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
};
#endif
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Update.cpp如下
#include "Update.h"
USING_NS_CC;
USING_NS_CC_EXT;
const char* sceneManifests[] = { "AMTestScene1/project.manifest","AMTestScene2/project.manifest",0);">"AMTestScene3/project.manifest" };
const char* storagePaths[] = { "CppTests/AssetsManagerExTest/scene1/",0);">"CppTests/AssetsManagerExTest/scene2/",0);">"CppTests/AssetsManagerExTest/scene3" };
const char* backgroundPaths[] = { "Images/assetMgrBackground1.jpg",0);">"Images/assetMgrBackground2.png",0);">"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",0);">"fonts/arial.ttf",16);
auto downloadItem = MenuItemLabel::create(downloadLabel,CC_CALLBACK_1(Update::startDownloadCallback,this));
downloadItem->setPosition(Vec2(visibleSize.width / 2,102);">100));
_downloadMenu = Menu::create(downloadItem,nullptr);
_downloadMenu->setPosition(Vec2::ZERO);
this->addChild(_downloadMenu,102);">1);
_loadLayer = Layer::create();
addChild(_loadLayer);
auto sprite = Sprite::create("Images/Icon.png");
_loadLayer->addChild(sprite);
sprite->setPosition(visibleSize.width / 2);
TTFConfig config("fonts/tahoma.ttf",102);">30);
_progress = Label::createWithTTF(config,0);">"0%",TextHAlignment::CENTER);
_progress->setPosition(Vec2(visibleSize.width / 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();
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,136);">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",136);">else { str = StringUtils::format("%.2f",0);">"%"; 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."); break; case EventAssetsManagerEx::EventCode::ALREADY_UP_TO_DATE: case EventAssetsManagerEx::EventCode::UPDATE_FINISHED: { CCLOG("Update finished. %s",event->getMessage().c_str()); 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 = 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",136);">break; default: break; } }); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_amListener,102);">1);
_am->update();
}
}
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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。
原文链接:https://www.f2er.com/cocos2dx/338271.html