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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。
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。
{
"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
{
"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。
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