关于cocos2dx客户端程序的自动更新解决方案

来源:互联网 发布:河南科技学院网络教学 编辑:程序博客网 时间:2024/05/23 23:28

转载自: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。

view sourceprint?
1.http://203.195.148.180:8080/ts_update/ 1 1001 scene.zip
2.//格式为:文件包目录(http://203.195.148.180:8080/ts_update/) 总版本数量(1)
3.//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。

 

 

view sourceprint?
01.struct UpdateItem
02.{
03.int version;
04.std::string zipPath;
05.std::string zipUrl;
06. 
07.UpdateItem(int v, std::string p, std::string u) : version(v), zipPath(p), zipUrl(u) {}
08.};
09.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。

 

view sourceprint?
01.bool UpdateEngine::checkUpdate()
02.{
03.if (_versionFileUrl.size() == 0return false;
04. 
05._curl = curl_easy_init();
06.if (!_curl)
07.{
08.CCLOG("can not init curl");
09.return false;
10.}
11._version.clear();
12. 
13.CURLcode res;
14.curl_easy_setopt(_curl, CURLOPT_URL, _versionFileUrl.c_str());
15.curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, 0L);
16.curl_easy_setopt(_curl, CURLOPT_WRITEFUNCTION, getVersionCode);
17.curl_easy_setopt(_curl, CURLOPT_WRITEDATA, &_version);
18.if (_connectionTimeout) curl_easy_setopt(_curl, CURLOPT_CONNECTTIMEOUT, _connectionTimeout);
19.curl_easy_setopt(_curl, CURLOPT_NOSIGNAL, 1L);
20.curl_easy_setopt(_curl, CURLOPT_LOW_SPEED_LIMIT, LOW_SPEED_LIMIT);
21.curl_easy_setopt(_curl, CURLOPT_LOW_SPEED_TIME, LOW_SPEED_TIME);
22.res = curl_easy_perform(_curl);
23. 
24.if (res != 0)
25.{
26.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
27.if (this->_delegate)
28.this->_delegate->onError(ErrorCode::NETWORK);
29.});
30.CCLOG("can not get version file content, error code is %d", res);
31.return false;
32.}
33. 
34.int localVer = getVersion();
35.StringBuffer buff(_version);
36. 
37.int version;
38.short versionCnt;
39.string versionUrl, pathUrl;
40.buff >> pathUrl >> versionCnt;
41.for (short i = 0; i < versionCnt; ++i)
42.{
43.buff >> version >> versionUrl;
44.if (version > localVer)
45.{
46._versionUrls.push_back(UpdateItem(version, pathUrl, versionUrl));
47.}
48.}
49.if (_versionUrls.size() <= 0)
50.{
51.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
52.if (this->_delegate)
53.this->_delegate->onError(ErrorCode::NO_NEW_VERSION);
54.});
55.CCLOG("there is not new version");
56.return false;
57.}
58.CCLOG("there is %d new version!", _versionUrls.size());
59. 
60.//设置下载目录,不存在则创建目录
61._downloadPath = FileUtils::getInstance()->getWritablePath();
62._downloadPath += "download_temp/";
63.createDirectory(_downloadPath.c_str());
64.return true;
65.}
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。
view sourceprint?
01.void UpdateEngine::downloadAndUncompress()
02.{
03.while(_versionUrls.size() > 0)
04.{
05.//取出当前第一个需要下载的url
06.UpdateItem item = _versionUrls.front();
07._packageUrl = item.zipPath + item.zipUrl;
08.char downVersion[32];
09.sprintf(downVersion, "%d", item.version);
10._version = downVersion;
11. 
12.//通知文件下载
13.std::string zipUrl = item.zipUrl;
14.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this, zipUrl]{
15.if (this->_delegate)
16.this->_delegate->onDownload(zipUrl);
17.});
18. 
19.//开始下载,下载失败退出
20.if (!downLoad())
21.{
22.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
23.if (this->_delegate)
24.this->_delegate->onError(ErrorCode::UNDOWNED);
25.});
26.break;
27.}
28. 
29.//通知文件压缩
30.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this, zipUrl]{
31.if (this->_delegate)
32.this->_delegate->onUncompress(zipUrl);
33.});
34. 
35.//解压下载的zip文件
36.string outFileName = _downloadPath + TEMP_PACKAGE_FILE_NAME;
37.if (!uncompress(outFileName))
38.{
39.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{
40.if (this->_delegate)
41.this->_delegate->onError(ErrorCode::UNCOMPRESS);
42.});
43.break;
44.}
45.//解压成功,任务出队列,写本地版本号
46._versionUrls.pop_front();
47.Director::getInstance()->getScheduler()->performFunctionInCocosThread([&, this]{           
48.//写本地版本号
49.UserDefault::getInstance()->setStringForKey("localVersion", _version);
50.UserDefault::getInstance()->flush();
51. 
52.//删除本次下载的文件
53.string zipfileName = this->_downloadPath + TEMP_PACKAGE_FILE_NAME;
54.if (remove(zipfileName.c_str()) != 0)
55.{
56.CCLOG("can not remove downloaded zip file %s", zipfileName.c_str());
57.}
58.//如果更新任务已经完成,通知更新成功
59.if(_versionUrls.size() <= 0 && this->_delegate)
60.this->_delegate->onSuccess();
61.});
62.}
63. 
64.curl_easy_cleanup(_curl);
65._isDownloading = false;
66.}
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。

