. 服务端配置
    需要建一个WEB服务器做下载用,在其WEB目录http://10.0.128.219/res(我的测试机),增加version.manifest文件:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1"
},
"engineVersion" : "3.0 rc0"
}
测试发现,AssetsManager首先会下载version.manifest文件,如果有更新的版本,那么才会去下载project.manifest,然后下载其中描述的资源文件。

project.manifest如下:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1"
},
"engineVersion" : "3.0 rc0",
"assets" : {
"update1" : {
"path" : "src/app.zip",
"md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6",
"compressed" : true,
"group" : "1"
}
},
"searchPaths" : [
]
}
写法和官方文档里不太一样,特别是有个groupVersions字段,这个字段来自fysp在cocoachina论坛回答其他网友问题写的示例,测试发现用来做增量更新很方便,后面再说明。其他字段的说明官方文档已经很详细了。

由于客户端本地project.manifest里groupVersions的版本信息比服务器端的低,所以AssetsManager会下载http://10.0.128.219/res/src/app.zip到手机的/data/data/org.cocos2dx.hellojavascript/files/src/app.zip,并且会自动解压,但不会删除压缩包本身。

建议用root过的android手机测试,否则/data/data是没有权限查看。运行客户端测试程序后用adb连接查看:

e:\>adb shell
shell@android:/ $ su
su
shell@android:/ # ls -l /data/data/org.cocos2dx.hellojavascript/files/src/
ls -l /data/data/org.cocos2dx.hellojavascript/files/src/
-rw-rw-rw- app_65 app_65 2228 2014-07-08 14:23 app.js
-rw-rw-rw- app_65 app_65 1552 2014-07-08 14:23 app.zip
shell@android:/ # ls -l /data/data/org.cocos2dx.hellojavascript/files/
ls -l /data/data/org.cocos2dx.hellojavascript/files/
-rw-rw-rw- app_65 app_65 553 2014-07-08 14:23 project.manifest
drwxrwxrwx app_65 app_65 2014-07-08 14:23 src
-rw-rw-rw- app_65 app_65 307 2014-07-08 14:23 version.manifest
用firefox调试连上手机,发现app.js资源地址是/data/data/org.cocos2dx.hellojavascript/files/src/app.js,而不是assets/src/app.js,实现了热更新:

debug

  1. 增量更新
    修改服务端version.manifest:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1",
"2" : "1.0.2"
},
"engineVersion" : "3.0 rc0"
}
修改服务端project.manifest:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1",
"2" : "1.0.2"
},
"engineVersion" : "3.0 rc0",
"assets" : {
"update1" : {
"path" : "src/app.zip",
"md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6",
"compressed" : true,
"group" : "1"
},
"update2" : {
"path" : "src/config.zip",
"md5" : "5d59789090e4143166430b2cf7b313ff",
"compressed" : true,
"group" : "2"
}
},
"searchPaths" : [
]
}
这时在android客户端测试,已经更新到update1的,只会下载update2的更新,而没有更新过的,会把update1和update2都下载下来。

推荐阅读:
  1. Unity热更新代码
  2. Unity热更新概念

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cocos-js 热更新 ocos2d

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