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关于cocos2dx客户端程序的自动更新解决方案

时间:2014-07-10 21:53:38      阅读:349      评论:0      收藏:0      [点我收藏+]

标签:cocos-2dx 3.0   http服务器   网络游戏   版本控制   自动更新   

        转载请注明出处: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。

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。

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。

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。
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。

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。
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!

--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。

       最最最后,我把我改造的自动更新系统代码分享给大家吧,有什么问题大家可以咨询我!

       cocos2dx自动更新源码


关于cocos2dx客户端程序的自动更新解决方案,布布扣,bubuko.com

关于cocos2dx客户端程序的自动更新解决方案

标签:cocos-2dx 3.0   http服务器   网络游戏   版本控制   自动更新   

原文地址:http://blog.csdn.net/ljxfblog/article/details/37649739

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