本文主要是介绍关于cocos2dx客户端程序的自动更新解决方案,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
转自:帘卷西风的专栏(http://blog.csdn.net/ljxfblog)
随着手机游戏的不断发展,游戏包也越来越大,手机网络游戏已经超过100M了,对于玩家来说,如果每次更新都要重新下载,那简直是灾难。而且如果上IOS平台,每次重新发包都要审核,劳神费力。所以当前的主流手游都开始提供自动更新的功能,在不改动C++代码的前提下,使用lua或者js进行业务逻辑开发,然后自动更新脚本和资源,方便玩家也方便研发者。
以前做端游的时候,自动更新是一个大工程,不仅要能更新资源和脚本,还要更新dll文件等,后期甚至要支持P2P,手游目前基本上都使用http方式。cocos2dx也提供了一个基础功能类AssetsManager,但是不太完善,只支持单包下载,版本控制基本没有。因此我决定在AssetsManager的基础上扩展一下这个功能。
先明确一下需求,自动更新需要做些什么?鉴于手游打包的方式,我们需要能够实现多版本增量更新游戏资源和脚本。明确设计思路,首先,服务器端,我们要要有一个版本计划,每一个版本和上一个版本之间的变化内容,打成一个zip包,并为之分配一个版本,然后将所有版本的信息放到http服务器上。然后,客户端程序启动的时候我们都需要读取服务器所有的版本信息,并与客户端版本进行比较,大于本地版本的都是需要下载的内容,将下载信息缓存起来,然后依次下载并解压,然后再正式进入游戏。
好了,我们先设计一下版本信息的格式吧!大家可以看看。
- http://203.195.148.180:8080/ts_update/ 1 1001 scene.zip
- //格式为:文件包目录(http://203.195.148.180:8080/ts_update/) 总版本数量(1)
- //版本号1(1001) 版本文件1(scene.zip) ... 版本号n(1001) 版本文件n(scene.zip)
- struct UpdateItem
- {
- int version;
- std::string zipPath;
- std::string zipUrl;
- UpdateItem(int v, std::string p, std::string u) : version(v), zipPath(p), zipUrl(u) {}
- };
- std::deque<UpdateItem> _versionUrls;
然后改造bool checkUpdate(),这里把服务器的版本内容解析出来,放到一个队列_versionUrls里面。
- bool UpdateEngine::checkUpdate()
- {
- if (_versionFileUrl.size() == 0) return false;
- _curl = curl_easy_init();
- if (!_curl)
- {
- CCLOG("can not init curl");
- return false;
- }
- _version.clear();
- CURLcode res;
- curl_easy_setopt(_curl, CURLOPT_URL, _versionFileUrl.c_str());
- curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, 0L);
- curl_easy_setopt(_curl, CURLOPT_WRITEFUNCTION, getVersionCode);
- curl_easy_setopt(_curl, CURLOPT_WRITEDATA, &_version);
- if (_connectionTimeout) curl_easy_setopt(_curl, CURLOPT_CONNECTTIMEOUT, _connectionTimeout);
- curl_easy_setopt(_curl, CURLOPT_NOSIGNAL, 1L);
- curl_easy_setopt(_curl, CURLOPT_LOW_SPEED_LIMIT, LOW_SPEED_LIMIT);
- curl_easy_setopt(_curl, CURLOPT_LOW_SPEED_TIME, LOW_SPEED_TIME);
- res = curl_easy_perform(_curl);
- if (res != 0)
- {
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
- if (this->_delegate)
- this->_delegate->onError(ErrorCode::NETWORK);
- });
- CCLOG("can not get version file content, error code is %d", res);
- return false;
- }
- int localVer = getVersion();
- StringBuffer buff(_version);
- int version;
- short versionCnt;
- string versionUrl, pathUrl;
- buff >> pathUrl >> versionCnt;
- for (short i = 0; i < versionCnt; ++i)
- {
- buff >> version >> versionUrl;
- if (version > localVer)
- {
- _versionUrls.push_back(UpdateItem(version, pathUrl, versionUrl));
- }
- }
- if (_versionUrls.size() <= 0)
- {
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
- if (this->_delegate)
- this->_delegate->onError(ErrorCode::NO_NEW_VERSION);
- });
- CCLOG("there is not new version");
- return false;
- }
- CCLOG("there is %d new version!", _versionUrls.size());
- //设置下载目录,不存在则创建目录
- _downloadPath = FileUtils::getInstance()->getWritablePath();
- _downloadPath += "download_temp/";
- createDirectory(_downloadPath.c_str());
- return true;
- }
- void UpdateEngine::downloadAndUncompress()
- {
- while(_versionUrls.size() > 0)
- {
- //取出当前第一个需要下载的url
- UpdateItem item = _versionUrls.front();
- _packageUrl = item.zipPath + item.zipUrl;
- char downVersion[32];
- sprintf(downVersion, "%d", item.version);
- _version = downVersion;
- //通知文件下载
- std::string zipUrl = item.zipUrl;
