标签:sdk接入 游戏开发 anysdk原理 棱镜sdk原理 android开发
题记:很多做游戏开发的人,估计都或多或少地接过渠道SDK,什么UC,当乐,91,小米,360......据统计国内市场当前不下于100家渠道,还包括一些没有SDK的小渠道。每个渠道SDK接入的方法呢,多是大同小异。但是,正是这些小异,又让SDK的接入,产生了无穷无尽的变数。所以,接入SDK之前,如果你没有经验,或者没有被SDK坑过,那么当你看到这系列文章的时候,你很幸运,你可以避免这一切了。如果你之前被坑过,而且还在继续被坑着,那么现在,就是你解脱的时刻。
上一篇文章,我们总体地分析并设计了一套高效的SDK接入方案,也罗列出这套方案,我们需要完成的工作。这里再罗列并回顾下:
1、统一抽象的SDK接入框架
2、各个SDK接入实现
3、一键打包工具
4、统一的登陆认证中心和支付中心
5、对多个平台的支持,比如Unity3D,Cocos2D等
那么接下来这篇文章,我们就开始第一部分:抽象的SDK接入框架的实现。在实现之前,我们再深入地想一下,抽象层需要提供哪些接口。因为,对于每个游戏来说,都只需要接入这个抽象层,而所有SDK的接入就是实现这个抽象层。所以,这个抽象层设计的好坏,不仅影响到游戏的接入,同时也影响到各个渠道SDK的实现。
没有好的思路,我们可以看下AnySDK,或者棱镜SDK他们的宣传资料和文档,我们发现他们支持的组件有这些:
渠道SDK就不用说了,除了渠道SDK,他把部分支付SDK,广告SDK,分享SDK,统计SDK,消息推送SDK等都放到了这套统一SDK接入框架中来了。那么,作为我们这套抽象框架,我们也需要考虑以后可能会加入这些其他非渠道的SDK。所以,我们总体的设计思想是:
1、游戏各个渠道有一个主渠道SDK,比如UC,当乐,91等SDK。这个各个渠道只能同时有一个。不可能同时为UC也是91SDK
2、非渠道的功能性SDK,包括广告,分享,统计,推送等。这些东西,我们作为插件集成到这套抽象框架来。
3、所有SDK的实现可以很方便,而且结构比较统一
4、所有的渠道SDK也好,还是功能性SDK也好,SDK抽象层都抽象出对应的接口。方便游戏层的调用,也方便具体插件的实现。
那么,接下来,我们就根据前一篇我们画的那个登陆和支付流程图,和上面提到的总体设计思路来实现这个抽象层。上篇文章说道,我们这套东西暂且命名为u8 sdk,那么我们这个抽象层就叫U8 SDK。为了可以将各个功能作为插件式开发,我们抽象接口的时候,也将各个功能分开。
首先,我们定义两个接口,一个是登陆接口,一个是支付接口:
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; public interface IUser { public void login(); }</span>
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; public interface IPay { public void pay(PayParams data); } </span>
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; public class PayParams{ private String productId; private String productName; private int price; private int buyNum; private int coinNum; private String serverId; private String roleId; private String roleName; private int roleLevel; private String extension; public String getProductId() { return productId; } public void setProductId(String productId) { this.productId = productId; } public String getProductName() { return productName; } public void setProductName(String productName) { this.productName = productName; } public int getPrice() { return price; } public void setPrice(int price) { this.price = price; } public int getBuyNum() { return buyNum; } public void setBuyNum(int buyNum) { this.buyNum = buyNum; } public int getCoinNum() { return coinNum; } public void setCoinNum(int coinNum) { this.coinNum = coinNum; } public String getServerId() { return serverId; } public void setServerId(String serverId) { this.serverId = serverId; } public String getRoleId() { return roleId; } public void setRoleId(String roleId) { this.roleId = roleId; } public String getRoleName() { return roleName; } public void setRoleName(String roleName) { this.roleName = roleName; } public int getRoleLevel() { return roleLevel; } public void setRoleLevel(int roleLevel) { this.roleLevel = roleLevel; } public String getExtension() { return extension; } public void setExtension(String extension) { this.extension = extension; } } </span>
两个接口有了,紧接着,上层游戏需要登录和支付的地方,怎么调用呢?对于游戏来说,这个接口需要new一个哪个实现?是UC还是当乐还是91呢?
