本文参考https://blog.ch-wind.com/ue4-patch-release-dlc/
UE4的热更新,目的就是更新Pak包,生成Pak包的方法网上很多,根据需求看使用UE4自带的(搜索DLC),还是自己根据自己的规则打pak都是可以的(搜索UnrealPak.exe)
UE4生成Pak的规则是(基于UE4提供的Launch),先生成游戏主体,游戏主体会要填版本号,后面不管是DLC还是Patch都是基于这个游戏主体生成的,后面的不管项目改动什么,在生成DLC或者Patch的时候,都有一个基于版本号,这个版本号就是主体的版本号,都是基于主体做的增量更新,生成游戏主体在没有指定保存路径的情况下,是生成在项目根目录下的Release文件夹下面
下载pak包在蓝图里面提供的有Request Content 和 Start Install就可以完成pak的下载,这个下载只能一次下载一个pak,所有还是要有一个更新的文件列表,我自己简单写了一个Windows Application的工具后面添上源码,让人奇怪的是 UE4蓝图里面并没有提供Http的下载接口,所有自己也写了一个后面添上
Windows Application代码(生成Version的)
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Newtonsoft.Json;
using System.IO;
namespace MakeVersion
{
public partial class Form1 : Form
{
private string mainfestPath = "";
private string versionPath = "";
private string version = "";
private List
public Form1()
{
InitializeComponent();
}
//选择mainfest文件,并加入List
private void button1_Click(object sender, EventArgs e)
{
FolderBrowserDialog dialog = new FolderBrowserDialog();
dialog.Description = "选择MainfestDir目录";
if (dialog.ShowDialog() == DialogResult.OK)
{
if (string.IsNullOrEmpty(dialog.SelectedPath))
{
MessageBox.Show(this, "选择文件夹不能为空");
return;
}
MainfestPathText.Text = mainfestPath = dialog.SelectedPath;
DirectoryInfo folder = new DirectoryInfo(dialog.SelectedPath);
mainfestList.Clear();
foreach (FileInfo file in folder.GetFiles())
{
if (!file.Name.Contains(".manifest"))
continue;
mainfestList.Add(file.Name);
}
}
}
//选择保存version的目录
private void button2_Click(object sender, EventArgs e)
{
FolderBrowserDialog dialog = new FolderBrowserDialog();
dialog.Description = "选择保存version的目录";
if (dialog.ShowDialog() == DialogResult.OK)
{
if (string.IsNullOrEmpty(dialog.SelectedPath))
{
MessageBox.Show(this, "请选择文件夹");
return;
}
SavePathText.Text = versionPath = dialog.SelectedPath;
}
}
private void button3_Click(object sender, EventArgs e)
{
if (mainfestList.Count < 1 || string.IsNullOrEmpty(mainfestPath) || string.IsNullOrEmpty(versionPath))
{
MessageBox.Show(this, "前面的路径选择操作违法或没有要生成的mainfest文件");
return;
}
if (string.IsNullOrEmpty(VersionText.Text))
{
MessageBox.Show(this, "请输入生成的版本号");
return;
}
StringBuilder sb = new StringBuilder();
StringWriter sw = new StringWriter(sb);
JsonTextWriter jsonWrite = new JsonTextWriter(sw);
jsonWrite.Formatting = Formatting.Indented;
jsonWrite.WriteStartObject();
jsonWrite.WritePropertyName("ClientVersion:");
jsonWrite.WriteValue(VersionText.Text);
jsonWrite.WritePropertyName("Files");
jsonWrite.WriteStartArray();
string readTxt = string.Empty;
string readPath = string.Empty;
string value = string.Empty;
Newtonsoft.Json.Linq.JObject jo = null;
for (int i = 0; i < mainfestList.Count; i++)
{
readPath = mainfestPath + "\\" + mainfestList[i];
if (!File.Exists(readPath)) continue;
readTxt = File.ReadAllText(readPath, Encoding.ASCII);
if (string.IsNullOrEmpty(readTxt)) continue;
jo = (Newtonsoft.Json.Linq.JObject)JsonConvert.DeserializeObject(readTxt);
jsonWrite.WriteStartObject();
jsonWrite.WritePropertyName("FileName");
jsonWrite.WriteValue(jo["FileManifestList"][0]["Filename"].ToString());
jsonWrite.WritePropertyName("FileHash");
jsonWrite.WriteValue(jo["FileManifestList"][0]["FileHash"].ToString());
jsonWrite.WriteEndObject();
}
MessageBox.Show("生成完毕");
jsonWrite.WriteEndArray();
jsonWrite.WriteEndObject();
File.WriteAllText(versionPath + "/Version.txt", sb.ToString());
}
}
}
Windows Appication(生成Pak的,要在项目的build.cs文件里面添加 Http 和 Json)
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace UnrealPakTool
{
public partial class Form1 : Form
{
private string m_UnrealToolPath = "";
