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;varassetsManagerLoaderScene=cc.Scene.extend({
_am:null,
_progress:null,
_percent:0,
_percentByFile:0,
run:function(){
if
(!cc.sys.isNative){
this
.loadGame();
return
;
}
varlayer=
new
cc.Layer();
.addChild(layer);
._progress=
cc.LabelTTF.create(
"0%"
,
"Arial"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,12);
._progress.x=cc.winSize.width/2;
._progress.y=cc.winSize.height/2+50;
layer.addChild(
._progress);
//android:/data/data/com.huanle.magic/files/
varstoragePath=(jsb.fileUtils?jsb.fileUtils.getWritablePath():
"./"
);
._am=
jsb.AssetsManager(
"res/project.manifest"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,storagePath);
._am.retain();
(!
._am.getLocalManifest().isLoaded())
{
cc.
log
(
"Failtoupdateassets,stepskipped."
);
.loadGame();
}
else
{
varthat=
;
varlistener=
cc.EventListenerAssetsManager(
._am,function(event){
switch
(event.getEventCode()){
case
cc.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
"Nolocalmanifestfilefound,skipassetsupdate."
);
that.loadGame();
break
;
cc.EventAssetsManager.UPDATE_PROGRESSION:
that._percent=event.getPercent();
that._percentByFile=event.getPercentByFile();
(that._percent+
"%"
);
varmsg=event.getMessage();
(msg){
(msg);
}
;
cc.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
cc.EventAssetsManager.ERROR_PARSE_MANIFEST:
"Failtodownloadmanifestfile,updateskipped."
);
that.loadGame();
;
cc.EventAssetsManager.ALREADY_UP_TO_DATE:
cc.EventAssetsManager.UPDATE_FINISHED:
"Updatefinished."
);
that.loadGame();
;
cc.EventAssetsManager.UPDATE_Failed:
"UpdateFailed."
+event.getMessage());
__failCount++;
(__failCount<5)
{
that._am.downloadFailedAssets();
}
else
{
"Reachmaximumfailcount,exitupdateprocess"
);
__failCount=0;
that.loadGame();
}
;
cc.EventAssetsManager.ERROR_UPDATING:
"Assetupdateerror:"
+event.getAssetId()+
","
+event.getMessage());
that.loadGame();
;
cc.EventAssetsManager.ERROR_DECOMPRESS:
(event.getMessage());
that.loadGame();
;
default
:
;
}
});
cc.eventManager.addListener(listener,1);
._am.update();
cc.director.runScene(
);
}
.schedule(
.updateProgress,0.5);
},
loadGame:function(){
cc.loader.loadJs([
"src/files.js"
],function(err){
cc.loader.loadJs(jsFiles,function(err){
HelloWorldScene());
});
});
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
updateProgress:function(dt){
._progress.string=
""
+
._percent;
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
onExit:function(){
"AssetsManager::onExit"
);
._am.release();
._super();
}});
|
修改项目目录下的main.js:
cc.game.onStart=function(){
cc.view.setDesignResolutionSize(800,450,cc.ResolutionPolicy.SHOW_ALL);
varscene=
AssetsManagerLoaderScene();
scene.run();};cc.game.run();
|
修改项目目录下的project.json:
{
"project_type"
:
"javascript"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"debugMode"
:1,monospace!important; font-size:1em!important; min-height:inherit!important; color:blue!important; background:none!important">"showFPS"
:
"frameRate"
:60,
"id"
"gameCanvas"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"renderMode"
:0,
"engineDir"
"frameworks/cocos2d-html5"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"modules"
:[
"cocos2d"
"extensions"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"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:
varjsFiles=[
"src/app.js"
"src/resource.js"
];
|
项目res目录增加一个project.manifest文件,AssetsManager.js里会用到:
"packageUrl"
"http://10.0.128.219/res"
"remoteManifestUrl"
"http://10.0.128.219/res/project.manifest"
"remoteVersionUrl"
"http://10.0.128.219/res/version.manifest"
"version"
"1.0.0"
"groupVersions"
:{
"1"
"1.0.0"
"engineVersion"
"3.0rc0"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"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:
"1.0.1"
"3.0rc0"
}
|
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:
"assets"
:{
"update1"
:{
"path"
"src/app.zip"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"md5"
"f6bf54e5a0d42c963cc5ae81bf9dc6c6"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"compressed"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"group"
"1"
}
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
:[
]
}
|
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:
e:\>adbshell
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_65app_6522282014-07-0814:23app.js
-rw-rw-rw-app_65app_6515522014-07-0814:23app.zip
shell@android:/#ls-l/data/data/org.cocos2dx.hellojavascript/files/ls-l/data/data/org.cocos2dx.hellojavascript/files/
-rw-rw-rw-app_65app_655532014-07-0814:23project.manifest
drwxrwxrwxapp_65app_652014-07-0814:23src
-rw-rw-rw-app_65app_653072014-07-0814:23version.manifest
|
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:
修改服务端project.manifest:
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; outline:0px!important; overflow:visible!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; font-family:Consolas,
:{
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"1"
"update2"
:{
"src/config.zip"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"5d59789090e4143166430b2cf7b313ff"
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
"2"
}
ottom:auto!important; float:none!important; height:auto!important; left:auto!important; line-height:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,
:[
]
}
|
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