 

 

view sourceprint?
01.void UpdateEngineDelegate::onError(ErrorCode errorCode)
02.{
03.auto engine = LuaEngine::getInstance();
04.lua_State* pluaState = engine->getLuaStack()->getLuaState();
05.static LuaFunctor<Type_Null, int> selfonError(pluaState, "UpdateLayer.onError");
06.if (!selfonError(LUA_NOREF, nil, errorCode))
07.{
08.log("UpdateLayer.onError failed! Because: %s", selfonError.getLastError());
09.}
10.}
11. 
12.void UpdateEngineDelegate::onProgress(int percent, int type /* = 1 */)
13.{
14.auto engine = LuaEngine::getInstance();
15.lua_State* pluaState = engine->getLuaStack()->getLuaState();
16.static LuaFunctor<Type_Null, intint> selfonProgress(pluaState, "UpdateLayer.onProgress");
17.if (!selfonProgress(LUA_NOREF, nil, percent, type))
18.{
19.log("UpdateLayer.onProgress failed! Because: %s", selfonProgress.getLastError());
20.}
21.}
22. 
23.void UpdateEngineDelegate::onSuccess()
24.{
25.auto engine = LuaEngine::getInstance();
26.lua_State* pluaState = engine->getLuaStack()->getLuaState();
27.static LuaFunctor<Type_Null> selfonSuccess(pluaState, "UpdateLayer.onSuccess");
28.if (!selfonSuccess(LUA_NOREF, nil))
29.{
30.log("UpdateLayer.onSuccess failed! Because: %s", selfonSuccess.getLastError());
31.}
32.}
33. 
34.void UpdateEngineDelegate::onDownload(string packUrl)
35.{
36.auto engine = LuaEngine::getInstance();
37.lua_State* pluaState = engine->getLuaStack()->getLuaState();
38.static LuaFunctor<Type_Null, string> selfonDownload(pluaState, "UpdateLayer.onDownload");
39.if (!selfonDownload(LUA_NOREF, nil, packUrl))
40.{
41.log("UpdateLayer.onDownload failed! Because: %s", selfonDownload.getLastError());
42.}
43.}
44. 
45.void UpdateEngineDelegate::onUncompress(string packUrl)
46.{
47.auto engine = LuaEngine::getInstance();
48.lua_State* pluaState = engine->getLuaStack()->getLuaState();
49.static LuaFunctor<Type_Null, string> selfonUncompress(pluaState, "UpdateLayer.onUncompress");
50.if (!selfonUncompress(LUA_NOREF, nil, packUrl))
51.{
52.log("UpdateLayer.onUncompress failed! Because: %s", selfonUncompress.getLastError());
53.}
54.}
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。
view sourceprint?
1.class UpdateEngine : public Node
2.{
3.public:
4.static UpdateEngine* create(const char* versionFileUrl, const char* storagePath);
5. 
6.virtual void update();
7.};
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!

