Cocos Creator热更新


一,添加热更新需要的文件

1. 在项目根目录添加 version_generator.js 文件


version_generator.js 内容如下:

/** * 此模块用于热更新工程清单文件的生成 */ var fs = require('fs'); var path = require('path'); var crypto = require('crypto'); var manifest = { //服务器上资源文件存放路径(src,res的路径) packageUrl: 'http://192.168.200.117:8000/XiaoMing/remote-assets/', //服务器上project.manifest路径 remoteManifestUrl: 'http://192.168.200.117:8000/XiaoMing/remote-assets/project.manifest', //服务器上version.manifest路径 remoteVersionUrl: 'http://192.168.200.117:8000/XiaoMing/remote-assets/version.manifest', version: '1.0.0', assets: {}, searchPaths: [] }; //生成的manifest文件存放目录 var dest = 'assets/'; //项目构建后资源的目录 var src = 'build/jsb-link/'; /** * node version_generator.js -v 1.0.0 -u http://your-server-address/tutorial-hot-update/remote-assets/ -s native/package/ -d assets/ */ // Parse arguments var i = 2; while ( i < process.argv.length) { var arg = process.argv[i]; switch (arg) { case '--url' : case '-u' : var url = process.argv[i+1]; manifest.packageUrl = url; manifest.remoteManifestUrl = url + 'project.manifest'; manifest.remoteVersionUrl = url + 'version.manifest'; i += 2; break; case '--version' : case '-v' : manifest.version = process.argv[i+1]; i += 2; break; case '--src' : case '-s' : src = process.argv[i+1]; i += 2; break; case '--dest' : case '-d' : dest = process.argv[i+1]; i += 2; break; default : i++; break; } } function readDir (dir, obj) { var stat = fs.statSync(dir); if (!stat.isDirectory()) { return; } var subpaths = fs.readdirSync(dir), subpath, size, md5, compressed, relative; for (var i = 0; i < subpaths.length; ++i) { if (subpaths[i][0] === '.') { continue; } subpath = path.join(dir, subpaths[i]); stat = fs.statSync(subpath); if (stat.isDirectory()) { readDir(subpath, obj); } else if (stat.isFile()) { // Size in Bytes size = stat['size']; md5 = crypto.createHash('md5').update(fs.readFileSync(subpath, 'binary')).digest('hex'); compressed = path.extname(subpath).toLowerCase() === '.zip'; relative = path.relative(src, subpath); relative = relative.replace(/\\/g, '/'); relative = encodeURI(relative); obj[relative] = { 'size' : size, 'md5' : md5 }; if (compressed) { obj[relative].compressed = true; } } } } var mkdirSync = function (path) { try { fs.mkdirSync(path); } catch(e) { if ( e.code != 'EEXIST' ) throw e; } } // Iterate res and src folder readDir(path.join(src, 'src'), manifest.assets); readDir(path.join(src, 'res'), manifest.assets); var destManifest = path.join(dest, 'project.manifest'); var destVersion = path.join(dest, 'version.manifest'); mkdirSync(dest); fs.writeFile(destManifest, JSON.stringify(manifest), (err) => { if (err) throw err; console.log('Manifest successfully generated'); }); delete manifest.assets; delete manifest.searchPaths; fs.writeFile(destVersion, JSON.stringify(manifest), (err) => { if (err) throw err; console.log('Version successfully generated'); }); 

注意:以下几个地方,你可能需要根据自己的需求修改,本文 第三节第一点 会指出各个参数对应的情况。

2. 添加热更新组件,并挂在热更新脚本
image.png


这里我简单新建了一个helloWorld工程
添加了两个button,check用于检测是否有更新,update用于更新资源;
在canvas上挂载HotUpdate脚本,注意:这时ManifestUrl为空。
给button check添加点击事件,绑定checkForUpdate()
给button update添加点击事件,绑定hotUpdate()