private string m_InputFolderPath = "";
private string m_OutPutPakPath = "";
private List
public Form1()
{
InitializeComponent();
}
private void label1_Click(object sender, EventArgs e)
{
}
//UnrealPak所在的文件夹路径
private void button1_Click(object sender, EventArgs e)
{
FolderBrowserDialog dialog = new FolderBrowserDialog();
dialog.Description = "请选择UnrealPak所在的文件目录";
if (dialog.ShowDialog() == DialogResult.OK)
{
if (string.IsNullOrEmpty(dialog.SelectedPath))
{
MessageBox.Show(this, "选择文件夹不能为空");
return;
}
m_UnrealToolPath = dialog.SelectedPath;
textBox1.Text = dialog.SelectedPath;
}
}
//需要打包的文件夹路径
private void button2_Click(object sender, EventArgs e)
{
FolderBrowserDialog dialog = new FolderBrowserDialog();
dialog.Description = "请选择uasset所在的文件夹";
if (dialog.ShowDialog() == DialogResult.OK)
{
if (string.IsNullOrEmpty(dialog.SelectedPath))
{
MessageBox.Show(this, "选择文件夹不能为空");
return;
}
m_InputFolderPath = dialog.SelectedPath;
textBox2.Text = dialog.SelectedPath;
DirectoryInfo folder = new DirectoryInfo(dialog.SelectedPath);
m_NeedMakePakList.Clear();
foreach (FileInfo file in folder.GetFiles())
{
m_NeedMakePakList.Add(file.Name);
}
}
}
//生成pak的保存路径
private void button3_Click(object sender, EventArgs e)
{
FolderBrowserDialog dialog = new FolderBrowserDialog();
dialog.Description = "请选择pak文件的保存路径";
if (dialog.ShowDialog() == DialogResult.OK)
{
if (string.IsNullOrEmpty(dialog.SelectedPath))
{
MessageBox.Show(this, "选择文件夹不能为空");
return;
}
m_OutPutPakPath = dialog.SelectedPath;
textBox3.Text = dialog.SelectedPath;
}
}
//批量打包
private void button4_Click(object sender, EventArgs e)
{
if (string.IsNullOrEmpty(m_InputFolderPath) || string.IsNullOrEmpty(m_OutPutPakPath) || string.IsNullOrEmpty(m_UnrealToolPath))
{
MessageBox.Show(this, "有至少一个文件夹的路径为空,请选择相应的路径");
return;
}
StringBuilder sb = new StringBuilder();
StringWriter sw = new StringWriter(sb);
JsonTextWriter json = new JsonTextWriter(sw);
json.Formatting = Formatting.Indented;
DateTime dateTime = DateTime.UtcNow;
int second = dateTime.Second;
string fileMD5 = StrToMD5(second.ToString());
json.WriteStartObject();
json.WritePropertyName("FileVersion");
json.WriteStartObject();
json.WritePropertyName("MD5");
json.WriteValue(fileMD5);
json.WriteEndObject();
if (!File.Exists(m_UnrealToolPath + @"\UnrealPak.exe"))
{
MessageBox.Show(this, "UnrealPak.exe文件没找到");
return;
}
json.WritePropertyName("Files");
json.WriteStartArray();
string assetNamePath = m_InputFolderPath.Split(' ')[0].Replace("\\", "/");
for (int i = 0; i < m_NeedMakePakList.Count; i++)
{
string assetPath = m_InputFolderPath + "\\" + m_NeedMakePakList[i];
string assetName = ReplaceFileSuffixes(m_NeedMakePakList[i]);
string md5String = StrToMD5(assetPath);
string outPath = m_OutPutPakPath + "\\" + assetName + ".pak";
ProcessStartInfo info = new ProcessStartInfo();
info.FileName = m_UnrealToolPath + @"\UnrealPak.exe";
info.Arguments = @outPath + @" " + @assetPath;
info.WindowStyle = ProcessWindowStyle.Minimized;
Process process = Process.Start(info);
process.WaitForExit();
json.WriteStartObject();
json.WritePropertyName("FileName");
json.WriteValue(assetName);
json.WritePropertyName("MD5");
json.WriteValue(md5String);
json.WriteEndObject();
}
MessageBox.Show("生成pak完毕");
json.WriteEndArray();
json.WriteEndObject();
string saveData = m_UnrealToolPath + ";" + m_InputFolderPath + ";" + m_OutPutPakPath;
File.WriteAllText(Environment.CurrentDirectory + "/save.txt", saveData);
File.WriteAllText(m_OutPutPakPath + "/Version.txt", sb.ToString());
}
public string ReplaceFileSuffixes(string fileName)
{
if (fileName.Contains("."))