 

 

view sourceprint?
001.--update.lua
002.require "Cocos2d"
003. 
004.local timer_local = nil
005. 
006.--自动更新界面
007.UpdateLayer = {}
008.local function showUpdate()
009.if timer_local then
010.cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
011.timer_local = nil
012.end
013. 
014.local layer = cc.Layer:create()
015.local sceneGame = cc.Scene:create()
016.local winSize = cc.Director:getInstance():getWinSize()
017. 
018.local bg_list =
019.{
020."update/loading_bg_1.jpg",
021."update/loading_bg_2.jpg",
022."update/loading_bg_3.jpg",
023.}
024.local imageName = bg_list[math.random(3)]
025.local bgSprite = cc.Sprite:create(imageName)
026.bgSprite:setPosition(cc.p(winSize.width / 2, winSize.height / 2))   
027.layer:addChild(bgSprite)
028. 
029.--进度条背景
030.local loadingbg = cc.Sprite:create("update/loading_bd.png")
031.loadingbg:setPosition(cc.p(winSize.width / 2, winSize.height / 2 40))
032.layer:addChild(loadingbg)
033. 
034.--进度条
035.UpdateLayer._loadingBar = ccui.LoadingBar:create("update/loading.png"0)
036.UpdateLayer._loadingBar:setSize(cc.size(88020))
037.UpdateLayer._loadingBar:setPosition(cc.p(winSize.width / 2, winSize.height / 2 40))
038.layer:addChild(UpdateLayer._loadingBar)  
039. 
040.--提示信息
041.UpdateLayer._labelNotice = cc.LabelTTF:create("""res/fonts/DFYuanW7-GB2312.ttf"25)
042.UpdateLayer._labelNotice:setPosition(cc.p(winSize.width / 2, winSize.height / 2))
043.layer:addChild(UpdateLayer._labelNotice)
044. 
045.--动画切换场景
046.sceneGame:addChild(layer)
047.local transScene = cc.TransitionFade:create(1.5, sceneGame, cc.c3b(0,0,0))
048.cc.Director:getInstance():replaceScene(transScene)
049. 
050.--初始化更新引擎
051.local path = cc.FileUtils:getInstance():getWritablePath() .. "temp/"
052.UpdateLayer._updateEngine = UpdateEngine:create("http://203.195.148.180:8080/ts_update/version", path)
053.UpdateLayer._updateEngine:retain() 
054. 
055.--启动定时器等待界面动画完成后开始更新
056.local function startUpdate()
057.UpdateLayer._loadingBar:setPercent(1)
058.UpdateLayer._updateEngine:update()
059.cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)  
060.timer_local = nil
061.end
062.UpdateLayer._loadingBar:setPercent(0)
063.UpdateLayer._labelNotice:setString(strg2u("正在检查新版本,请稍等"))
064.timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(startUpdate, 1.5,false)
065.end
066. 
067.--显示提示界面
068.local function showNotice()
069.if timer_local then
070.cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
071.timer_local = nil
072.end
073.local layer = cc.Layer:create()
074.local sceneGame = cc.Scene:create()
075.local winSize = cc.Director:getInstance():getWinSize()
076. 
077.local notice = cc.Sprite:create("update/notice.png")   
078.notice:setPosition(cc.p(winSize.width/2, winSize.height/2));
079. 
080.layer:addChild(notice)
081.sceneGame:addChild(layer)
082. 
083.local transScene = cc.TransitionFade:create(1.5, sceneGame, cc.c3b(0,0,0))
084.cc.Director:getInstance():replaceScene(transScene)
085. 
086.timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(showUpdate, 2.6,false)
087.end
088. 
089.--显示logo界面
090.local function showLogo()
091.local sceneGame = cc.Scene:create()
092.local winSize = cc.Director:getInstance():getWinSize()
093.local layer = cc.LayerColor:create(cc.c4b(128128128255), winSize.width, winSize.height)  
094. 
095.local logo1 = cc.Sprite:create("update/logo1.png")
096.local logo2 = cc.Sprite:create("update/logo2.png")
097.local logo3 = cc.Sprite:create("update/logo3.png")
098. 
099.logo3:setPosition(cc.p(winSize.width / 2, winSize.height / 2))
100.logo2:setPosition(cc.p(winSize.width - logo2:getContentSize().width / 2, logo2:getContentSize().height / 2))