HotUpdate.js /** * 负责热更新逻辑的组件 */ cc.Class({ extends: cc.Component, properties: { manifestUrl: cc.RawAsset, //本地project.manifest资源清单文件 _updating: false, _canRetry: false, _storagePath: '' }, checkCb: function (event) { cc.log('Code: ' + event.getEventCode()); switch (event.getEventCode()) { case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST: cc.log("No local manifest file found, hot update skipped."); break; case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST: case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST: cc.log("Fail to download manifest file, hot update skipped."); break; case jsb.EventAssetsManager.ALREADY_UP_TO_DATE: cc.log("Already up to date with the latest remote version."); break; case jsb.EventAssetsManager.NEW_VERSION_FOUND: cc.log('New version found, please try to update.'); this.hotUpdate(); break; default: return; } cc.eventManager.removeListener(this._checkListener); this._checkListener = null; this._updating = false; }, updateCb: function (event) { var needRestart = false; var failed = false; switch (event.getEventCode()) { case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST: cc.log('No local manifest file found, hot update skipped...'); failed = true; break; case jsb.EventAssetsManager.UPDATE_PROGRESSION: cc.log(event.getPercent()); cc.log(event.getPercentByFile()); cc.log(event.getDownloadedFiles() + ' / ' + event.getTotalFiles()); cc.log(event.getDownloadedBytes() + ' / ' + event.getTotalBytes()); var msg = event.getMessage(); if (msg) { cc.log('Updated file: ' + msg); } break; case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST: case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST: cc.log('Fail to download manifest file, hot update skipped.'); failed = true; break; case jsb.EventAssetsManager.ALREADY_UP_TO_DATE: cc.log('Already up to date with the latest remote version.'); failed = true; break; case jsb.EventAssetsManager.UPDATE_FINISHED: cc.log('Update finished. ' + event.getMessage()); needRestart = true; break; case jsb.EventAssetsManager.UPDATE_FAILED: cc.log('Update failed. ' + event.getMessage()); this._updating = false; this._canRetry = true; break; case jsb.EventAssetsManager.ERROR_UPDATING: cc.log('Asset update error: ' + event.getAssetId() + ', ' + event.getMessage()); break; case jsb.EventAssetsManager.ERROR_DECOMPRESS: cc.log(event.getMessage()); break; default: break; } if (failed) { cc.eventManager.removeListener(this._updateListener); this._updateListener = null; this._updating = false; } if (needRestart) { cc.eventManager.removeListener(this._updateListener); this._updateListener = null; // Prepend the manifest's search path var searchPaths = jsb.fileUtils.getSearchPaths(); var newPaths = this._am.getLocalManifest().getSearchPaths(); cc.log(JSON.stringify(newPaths)); Array.prototype.unshift(searchPaths, newPaths); // This value will be retrieved and appended to the default search path during game startup, // please refer to samples/js-tests/main.js for detailed usage. // !!! Re-add the search paths in main.js is very important, otherwise, new scripts won't take effect. cc.sys.localStorage.setItem('HotUpdateSearchPaths', JSON.stringify(searchPaths)); jsb.fileUtils.setSearchPaths(searchPaths); cc.audioEngine.stopAll(); cc.game.restart(); } }, retry: function () { if (!this._updating && this._canRetry) { this._canRetry = false; cc.log('Retry failed Assets...'); this._am.downloadFailedAssets(); } }, checkForUpdate: function () { cc.log("start checking..."); if (this._updating) { cc.log('Checking or updating ...'); return; } if (this._am.getState() === jsb.AssetsManager.State.UNINITED) { this._am.loadLocalManifest(this.manifestUrl); cc.log(this.manifestUrl); } if (!this._am.getLocalManifest() || !this._am.getLocalManifest().isLoaded()) { cc.log('Failed to load local manifest ...'); return; } this._checkListener = new jsb.EventListenerAssetsManager(this._am, this.checkCb.bind(this)); cc.eventManager.addListener(this._checkListener, 1); this._am.checkUpdate(); this._updating = true; }, hotUpdate: function () { if (this._am) { this._updateListener = new jsb.EventListenerAssetsManager(this._am, this.updateCb.bind(this)); cc.eventManager.addListener(this._updateListener, 1); if (this._am.getState() === jsb.AssetsManager.State.UNINITED) { this._am.loadLocalManifest(this.manifestUrl); } this._failCount = 0; this._am.update(); this._updating = true; } }, show: function () { // if (this.updateUI.active === false) { // this.updateUI.active = true; // } }, // use this for initialization onLoad: function () { // Hot update is only available in Native build if (!cc.sys.isNative) { return; } this._storagePath = ((jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + 'xiaoming-remote-asset'); cc.log('Storage path for remote asset : ' + this._storagePath); // Setup your own version compare handler, versionA and B is versions in string // if the return value greater than 0, versionA is greater than B, // if the return value equals 0, versionA equals to B, // if the return value smaller than 0, versionA is smaller than B. this.versionCompareHandle = function (versionA, versionB) { cc.log("JS Custom Version Compare: version A is " + versionA + ', version B is ' + versionB); var vA = versionA.split('.'); var vB = versionB.split('.'); for (var i = 0; i < vA.length; ++i) { var a = parseInt(vA[i]); var b = parseInt(vB[i] || 0); if (a === b) { continue; } else { return a - b; } } if (vB.length > vA.length) { return -1; } else { return 0; } }; // Init with empty manifest url for testing custom manifest this._am = new jsb.AssetsManager('', this._storagePath, this.versionCompareHandle); if (!cc.sys.ENABLE_GC_FOR_NATIVE_OBJECTS) { this._am.retain(); } // Setup the verification callback, but we don't have md5 check function yet, so only print some message // Return true if the verification passed, otherwise return false this._am.setVerifyCallback(function (path, asset) { // When asset is compressed, we don't need to check its md5, because zip file have been deleted. var compressed = asset.compressed; // Retrieve the correct md5 value. var expectedMD5 = asset.md5; // asset.path is relative path and path is absolute. var relativePath = asset.path; // The size of asset file, but this value could be absent. var size = asset.size; if (compressed) { cc.log("Verification passed : " + relativePath); return true; } else { cc.log("Verification passed : " + relativePath + ' (' + expectedMD5 + ')'); return true; } }); cc.log("Hot update is ready, please check or directly update."); if (cc.sys.os === cc.sys.OS_ANDROID) { // Some Android device may slow down the download process when concurrent tasks is too much. // The value may not be accurate, please do more test and find what's most suitable for your game. this._am.setMaxConcurrentTask(2); cc.log("Max concurrent tasks count have been limited to 2"); } // this.checkUpdate(); }, onDestroy: function () { if (this._updateListener) { cc.eventManager.removeListener(this._updateListener); this._updateListener = null; } if (this._am && !cc.sys.ENABLE_GC_FOR_NATIVE_OBJECTS) { this._am.release(); } } }); 
3. 添加点击事件
4. 构建项目,生成原生资源文件

