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关于cocos2dx客户端程序的自动更新解决方案

2016-06-06 11:24 645 查看
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。

[cpp] view
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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)

我们现在开始改造AssetsManager,首先定义下载任务的结构。

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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。

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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;

}

其次,改造void downloadAndUncompress(),把版本队里里面的任务取出来,下载解压,然后写本地版本号,直到版本队列为空。

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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;

}

再次,对lua进行支持,原来的方案是写了一个脚本代理类,但是写lua的中间代码比较麻烦,我采用了比较简单的方式,通常自动更新是全局的,所以自动更新的信息,我通过调用lua全局函数方式来处理。

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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());

}

}

最后把UpdateEngine使用PKG方式暴露给lua使用,这个lua文件是app里面调用的第一个lua文件,里面没有任何游戏内容相关,游戏内容都从main.lua开始加载,达到更新完毕后在加载其他lua文件的目的。

[cpp] view
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class UpdateEngine : public Node

{

public:

static UpdateEngine* create(const char* versionFileUrl, const char* storagePath);

virtual void update();

};

好了,主要代码和思路以及给出来了,现在我们看看如何使用吧!

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--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__)

最后说明一点,需要把下载解压的目录加到文件搜索的最前面,保证cocos2dx优先加载解压的lua文件和资源。
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