101.logo1:setPosition(cc.p(winSize.width - logo1:getContentSize().width / 2, logo2:getContentSize().height + logo1:getContentSize().height / 2))
102. 
103.layer:addChild(logo1)
104.layer:addChild(logo2)
105.layer:addChild(logo3)
106. 
107.sceneGame:addChild(layer)
108.cc.Director:getInstance():runWithScene(sceneGame)  
109. 
110.timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(showNotice, 1,false)
111.end
112. 
113.--更新主函数
114.function update()
115.collectgarbage("collect")
116.-- avoid memory leak
117.collectgarbage("setpause"100)
118.collectgarbage("setstepmul"5000)
119.math.randomseed(os.time())
120.math.random(os.time())
121.math.random(os.time())
122.math.random(os.time()) 
123. 
124.--显示logoo界面
125.showLogo()
126.end
127. 
128.--c++更新信息回调
129.local ErrorCode =
130.{
131.NETWORK = 0,
132.CREATE_FILE = 1,
133.NO_NEW_VERSION = 2,
134.UNDOWNED = 3,
135.UNCOMPRESS = 4,
136.}
137. 
138.local function finishUpdate()
139.UpdateLayer.percent = 0   
140.local function addPercent()
141.if UpdateLayer.percent < 200 then
142.UpdateLayer.percent = UpdateLayer.percent + 2
143.if UpdateLayer.percent < 100 then
144.UpdateLayer._loadingBar:setPercent(UpdateLayer.percent)
145.elseif UpdateLayer.percent <= 100 then
146.UpdateLayer._loadingBar:setPercent(UpdateLayer.percent)
147.UpdateLayer._labelNotice:setString(strg2u("当前版本已经最新,无需更新"))
148.elseif UpdateLayer.percent >= 200 then
149.cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local)
150.timer_local = nil
151. 
152.--进入游戏界面
153.UpdateLayer = nil
154.require "src.main"
155.end
156.end
157.end
158.timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(addPercent, 0.05,false)
159.end
160. 
161.function UpdateLayer.onError(errorCode)
162.if errorCode == ErrorCode.NO_NEW_VERSION then
163.finishUpdate()
164.elseif errorCode == ErrorCode.NETWORK then
165.UpdateLayer._labelNotice:setString(strg2u("获取服务器版本失败,请检查您的网络"))
166.elseif errorCode == ErrorCode.UNDOWNED then
167.UpdateLayer._labelNotice:setString(strg2u("下载文件失败,请检查您的网络"))
168.elseif errorCode == ErrorCode.UNCOMPRESS then
169.UpdateLayer._labelNotice:setString(strg2u("解压文件失败,请关闭程序重新更新"))
170.end
171.end
172. 
173.function UpdateLayer.onProgress(percent)
174.local progress = string.format("正在下载文件:%s(%d%%)", UpdateLayer._downfile, percent)
175.print(strg2u(progress))
176.UpdateLayer._labelNotice:setString(strg2u(progress))
177.UpdateLayer._loadingBar:setPercent(percent)
178.end
179. 
180.function UpdateLayer.onSuccess()
181.UpdateLayer._labelNotice:setString(strg2u("自动更新完毕"))
182.local function updateSuccess()    
183.cc.Director:getInstance():getScheduler():unscheduleScriptEntry(timer_local) 
184.timer_local = nil
185. 
186.--进入游戏界面
187.UpdateLayer = nil
188.require "src.main"
189.end
190.timer_local = cc.Director:getInstance():getScheduler():scheduleScriptFunc(updateSuccess, 2,false)
191.end
192. 
193.function UpdateLayer.onDownload(str)
194.UpdateLayer._downfile = str
195.local downfile = string.format("正在下载文件:%s(0%%)", str)
196.print(strg2u(downfile))
197.UpdateLayer._labelNotice:setString(strg2u(downfile))
198.end
199. 
200.function UpdateLayer.onUncompress(str)
201.local uncompress = string.format("正在解压文件:%s", str)
202.print(strg2u(uncompress))
203.UpdateLayer._labelNotice:setString(strg2u(uncompress))
204.end
205. 
206.-- for CCLuaEngine traceback
207.function __G__TRACKBACK__(msg)
208.print("----------------------------------------")
209.print("LUA ERROR: " .. tostring(msg) .. "
210.")
211.print(debug.traceback())
212.print("----------------------------------------")
213.end
214. 
215.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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