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:
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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:
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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:
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{
"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:
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var jsFiles = [
"src/app.js"
,
"src/resource.js"
];
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项目res目录增加一个project.manifest文件,AssetsManager.js里会用到:
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{
"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。
3. 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:
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{
"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:
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{
"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:
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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
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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:
4. 增量更新
修改服务端version.manifest:
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{
"version"
:
"1.0.0"
,
"groupVersions"
: {
"1"
:
"1.0.1"
,
"2"
:
"1.0.2"
},
"engineVersion"
:
"3.0 rc0"
}
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修改服务端project.manifest:
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{
"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。
来源网址:https://github.com/faint2death/cocos2d-js/blob/master/assetsmanager.md