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cocos2d-js热更新

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();
@H_146_404@ }
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:

6
cc.game.onStart=function(){
cc.view.setDesignResolutionSize(800,450,cc.ResolutionPolicy.SHOW_ALL);
cc.view.resizeWithbrowserSize( true );
varscene= AssetsManagerLoaderScene();
scene.run();};cc.game.run();


修改项目目录下的project.json:

15
{
"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文件增加变化,这个files.js一并更新,方便动态加载:

@H_404_925@ 3
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:

11
"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

10
"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:

20
"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:

10
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:

"1.0.1""2""1.0.2"
"3.0rc0"
}


修改服务端project.manifest:

27
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

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