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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:
var __failCount = 0;var AssetsManagerLoaderScene = cc.Scene.extend({_am:null,_progress:null,_percent:0,_percentByFile:0,run:function(){if (!cc.sys.isNative) {this.loadGame();return;}var layer = new cc.Layer();this.addChild(layer);this._progress = new cc.LabelTTF.create("0%", "Arial", 12);this._progress.x = cc.winSize.width / 2;this._progress.y = cc.winSize.height / 2 + 50;layer.addChild(this._progress);// android: /data/data/com.huanle.magic/files/var storagePath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : "./");this._am = new jsb.AssetsManager("res/project.manifest", storagePath);this._am.retain();if (!this._am.getLocalManifest().isLoaded()){cc.log("Fail to update assets, step skipped.");this.loadGame();}else{var that = this;var listener = new cc.EventListenerAssetsManager(this._am, function(event) {switch (event.getEventCode()){case cc.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:cc.log("No local manifest file found, skip assets update.");that.loadGame();break;case cc.EventAssetsManager.UPDATE_PROGRESSION:that._percent = event.getPercent();that._percentByFile = event.getPercentByFile();cc.log(that._percent + "%");var msg = event.getMessage();if (msg) {cc.log(msg);}break;case cc.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:case cc.EventAssetsManager.ERROR_PARSE_MANIFEST:cc.log("Fail to download manifest file, update skipped.");that.loadGame();break;case cc.EventAssetsManager.ALREADY_UP_TO_DATE:case cc.EventAssetsManager.UPDATE_FINISHED:cc.log("Update finished.");that.loadGame();break;case cc.EventAssetsManager.UPDATE_FAILED:cc.log("Update failed. " + event.getMessage());__failCount ++;if (__failCount < 5){that._am.downloadFailedAssets();}else{cc.log("Reach maximum fail count, exit update process");__failCount = 0;that.loadGame();}break;case cc.EventAssetsManager.ERROR_UPDATING:cc.log("Asset update error: " + event.getAssetId() + ", " + event.getMessage());that.loadGame();break;case cc.EventAssetsManager.ERROR_DECOMPRESS:cc.log(event.getMessage());that.loadGame();break;default:break;}});cc.eventManager.addListener(listener, 1);this._am.update();cc.director.runScene(this);}this.schedule(this.updateProgress, 0.5);},loadGame:function(){cc.loader.loadJs(["src/files.js"], function(err){cc.loader.loadJs(jsFiles, function(err){cc.director.runScene(new HelloWorldScene());});});},updateProgress:function(dt){this._progress.string = "" + this._percent;},onExit:function(){cc.log("AssetsManager::onExit");this._am.release();this._super();}
});
修改项目目录下的main.js:
cc.game.onStart = function(){cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);cc.view.resizeWithBrowserSize(true);var scene = new AssetsManagerLoaderScene();scene.run();
};
cc.game.run();
修改项目目录下的project.json:
{"project_type": "javascript","debugMode" : 1,"showFPS" : true,"frameRate" : 60,"id" : "gameCanvas","renderMode" : 0,"engineDir":"frameworks/cocos2d-html5","modules" : ["cocos2d", "extensions"],"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:
var jsFiles = ["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" : "3.0 rc0","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:
{"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" : "1.0.1"},"engineVersion" : "3.0 rc0"
}
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:
{"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" : "1.0.1"},"engineVersion" : "3.0 rc0","assets" : {"update1" : {"path" : "src/app.zip","md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6","compressed" : true,"group" : "1"}},"searchPaths" : []
}
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:\>adb shell
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_65 app_65 2228 2014-07-08 14:23 app.js
-rw-rw-rw- app_65 app_65 1552 2014-07-08 14:23 app.zip
shell@android:/ # ls -l /data/data/org.cocos2dx.hellojavascript/files/
ls -l /data/data/org.cocos2dx.hellojavascript/files/
-rw-rw-rw- app_65 app_65 553 2014-07-08 14:23 project.manifest
drwxrwxrwx app_65 app_65 2014-07-08 14:23 src
-rw-rw-rw- app_65 app_65 307 2014-07-08 14:23 version.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:
{"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" : "1.0.1","2" : "1.0.2"},"engineVersion" : "3.0 rc0"
}
修改服务端project.manifest:
{"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" : "1.0.1","2" : "1.0.2"},"engineVersion" : "3.0 rc0","assets" : {"update1" : {"path" : "src/app.zip","md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6","compressed" : true,"group" : "1"},"update2" : {"path" : "src/config.zip","md5" : "5d59789090e4143166430b2cf7b313ff","compressed" : true,"group" : "2"}},"searchPaths" : []
}
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。