【cocos creator】热更新
一、介绍
试了官方的热更新功能,总结一下
主要用于安卓包热更新
参考:
Cocos Creator 2.2.2 热更新简易教程
基于cocos creator2.4.x的热更笔记
二、使用软件
1、cocos creator v2.4.10
2、creator热更新插件:热更新manifest生成工具(creator应用商店下载)
cocos提供的脚本也可以用,但这个集成好了,更便捷
3、静态资源服务器(用的win+tomcat)
tomcat下载安装
4、模拟器
5、Android打包环境
三、配置热更新
1、首先确保项目可以正常构建出apk,进行一次构建
2、商城下载插件,安装好
3、配置好地址,只支持一个固定的地址,对应服务器存放热更新文件的文件夹
4、点击生成热更新包,再点击导入manifest
2.4.10控制台会提示xx已弃用,建议使用xx,按照提示全局搜索替换即可
5、把下面的脚本放在加载界面
manifest url绑定上一步导入的version,默认在assets下面
const { ccclass, property } = cc._decorator;
@ccclass
export default class HotUpdate extends cc.Component {
@property(cc.Node) progressNode: cc.Node = null;
@property(cc.Label) alartLbl: cc.Label = null;
@property(cc.Asset) manifestUrl: cc.Asset = null; // 以资源的形式,绑定初始的manifest
private _am: jsb.AssetsManager; // 热更的对象
private _storagePath: string = '';
private _hotPath: string = 'HotUpdateSearchPaths'
private _progress: number = 0;
private _downFailList: Map<string, number> = new Map();
protected start(): void {
this.alartLbl.string = ""
this._showProgress(0);
this.alartLbl.string = '';
this._init();
}
private _init() {
console.log("hotUpdate检测更新", cc.sys.os);
if (cc.sys.os != cc.sys.OS_ANDROID && cc.sys.os != cc.sys.OS_IOS) {
// 非原生平台不处理
this._enterGame();
return;
}
this.alartLbl.string = "检测更新..."
this._storagePath = ((jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + this._hotPath);
// 创建一个热更对象,提供一个本地资源路径,用来存放远程下载的资源。一个版本比较方法,用来判断是否需要更新
this._am = new jsb.AssetsManager('', this._storagePath, this._versionCompareHandle);
// 设置MD5 校验回调,这里一般用来比对文件是否正常
// 如果这个方法返回true表示正常, 返回false的会触发文件下载失败,失败时会抛出错误事件ERROR_UPDATING,后面还会提到
this._am.setVerifyCallback(function (filePath, asset) {
// When asset is compressed, we don't need to check its md5, because zip file have been deleted.
let compressed = asset.compressed;
// Retrieve the correct md5 value.
let expectedMD5 = asset.md5;
// asset.path is relative path and path is absolute.
let relativePath = asset.path;
// The size of asset file, but this value could be absent.
let size = asset.size;
if (compressed) {
return true;
}
else {
// let expectedMD5 = asset.md5; // 远程project.manifest文件下资源对应的MD5
// let resMD5: string = calculateMD5(filePath); // filePath是文件下载到本地的路径,需要自行提供方法来计算文件的MD5
// return resMD5 == expectedMD5;
return true;
}
});
if (cc.sys.os === cc.sys.OS_ANDROID) {
// Some Android device may slow down the download process when concurrent tasks is too much.
// The value may not be accurate, please do more test and find what's most suitable for your game.
// this._am.setMaxConcurrentTask(2);
}
this._progress = 0;
//检测更新
this._checkUpdate();
}
/**
* 版本对比,返回值小于0则需要更新
* @param versionA 当前游戏内版本 本地
* @param versionB 需要更新的版本 服务器
* @returns
*/
_versionCompareHandle(versionA: string, versionB: string) {
console.log("JS Custom Version Compare: version A is " + versionA + ', version B is ' + versionB);
let vA = versionA.split('.');
let vB = versionB.split('.');
for (let i = 0; i < vA.length; ++i) {
let a = parseInt(vA[i]);
let b = parseInt(vB[i] || '0');
if (a === b) {
continue;
} else {
return a - b;
}
}
if (vB.length > vA.length) {
return -1;
} else {
return 0;
}
}
private async _checkUpdate() {
// 判断当前热更的状态,没有初始化才加载本地Manifest,加载完成后状态会改变
if (this._am.getState() === jsb.AssetsManager.State.UNINITED) {
let url = this.manifestUrl.nativeUrl;
this._am.loadLocalManifest(url); // 加载本地manifest
}
if (!this._am.getLocalManifest() || !this._am.getLocalManifest().isLoaded()) {
console.error('Failed to load local manifest ...');
return;
}
this._am.setEventCallback(this._checkCb.bind(this));
this._am.checkUpdate();
}
private _checkCb(event: jsb.EventAssetsManager) {
switch (event.getEventCode()) {
case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
// manifest文件相关的错误,这里可以去做一些错误相关的处理
console.error('加载manifest文件失败', event.getEventCode())
break;
case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
// 当前版本已经是最新版本
cc.log('hotUpdate Already up to date with the latest remote version.');
this._enterGame();
break;
case jsb.EventAssetsManager.NEW_VERSION_FOUND:
// 找到新的版本
console.log(`hotUpdate New version found, please try to update. (${this._am.getTotalBytes()})`);
cc.log(`hotUpdate getDownloadedBytes${this._am.getDownloadedBytes()}`);
cc.log(`hotUpdate getTotalBytes${this._am.getTotalBytes()}`);
this._am.setEventCallback(null);
this._downLoadAlart();
break;
default:
return;
}
}
private _downLoadAlart() {
this.alartLbl.string = "开始更新..."