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this, zipUrl]{
- if (this->_delegate)
- this->_delegate->onDownload(zipUrl);
- });
- //开始下载,下载失败退出
- if (!downLoad())
- {
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
- if (this->_delegate)
- this->_delegate->onError(ErrorCode::UNDOWNED);
- });
- break;
- }
- //通知文件压缩
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this, zipUrl]{
- if (this->_delegate)
- this->_delegate->onUncompress(zipUrl);
- });
- //解压下载的zip文件
- string outFileName = _downloadPath + TEMP_PACKAGE_FILE_NAME;
- if (!uncompress(outFileName))
- {
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
- if (this->_delegate)
- this->_delegate->onError(ErrorCode::UNCOMPRESS);
- });
- break;
- }
- //解压成功,任务出队列,写本地版本号
- _versionUrls.pop_front();
- Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
- //写本地版本号
- UserDefault::getInstance()->setStringForKey("localVersion", _version);
- UserDefault::getInstance()->flush();
- //删除本次下载的文件
- string zipfileName = this->_downloadPath + TEMP_PACKAGE_FILE_NAME;
- if (remove(zipfileName.c_str()) != 0)
- {
- CCLOG("can not remove downloaded zip file %s", zipfileName.c_str());
- }
- //如果更新任务已经完成,通知更新成功
- if(_versionUrls.size() <= 0 && this->_delegate)
- this->_delegate->onSuccess();
- });
- }
- curl_easy_cleanup(_curl);
- _isDownloading = false;
- }
- void UpdateEngineDelegate::onError(ErrorCode errorCode)
- {
- auto engine = LuaEngine::getInstance();
- lua_State* pluaState = engine->getLuaStack()->getLuaState();
- static LuaFunctor<Type_Null, int> selfonError(pluaState, "UpdateLayer.onError");
- if (!selfonError(LUA_NOREF, nil, errorCode))
- {
- log("UpdateLayer.onError failed! Because: %s", selfonError.getLastError());
- }
- }
- void UpdateEngineDelegate::onProgress(int percent, int type /* = 1 */)
- {
- auto engine = LuaEngine::getInstance();
- lua_State* pluaState = engine->getLuaStack()->getLuaState();
- static LuaFunctor<Type_Null, int, int> selfonProgress(pluaState, "UpdateLayer.onProgress");
- if (!selfonProgress(LUA_NOREF, nil, percent, type))
- {
- log("UpdateLayer.onProgress failed! Because: %s", selfonProgress.getLastError());
- }
- }
- void UpdateEngineDelegate::onSuccess()
- {
- auto engine = LuaEngine::getInstance();
- lua_State* pluaState = engine->getLuaStack()->getLuaState();
- static LuaFunctor<Type_Null> selfonSuccess(pluaState, "UpdateLayer.onSuccess");
- if (!selfonSuccess(LUA_NOREF, nil))
- {
- log("UpdateLayer.onSuccess failed! Because: %s", selfonSuccess.getLastError());
- }
- }
- void UpdateEngineDelegate::onDownload(string packUrl)
- {
- auto engine = LuaEngine::getInstance();
- lua_State* pluaState = engine->getLuaStack()->getLuaState();
- static LuaFunctor<Type_Null, string> selfonDownload(pluaState, "UpdateLayer.onDownload");
- if (!selfonDownload(LUA_NOREF, nil, packUrl))
- {
- log("UpdateLayer.onDownload failed! Because: %s", selfonDownload.getLastError());
- }
- }
- void UpdateEngineDelegate::onUncompress(string packUrl)
- {
- auto engine = LuaEngine::getInstance();
- lua_State* pluaState = engine->getLuaStack()->getLuaState();
- static LuaFunctor<Type_Null, string> selfonUncompress(pluaState, "UpdateLayer.onUncompress");
- if (!selfonUncompress(LUA_NOREF, nil, packUrl))
- {
- log("UpdateLayer.onUncompress failed! Because: %s", selfonUncompress.getLastError());
- }
- }
- class UpdateEngine : public Node
- {
- public:
- static UpdateEngine* create(const char* versionFileUrl, const char* storagePath);
- virtual void update();
- };
- --update.lua
- require "Cocos2d"
- local timer_local = nil
- --自动更新界面
- UpdateLayer = {}
- local function showUpdate()
- if timer_local then
- cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
- timer_local = nil
- end
- local layer = cc.Layer:create()
- local sceneGame = cc.Scene:create()
- local winSize = cc.Director:getInstance():getWinSize()
- local bg_list =
- {
- "update/loading_bg_1.jpg",
- "update/loading_bg_2.jpg",
- "update/loading_bg_3.jpg",
- }
- local imageName = bg_list[math.random(3)]
- local bgSprite = cc.Sprite:create(imageName)
- bgSprite:setPosition(cc.p(winSize.width / 2, winSize.height / 2))
- layer:addChild(bgSprite)
- --进度条背景
- local loadingbg = cc.Sprite:create("update/loading_bd.png")
- loadingbg:setPosition(cc.p(winSize.width / 2, winSize.height / 2 - 40))
- layer:addChild(loadingbg)
- --进度条
- UpdateLayer._loadingBar = ccui.LoadingBar:create("update/loading.png", 0)
- UpdateLayer._loadingBar:setSize(cc.size(880, 20))
- UpdateLayer._loadingBar:setPosition(cc.p(winSize.width / 2, winSize.height / 2 - 40))
- layer:addChild(UpdateLayer._loadingBar)
- --提示信息
- UpdateLayer._labelNotice = cc.LabelTTF:create("", "res/fonts/DFYuanW7-GB2312.ttf", 25)
- UpdateLayer._labelNotice:setPosition(cc.p(winSize.width / 2, winSize.height / 2))
- layer:addChild(UpdateLayer._labelNotice)
- --动画切换场景
- sceneGame:addChild(layer)
- local transScene = cc.TransitionFade:create(1.5, sceneGame, cc.c3b(0,0,0))
- cc.Director:getInstance():replaceScene(transScene)
- --初始化更新引擎
- local path = cc.FileUtils:getInstance():getWritablePath() .. "temp/"
- UpdateLayer._updateEngine = UpdateEngine:create("http://203.195.148.180:8080/ts_update/version", path)
- UpdateLayer._updateEngine:retain()
- --启动定时器等待界面动画完成后开始更新
- local function startUpdate()
- UpdateLayer._loadingBar:setPercent(1)
- UpdateLayer._updateEngine:update()
- cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
- timer_local = nil
- end
- UpdateLayer._loadingBar:setPercent(0)
- UpdateLayer._labelNotice:setString(strg2u("正在检查新版本,请稍等"))
- timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(startUpdate, 1.5, false)
- end
- --显示提示界面
- local function showNotice()
- if timer_local then
- cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
- timer_local = nil
- end
- local layer = cc.Layer:create()
- local sceneGame = cc.Scene:create()
- local winSize = cc.Director:getInstance():getWinSize()
- local notice = cc.Sprite:create("update/notice.png")
- notice:setPosition(cc.p(winSize.width/2, winSize.height/2));
- layer:addChild(notice)
- sceneGame:addChild(layer)
- local transScene = cc.TransitionFade:create(1.5, sceneGame, cc.c3b(0,0,0))
- cc.Director:getInstance():replaceScene(transScene)
- timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(showUpdate, 2.6, false)
- end
- --显示logo界面
- local function showLogo()
- local sceneGame = cc.Scene:create()
- local winSize = cc.Director:getInstance():getWinSize()
- local layer = cc.LayerColor:create(cc.c4b(128, 128, 128, 255), winSize.width, winSize.height)
- local logo1 = cc.Sprite:create("update/logo1.png")
- local logo2 = cc.Sprite:create("update/logo2.png")
- local logo3 = cc.Sprite:create("update/logo3.png")
- logo3:setPosition(cc.p(winSize.width / 2, winSize.height / 2))
