为什么要在线更新资源和脚本文件?
简单概括,如果你的游戏项目已经在google play 或Apple Store 等平台上架了,那么当你项目需要做一些活动或者修改前端的一些代码等那么你需要重新提交一个新版本给平台。但是平台审核和具体的上架时间是个不确定的。具体什么时候能上架,主要由具体的平台决定。
如果游戏项目是使用脚本语言进行编写的(如lua、js),那么一旦需要更新,则可以通过从服务器下载最新的脚本和资源,从而跳过平台直接实现在线更新。(有些平台是禁止在线更新资源方式的,但是你懂得)
闲话少说,本文主要是解决如何在项目中实现在线更新:
我们这里用的是cocos2dx的类AssertsMananger,它在引擎的extensions\assets-manager可以看到。
AssetsManager传三个参数,资源的zip包路径,version路径,写文件的路径。
// Upgrade.h
// Created by Sharezer on 14-11-23.
//
#ifndef _UPGRADE_H_
#define _UPGRADE_H_
#include "cocos2d.h"
#include "extensions/cocos-ext.h"
class Upgrade : public cocos2d::CCLayer, public cocos2d::extension::AssetsManagerDelegateProtocol
{
public:
Upgrade();
virtual ~Upgrade();
virtual bool init();
void upgrade(cocos2d::Ref* pSender); //检查版本更新
void reset(cocos2d::Ref* pSender); //重置版本
virtual void onError(cocos2d::extension::AssetsManager::ErrorCode errorCode); //错误信息
virtual void onProgress(int percent); //更新下载进度
virtual void onSuccess(); //下载成功
CREATE_FUNC(Upgrade);
private:
cocos2d::extension::AssetsManager* getAssetManager();
void initDownloadDir(); //创建下载目录
private:
std::string _pathToSave;
cocos2d::Label *_showDownloadInfo;
};
#endif//Upgrade.cpp
#include "Upgrade.h"
#include "CCLuaEngine.h"
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
#include <dirent.h>
#include <sys/stat.h>
#endif
USING_NS_CC;
USING_NS_CC_EXT;
#define DOWNLOAD_FIEL "download" //下载后保存的文件夹名
Upgrade::Upgrade():
_pathToSave(""),
_showDownloadInfo(NULL)
{
}
Upgrade::~Upgrade()
{
AssetsManager* assetManager = getAssetManager();
CC_SAFE_DELETE(assetManager);
}
bool Upgrade::init()
{
if (!CCLayer::init())
{
return false;
}
Size winSize = Director::getInstance()->getWinSize();
initDownloadDir();
_showDownloadInfo = Label::createWithSystemFont("", "Arial", 20);
this->addChild(_showDownloadInfo);
_showDownloadInfo->setPosition(Vec2(winSize.width / 2, winSize.height / 2 - 20));
auto itemLabel1 = MenuItemLabel::create(
Label::createWithSystemFont("Reset", "Arail", 20), CC_CALLBACK_1(Upgrade::reset, this));
auto itemLabel2 = MenuItemLabel::create(
Label::createWithSystemFont("Upgrad", "Arail", 20), CC_CALLBACK_1(Upgrade::upgrade, this));
auto menu = Menu::create(itemLabel1, itemLabel2, NULL);
this->addChild(menu);
itemLabel1->setPosition(Vec2(winSize.width / 2, winSize.height / 2 + 20));
itemLabel2->setPosition(Vec2(winSize.width / 2, winSize.height / 2 ));
menu->setPosition(Vec2::ZERO);
return true;
}
void Upgrade::onError(AssetsManager::ErrorCode errorCode)
{
if (errorCode == AssetsManager::ErrorCode::NO_NEW_VERSION)
{
_showDownloadInfo->setString("no new version");
}
else if (errorCode == AssetsManager::ErrorCode::NETWORK)
{
_showDownloadInfo->setString("network error");
}
else if (errorCode == AssetsManager::ErrorCode::CREATE_FILE)
{
_showDownloadInfo->setString("create file error");
}
}
void Upgrade::onProgress(int percent)
{
if (percent < 0)
return;
char progress[20];
snprintf(progress, 20, "download %d%%", percent);
_showDownloadInfo->setString(progress);
}
void Upgrade::onSuccess()
{
CCLOG("download success");
_showDownloadInfo->setString("download success");
std::string path = FileUtils::getInstance()->getWritablePath() + DOWNLOAD_FIEL;
auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
if (engine->executeScriptFile("src/main.lua")) {
return ;
}
}
AssetsManager* Upgrade::getAssetManager()
{
static AssetsManager *assetManager = NULL;
if (!assetManager)
{
assetManager = new AssetsManager("http://shezzer.sinaapp.com/downloadTest/cocos2dx-update-temp-package.zip",
"http://shezzer.sinaapp.com/downloadTest/version.php",
_pathToSave.c_str());
assetManager->setDelegate(this);
assetManager->setConnectionTimeout(8);
}
return assetManager;
}
void Upgrade::initDownloadDir()
{
CCLOG("initDownloadDir");
_pathToSave = CCFileUtils::getInstance()->getWritablePath();
_pathToSave += DOWNLOAD_FIEL;
CCLOG("Path: %s", _pathToSave.c_str());
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
DIR *pDir = NULL;
pDir = opendir(_pathToSave.c_str());
if (!pDir)
{
mkdir(_pathToSave.c_str(), S_IRWXU | S_IRWXG | S_IRWXO);
}
#else
if ((GetFileAttributesA(_pathToSave.c_str())) == INVALID_FILE_ATTRIBUTES)
{
CreateDirectoryA(_pathToSave.c_str(), 0);
}
#endif
CCLOG("initDownloadDir end");
}
void Upgrade::reset(Ref* pSender)
{
_showDownloadInfo->setString("");
// Remove downloaded files
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
string command = "rm -r ";
// Path may include space.
command += "\"" + _pathToSave + "\"";
system(command.c_str());
#else
std::string command = "rd /s /q ";
// Path may include space.
command += "\"" + _pathToSave + "\"";
system(command.c_str());
#endif
getAssetManager()->deleteVersion();
initDownloadDir();
}
void Upgrade::upgrade(Ref* pSender)
{
_showDownloadInfo->setString("");
getAssetManager()->update();
} auto engine = LuaEngine::getInstance();
ScriptEngineManager::getInstance()->setScriptEngine(engine);
if (engine->executeScriptFile("src/main.lua")) {
return ;
}如果是c++项目,可以自己调用相应的C++文件。#include "AppDelegate.h"
#include "CCLuaEngine.h"
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
#include "Upgrade.h"
using namespace CocosDenshion;
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::createWithRect("dragan", Rect(0,0,900,640));
director->setOpenGLView(glview);
}
glview->setDesignResolutionSize(480, 320, ResolutionPolicy::NO_BORDER);
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
//auto engine = LuaEngine::getInstance();
//ScriptEngineManager::getInstance()->setScriptEngine(engine);
//if (engine->executeScriptFile("src/main.lua")) {
// return false;
//}
auto scene = Scene::create();
auto layer = Upgrade::create();
Director::getInstance()->runWithScene(scene);
scene->addChild(layer);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
Director::getInstance()->stopAnimation();
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
Director::getInstance()->startAnimation();
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
cocos2dx 3.1.1 在线热更新 自动更新(使用AssetsManager更新游戏资源包)
原文:http://blog.csdn.net/u013174689/article/details/41381843