所以,我们对每个插件定义一个单例的包装类。简单地说,就是怎么方便,怎么搞。这样就是方便上层游戏层得调用。那么,我们实现两个包装类:
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk.components; import com.u8.sdk.IUser; import com.u8.sdk.ComponentFactory; import com.u8.sdk.U8SDK; /** * 用户插件 * */ public class U8User{ private static U8User instance; private IUser userComponent; private U8User(){ } public void init(){ this.userComponent = (IUser)ComponentFactory.getInstance().initComponent(U8SDK.TYPE_LOGIN); } public static U8User getInstance(){ if(instance == null){ instance = new U8User(); } return instance; } public void login(){ if(userComponent==null){ return; } userComponent.login(); } } </span>
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk.components; import com.u8.sdk.IPay; import com.u8.sdk.PayParams; import com.u8.sdk.ComponentFactory; import com.u8.sdk.U8SDK; /*** * 支付插件 * */ public class U8Pay{ private static U8Pay instance; private IPay payComponent; private U8Pay(){ } public static U8Pay getInstance(){ if(instance == null){ instance = new U8Pay(); } return instance; } public void init(){ this.payComponent = (IPay)ComponentFactory.getInstance().initComponent(U8SDK.TYPE_PAY); } public void pay(PayParams data){ if(this.payComponent == null){ return; } this.payComponent.pay(data); } } </span>
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; import java.io.IOException; import java.io.StringReader; import java.util.HashMap; import java.util.Map; import org.xmlpull.v1.XmlPullParser; import org.xmlpull.v1.XmlPullParserException; import com.u8.sdk.utils.SDKTools; import android.annotation.SuppressLint; import android.app.Activity; import android.util.Log; import android.util.Xml; @SuppressLint("UseSparseArrays") public class ComponentFactory { private static ComponentFactory instance; private Map<Integer, String> supportedComponents; private ComponentFactory(){ supportedComponents = new HashMap<Integer, String>(); } public static ComponentFactory getInstance(){ if(instance == null){ instance = new ComponentFactory(); } return instance; } public void init(Activity context){ loadComponentInfo(); } private boolean isSupportComponent(int type){ return supportedComponents.containsKey(type); } private String getComponentName(int type){ if(supportedComponents.containsKey(type)){ return supportedComponents.get(type); } return null; } public SDKConfigData getSDKConfigData(){ Map<String, String> configs = SDKTools.getAssetPropConfig(U8SDK.getInstance().getContext(), "developer_config.properties"); return new SDKConfigData(configs); } @SuppressWarnings({ "unchecked", "rawtypes" }) public Object initComponent(int type){ Class localClass = null; try { if(!isSupportComponent(type)){ Log.e("U8SDK", "The config of the U8SDK is not support plugin type:"+type); return null; } String name = getComponentName(type); localClass = Class.forName(name); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); return null; } try { return localClass.getDeclaredConstructor(new Class[]{Activity.class}).newInstance(new Object[]{U8SDK.getInstance().getContext()}); } catch (Exception e) { e.printStackTrace(); } return null; } private void loadComponentInfo(){ String xmlStr = SDKTools.getAssetConfigs(U8SDK.getInstance().getContext(), "plugin_config.xml"); Log.e("The plugin Str:", xmlStr); XmlPullParser parser = Xml.newPullParser(); try { parser.setInput(new StringReader(xmlStr)); int eventType = parser.getEventType(); while(eventType != XmlPullParser.END_DOCUMENT){ switch(eventType){ case XmlPullParser.START_TAG: String tag = parser.getName(); if("plugin".equals(tag)){ String name = parser.getAttributeValue(0); int type = Integer.parseInt(parser.getAttributeValue(1)); this.supportedComponents.put(type, name); Log.e("u8_plugin", "Curr Supported Plugin: "+type+"; name:"+name); } } eventType = parser.next(); } } catch (XmlPullParserException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } } } </span>