// 检测到有新版本则直接更新,也可以改成点击按钮再更新,这一步可以根据自己的需求来处理
this._hotUpdate();
}
// 开始更新
private _hotUpdate() {
console.log('hotUpdate开始更新')
this._am.setEventCallback(this._updateCb.bind(this));
this._am.update();
}
private _updateCb(event: jsb.EventAssetsManager) {
var needRestart = false, file = null;
console.log('hotUpdate _updateCb', event.getEventCode())
this.alartLbl.string = "更新中..."
switch (event.getEventCode()) {
case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
// manifest文件相关的错误,这里可以去做一些错误相关的处理
break;
case jsb.EventAssetsManager.ERROR_UPDATING:
file = event.getAssetId();
// 文件更新出错,这里有可能是验证方法没有通过,也有可能是文件下载失败等等
this._updateFailList(file, false);
break;
case jsb.EventAssetsManager.ERROR_DECOMPRESS:
// 文件解压缩失败
break;
case jsb.EventAssetsManager.UPDATE_FAILED:
cc.error(`Fail to Update -> ${event.getMessage()}`);
let failed = false;
this._downFailList.forEach((count) => {
if (count > 3) {
failed = true;
}
});
if (failed) {
// 超过3次失败,显示下载失败
// this._showUpdateFalid();
} else {
cc.log(`HotUpdate failed...Restart Update`);
this._am.downloadFailedAssets(); // 重新下载失败的文件
}
break;
case jsb.EventAssetsManager.UPDATE_PROGRESSION:
// 这里处理正常下载进度显示
if (event.getPercent()) {
let downloadBytes = event.getDownloadedBytes() || 0;
let totalBytes = event.getTotalBytes() || 0;
this._progress = Math.floor(downloadBytes / totalBytes * 100);
if (this._progress <= 0) return;
this._showProgress(this._progress);
let unit = 1048576;/* 1MB = 1,024 KB = 1,048,576 Bytes */
let downloadedMB = (downloadBytes / unit).toFixed(2) + 'MB';
let totalMB = (totalBytes / unit).toFixed(2) + 'MB';
this.alartLbl.string = `下载资源: ${this._progress}% (${downloadedMB}/${totalMB})`;
cc.log('hotUpdate downloadBytes=>', this._progress, downloadedMB, totalMB);
}
break;
case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
// 已经是最新版本
cc.log('hotUpdate Already up to date with the latest remote version...');
this._enterGame();
break;
case jsb.EventAssetsManager.UPDATE_FINISHED:
cc.log(`hotUpdate Update finished. ${event.getMessage()}`);
// 更新完成,这里去做重启
needRestart = true;
break;
case jsb.EventAssetsManager.ASSET_UPDATED:
// 每次资源下载成功会回调到这里,可以根据需求做一些处理
cc.log('hotUpdate Updated file: ' + event.getAssetId() + ' ' + event.getMessage());
file = event.getAssetId();
this._updateFailList(file, true);
break;
default:
break;
}
if (needRestart) {
this._am.setEventCallback(null);
var newPaths = this._storagePath;
// 将当前路径写入到本地,持久化数据以便下次游戏启动的时候能拿到
cc.sys.localStorage.setItem(this._hotPath, JSON.stringify([newPaths]));
this.alartLbl.string = "更新完成"
cc.game.restart();
}
}
private _updateFailList(file: string, success: boolean) {
if (success) {
this._downFailList.delete(file);
cc.log('hotUpdate 更新成功', file);
} else {
if (this._downFailList.get(file)) {
let count = this._downFailList.get(file);
this._downFailList.set(file, count + 1);
cc.log(`hotUpdate ${file} download fail count ${count + 1}`);
} else {
this._downFailList.set(file, 1);
cc.log(`hotUpdate ${file} download fail count 1`);
}
}
}
private _showProgress(percent: number) {
percent > 100 && (percent = 100);
let progress = cc.winSize.width * percent / 100;
this.progressNode.width = progress;
}
private _enterGame() {
console.log("hotUpdate 加载游戏");
//TODO 加载游戏场景
cc.director.loadScene("game");
}
}
本来还要在build\jsb-default\main.js开头添加热更新代码,插件集成好了,省略这一步
6、点击编译导出apk,安装在手机上
原始含有热更新功能的包就打包好了
7、修改一部分内容,再次构建(只需要构建)
然后在热更新工具把版本号增加一位,点击生成热更包
将导出的压缩包放到服务器解压
手机上打开之前安装的包,就会自动更新成最新版本