注意: 我们选择的模板是 "default" ,发布路径为 "./build" ,发布后的项目资源相对路径为:build/jsb-default

5. 修改main.js(可省略)

2018/08/23测试发现,构建项目生成的main.js中,已包含判断,不用修改,也可以成功

根据官方文档提示,每次构建项目后,都需要修改main.js,那我们就直接复制官方demo根目录main.js的内容覆盖原有内容。

main.js 内容如下:

main.js (function () { if (window.cc && cc.sys.isNative) { var hotUpdateSearchPaths = cc.sys.localStorage.getItem('HotUpdateSearchPaths'); if (hotUpdateSearchPaths) { jsb.fileUtils.setSearchPaths(JSON.parse(hotUpdateSearchPaths)); } } 'use strict'; function boot () { var settings = window._CCSettings; window._CCSettings = undefined; if ( !settings.debug ) { // retrieve minified raw assets var rawAssets = settings.rawAssets; var assetTypes = settings.assetTypes; for (var mount in rawAssets) { var entries = rawAssets[mount]; for (var uuid in entries) { var entry = entries[uuid]; var type = entry[1]; if (typeof type === 'number') { entry[1] = assetTypes[type]; } } } } // init engine var canvas; if (cc.sys.isBrowser) { canvas = document.getElementById('GameCanvas'); } function setLoadingDisplay () { // Loading splash scene var splash = document.getElementById('splash'); var progressBar = splash.querySelector('.progress-bar span'); cc.loader.onProgress = function (completedCount, totalCount, item) { var percent = 100 * completedCount / totalCount; if (progressBar) { progressBar.style.width = percent.toFixed(2) + '%'; } }; splash.style.display = 'block'; progressBar.style.width = '0%'; cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () { splash.style.display = 'none'; }); } var onStart = function () { cc.view.resizeWithBrowserSize(true); // UC browser on many android devices have performance issue with retina display if (cc.sys.os !== cc.sys.OS_ANDROID || cc.sys.browserType !== cc.sys.BROWSER_TYPE_UC) { cc.view.enableRetina(true); } //cc.view.setDesignResolutionSize(settings.designWidth, settings.designHeight, cc.ResolutionPolicy.SHOW_ALL); if (cc.sys.isBrowser) { setLoadingDisplay(); } if (cc.sys.isMobile) { if (settings.orientation === 'landscape') { cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE); } else if (settings.orientation === 'portrait') { cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT); } // qq, wechat, baidu cc.view.enableAutoFullScreen( cc.sys.browserType !== cc.sys.BROWSER_TYPE_BAIDU && cc.sys.browserType !== cc.sys.BROWSER_TYPE_WECHAT && cc.sys.browserType !== cc.sys.BROWSER_TYPE_MOBILE_QQ ); } // init assets cc.AssetLibrary.init({ libraryPath: 'res/import', rawAssetsBase: 'res/raw-', rawAssets: settings.rawAssets, packedAssets: settings.packedAssets }); var launchScene = settings.launchScene; // load scene if (cc.runtime) { cc.director.setRuntimeLaunchScene(launchScene); } cc.director.loadScene(launchScene, null, function () { if (cc.sys.isBrowser) { // show canvas canvas.style.visibility = ''; var div = document.getElementById('GameDiv'); if (div) { div.style.backgroundImage = ''; } } cc.loader.onProgress = null; // play game // cc.game.resume(); console.log('Success to load scene: ' + launchScene); } ); }; // jsList var jsList = settings.jsList; var bundledScript = settings.debug ? 'project.dev.js' : 'project.js'; if (jsList) { jsList.push(bundledScript); } else { jsList = [bundledScript]; } // anysdk scripts if (cc.sys.isNative && cc.sys.isMobile) { jsList = jsList.concat(['jsb_anysdk.js', 'jsb_anysdk_constants.js']); } jsList = jsList.map(function (x) { return 'src/' + x; }); var option = { //width: width, //height: height, id: 'GameCanvas', scenes: settings.scenes, debugMode: settings.debug ? cc.DebugMode.INFO : cc.DebugMode.ERROR, showFPS: settings.debug, frameRate: 60, jsList: jsList, groupList: settings.groupList, collisionMatrix: settings.collisionMatrix, renderMode: 0 }; cc.game.run(option, onStart); } if (window.document) { var splash = document.getElementById('splash'); splash.style.display = 'block'; var cocos2d = document.createElement('script'); cocos2d.async = true; cocos2d.src = window._CCSettings.debug ? 'cocos2d-js.js' : 'cocos2d-js-min.js'; var engineLoaded = function () { document.body.removeChild(cocos2d); cocos2d.removeEventListener('load', engineLoaded, false); boot(); }; cocos2d.addEventListener('load', engineLoaded, false); document.body.appendChild(cocos2d); } else if (window.jsb) { require('src/settings.js'); require('src/jsb_polyfill.js'); boot(); } })(); 