为了在SDK抽象层和SDK实现层传递数据,我们定义一个监听器:
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; public interface IU8SDKListener { public void onResult(int code, String msg); public void onLoginResult(LoginResult result); } </span>
为了能够将我们刚刚说的这些插件,插件包装类,插件管理类,和事件监听接口整合到一起,我们最后定义一个总的单例类,也是我们整个抽象层的核心纽带:
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; import com.u8.sdk.components.U8Pay; import com.u8.sdk.components.U8User; import android.app.Activity; import android.content.Intent; import android.os.Handler; import android.os.Looper; import android.util.Log; public class U8SDK{ public static final int TYPE_LOGIN = 1; public static final int TYPE_PAY = 2; private static U8SDK instance; private Activity context; private Handler mainThreadHandler; private SDKConfigData developInfo; private IU8SDKListener listener; private IActivityListener activityCallback; private U8SDK(){ mainThreadHandler = new Handler(Looper.getMainLooper()); } public static U8SDK getInstance(){ if(instance == null){ instance = new U8SDK(); } return instance; } public SDKConfigData getSDKParams(){ return developInfo; } public int getCurrChannel(){ if(this.developInfo == null || !this.developInfo.contains("U8_Channel")){ return 0; } return this.developInfo.getInt("U8_Channel"); } public void setSDKListener(IU8SDKListener listener){ this.listener = listener; } public void setActivityCallback(IActivityListener callback){ this.activityCallback = callback; } public void init(Activity context){ this.context = context; ComponentFactory.getInstance().init(context); developInfo = ComponentFactory.getInstance().getSDKConfigData(); U8User.getInstance().init(); U8Pay.getInstance().init(); } public void runOnMainThread(Runnable runnable){ if(mainThreadHandler != null){ mainThreadHandler.post(runnable); return; } if(context != null){ context.runOnUiThread(runnable); } } public Activity getContext(){ return this.context; } public void onResult(int code, String msg){ Log.e("U8SDK Action Result:", "code:"+code+";msg:"+msg); if(listener != null){ listener.onResult(code, msg); } } public void onLoginResult(LoginResult result){ if(listener != null){ listener.onLoginResult(result); } } public void onActivityResult(int requestCode, int resultCode, Intent data) { if(this.activityCallback != null){ this.activityCallback.onActivityResult(requestCode, resultCode, data); } } public void onBackPressed(){ if(this.activityCallback != null){ this.activityCallback.onBackPressed(); } } public void onPause() { if(this.activityCallback != null){ this.activityCallback.onPause(); } } public void onResume() { if(this.activityCallback != null){ this.activityCallback.onResume(); } } public void onNewIntent(Intent newIntent) { if(this.activityCallback != null){ this.activityCallback.onNewIntent(newIntent); } } public void onStop() { if(this.activityCallback != null){ this.activityCallback.onStop(); } } public void onDestroy() { if(this.activityCallback != null){ this.activityCallback.onDestroy(); } } public void onRestart() { if(this.activityCallback != null){ this.activityCallback.onRestart(); } } } </span>
最后,因为有的SDK,需要在Activity的系统事件中做一些处理操作,而Activity是在游戏接入我们这个抽象层时,传递进来的,所以,我们在抽象层定义了一个Activity事件监听器:
<span style="font-family:KaiTi_GB2312;font-size:18px;color:#333333;">package com.u8.sdk; import android.content.Intent; public interface IActivityListener { public void onPause(); public void onResume(); public void onRestart(); public void onBackPressed(); public void onNewIntent(Intent newIntent); public void onStop(); public void onDestroy(); public void onActivityResult(int requestCode, int resultCode, Intent data); } </span>
本文作者:小黑
标签:sdk接入 游戏开发 anysdk原理 棱镜sdk原理 android开发
原文地址:http://blog.csdn.net/chenjie19891104/article/details/42243321