- logo2:setPosition(cc.p(winSize.width - logo2:getContentSize().width / 2, logo2:getContentSize().height / 2))
- logo1:setPosition(cc.p(winSize.width - logo1:getContentSize().width / 2, logo2:getContentSize().height + logo1:getContentSize().height / 2))
- layer:addChild(logo1)
- layer:addChild(logo2)
- layer:addChild(logo3)
- sceneGame:addChild(layer)
- cc.Director:getInstance():runWithScene(sceneGame)
- timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(showNotice, 1, false)
- end
- --更新主函数
- function update()
- collectgarbage("collect")
- -- avoid memory leak
- collectgarbage("setpause", 100)
- collectgarbage("setstepmul", 5000)
- math.randomseed(os.time())
- math.random(os.time())
- math.random(os.time())
- math.random(os.time())
- --显示logoo界面
- showLogo()
- end
- --c++更新信息回调
- local ErrorCode =
- {
- NETWORK = 0,
- CREATE_FILE = 1,
- NO_NEW_VERSION = 2,
- UNDOWNED = 3,
- UNCOMPRESS = 4,
- }
- local function finishUpdate()
- UpdateLayer.percent = 0
- local function addPercent()
- if UpdateLayer.percent < 200 then
- UpdateLayer.percent = UpdateLayer.percent + 2
- if UpdateLayer.percent < 100 then
- UpdateLayer._loadingBar:setPercent(UpdateLayer.percent)
- elseif UpdateLayer.percent <= 100 then
- UpdateLayer._loadingBar:setPercent(UpdateLayer.percent)
- UpdateLayer._labelNotice:setString(strg2u("当前版本已经最新,无需更新"))
- elseif UpdateLayer.percent >= 200 then
- cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
- timer_local = nil
- --进入游戏界面
- UpdateLayer = nil
- require "src.main"
- end
- end
- end
- timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(addPercent, 0.05, false)
- end
- function UpdateLayer.onError(errorCode)
- if errorCode == ErrorCode.NO_NEW_VERSION then
- finishUpdate()
- elseif errorCode == ErrorCode.NETWORK then
- UpdateLayer._labelNotice:setString(strg2u("获取服务器版本失败,请检查您的网络"))
- elseif errorCode == ErrorCode.UNDOWNED then
- UpdateLayer._labelNotice:setString(strg2u("下载文件失败,请检查您的网络"))
- elseif errorCode == ErrorCode.UNCOMPRESS then
- UpdateLayer._labelNotice:setString(strg2u("解压文件失败,请关闭程序重新更新"))
- end
- end
- function UpdateLayer.onProgress(percent)
- local progress = string.format("正在下载文件:%s(%d%%)", UpdateLayer._downfile, percent)
- print(strg2u(progress))
- UpdateLayer._labelNotice:setString(strg2u(progress))
- UpdateLayer._loadingBar:setPercent(percent)
- end
- function UpdateLayer.onSuccess()
- UpdateLayer._labelNotice:setString(strg2u("自动更新完毕"))
- local function updateSuccess()
- cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
- timer_local = nil
- --进入游戏界面
- UpdateLayer = nil
- require "src.main"
- end
- timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(updateSuccess, 2, false)
- end
- function UpdateLayer.onDownload(str)
- UpdateLayer._downfile = str
- local downfile = string.format("正在下载文件:%s(0%%)", str)
- print(strg2u(downfile))
- UpdateLayer._labelNotice:setString(strg2u(downfile))
- end
- function UpdateLayer.onUncompress(str)
- local uncompress = string.format("正在解压文件:%s", str)
- print(strg2u(uncompress))
- UpdateLayer._labelNotice:setString(strg2u(uncompress))
- end
- -- for CCLuaEngine traceback
- function __G__TRACKBACK__(msg)
- print("----------------------------------------")
- print("LUA ERROR: " .. tostring(msg) .. "\n")
- print(debug.traceback())
- print("----------------------------------------")
- end
- xpcall(update, __G__TRACKBACK__)
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