二,服务器搭建(仅局域网内可访问)

1. 编写服务器脚本
server.py import SimpleHTTPServer import SocketServer PORT = 8000 Handler = SimpleHTTPServer.SimpleHTTPRequestHandler httpd = SocketServer.TCPServer(("", PORT), Handler) print "serving at port", PORT httpd.serve_forever() 
2. 启动服务

  打开命令行
  切换目录到 server.py 所在目录下
  输入下方命令,启动服务:

python -m server 8000


  启动完成后,服务器的地址即: http://192.168.200.117:8000
  对应的根目录即为server.py所在的目录下,我们在服务器根目录下,新建HotUpdate文件夹,用于存储新版本资源,通过网页访问如下:

  详细参见官方文档给出的地址:https://docs.python.org/2/library/simplehttpserver.html

三,生成旧版清单文件

1. 修改version_generator.js

packageUrl:服务器存放资源文件(src res)的路径
remoteManifestUrl:服务器存放资源清单文件(project.manifest)的路径
remoteVersionUrl:服务器存放version.manifest的路径
dest:要生成的manifest文件存放路径
src:项目构建后的资源目录

2. 根据构建后的资源目录,执行version_generator.js,生成manifest清单文件

  打开cmd,切换到当前项目根目录下,执行下方命令:

//官方给出的命令格式
>node version_generator.js -v 1.0.0 -u http://your-server-address/tutorial-hot-update/remote-assets/ -s native/package/ -d assets/

//我的命令
>node version_generator.js -v 1.0.0 -u http://192.168.200.117:8000/HotUpdate/ -s build/jsb-default/ -d assets

//由于我们version_generator文件中,都配置好了参数
//因此可以简单调用以下命令即可
>node version_generator.js
  • -v: 指定 Manifest 文件的主版本号。
  • -u: 指定服务器远程包的地址,这个地址需要和最初发布版本中 Manifest 文件的远程包地址一致,否则无法检测到更新。
  • -s: 本地原生打包版本的目录相对路径。
  • -d: 保存 Manifest 文件的地址。

  生成的Manifest文件目录,如下:

PS:如果version_generator.js中的配置都正确,特别是版本号,可以直接执行 node version_generator.js

3. 并绑定到热更新脚本上

  如果指定的Manifest文件生成的目录不在assets下,则需将project.manifest复制到assets目录下

  并将project.manifest绑定到HotUpdate.js热更新脚本上

4. 打包旧版本

  构建项目->编译
  在真机上运行build/jsb-default/simulator目录下的apk
  1.0.0版本运行如下:

三,生成新版本

1. 更改代码,更改version_generator.js中的版本号

  修改logo图片,1.0.1版本,本地运行结果,如下:

2. 构建项目 && 重新生成资源清单文件

  构建项目:此步骤和生成旧版本中一样,这里就不截图啦。
  重新生成资源清单文件:修改version_generator.js中的版本号后,可以直接调用以下命令:

>node version_generator.js
3. 将manifest文件以及src,res拷贝到服务器
4. 运行旧版本

  运行结果,点击 检测更新 后,很快app重启,logo变成了head.png。
成功!

由于这里检测到新版本后,就开始自动更新。

你可以修改这部分逻辑,检测到有新版后,弹窗提示是否需要更新。

后面再继续研究 大厅+子游戏的模式,以及不重启加载子游戏方案...

 

来源:https://www.jianshu.com/p/094cd0e95e55


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