{
fileName = fileName.Split('.')[0];
}
return fileName;
}
public string StrToMD5(string str)
{
string md5Str = "";
byte[] data = Encoding.GetEncoding("GB2312").GetBytes(str);
MD5 md5 = new MD5CryptoServiceProvider();
byte[] outBytes = md5.ComputeHash(data);
for (int i = 0; i < outBytes.Length; i++)
{
md5Str += outBytes[i].ToString("x2");
}
return md5Str.ToLower();
}
}
}
UE4下载Http(蓝图可调用)
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include"Http.h"
#include "HttpRequestTest.generated.h"
UCLASS(BlueprintType)
class UHttpDownLoadContont : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "DownLoadContont")
TArray
};
DECLARE_DYNAMIC_DELEGATE_OneParam(FHttpDownLoadSuccess, UHttpDownLoadContont*, DownLoadContont);
DECLARE_DYNAMIC_DELEGATE_TwoParams(FHttpDownLoadFailed, int32, ErrorCode, FString, ErrorMsg);
// This class does not need to be modified.
UINTERFACE(meta = (CannotImplementInterfaceInBlueprint))
class UHttpRequestTest : public UInterface
{
GENERATED_BODY()
};
/**
*
*/
class CHUNKSTEST_API IHttpRequestTest
{
GENERATED_BODY()
// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
UFUNCTION(BlueprintCallable, Category = "HttpDownload")
virtual void HttpDownLoad(const FString &URL, FHttpDownLoadSuccess OnSuccess, FHttpDownLoadFailed OnFailed);
//获取Mainfeast中的FileName
void HttpRequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FHttpDownLoadSuccess OnSuccess, FHttpDownLoadFailed OnFailed);
private:
void LoadLocalVersion();
bool bCompareLocalAndServerFileHash(FString FileNameByServer, FString FileHashByServer);
FString LocalVersionContent;
TMap
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "HttpRequestTest.h"
#include "HttpModule.h"
#include "JsonSerializer.h"
#include "ModuleManager.h"
#include "Paths.h"
#include "PlatformFilemanager.h"
#include "FileHelper.h"
//#include "Interfaces/IHttpResponse.h"
// Add default functionality here for any IHttpRequestTest functions that are not pure virtual.
void IHttpRequestTest::LoadLocalVersion()
{
LocalVersionContent.Empty();
LocalVersionFileNameMap.Empty();
FString Path = FPaths::ConvertRelativePathToFull(FPaths::GameDir()) + "/Version.txt";
IPlatformFile &PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
if (!PlatformFile.FileExists(*Path))
{
return;
}
FFileHelper::LoadFileToString(LocalVersionContent, *Path);
if (LocalVersionContent.IsEmpty())
{
return;
}
TSharedPtr
TSharedRef
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
UHttpDownLoadContont *DownLoadContont = NewObject
DownLoadContont->FileNameArray.Empty();
const TArray
for (int i = 0; i < Files.Num(); i++)
{
const TSharedPtr
if (Files[i].Get()->TryGetObject(FileMessageObject))
{
FString FileName = FileMessageObject->Get()->GetStringField("FileName");
FString FileHash = FileMessageObject->Get()->GetStringField("FileHash");
LocalVersionFileNameMap.Add(FileName, FileHash);
}
}
}
}
bool IHttpRequestTest::bCompareLocalAndServerFileHash(FString FileNameByServer, FString FileHashByServer)
{
if (FileNameByServer.IsEmpty() || FileHashByServer.IsEmpty())
{
return false;
}
if (LocalVersionFileNameMap.Contains(FileNameByServer))
{
FString *HashValue = LocalVersionFileNameMap.Find(FileNameByServer);
if (HashValue != nullptr && HashValue->Compare(FileHashByServer))
{
return false;
}
}
return true;
}
void IHttpRequestTest::HttpDownLoad(const FString &URL, FHttpDownLoadSuccess OnSuccess, FHttpDownLoadFailed OnFailed)
{
if (URL.IsEmpty())
{
UE_LOG(LogClass, Log, TEXT("URL Is Null"));
return;
}
//LoadLocalVersion();
FHttpModule& HttpModule = FModuleManager::LoadModuleChecked
TSharedRef
HttpRequest->OnProcessRequestComplete().BindRaw(this, &IHttpRequestTest::HttpRequestComplete, OnSuccess, OnFailed);
HttpRequest->SetURL(URL);
HttpRequest->SetHeader(TEXT("Content-Type"), TEXT("application/json"));
HttpRequest->SetVerb(TEXT("GET"));
HttpRequest->ProcessRequest();
}
void IHttpRequestTest::HttpRequestComplete(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FHttpDownLoadSuccess OnSuccess, FHttpDownLoadFailed OnFailed)
{
if (!bWasSuccessful || !Response.IsValid())
{
OnFailed.ExecuteIfBound(400,"NetWork Connect Failed");
return;
}
if (!EHttpResponseCodes::IsOk(Response->GetResponseCode()))
{
OnFailed.ExecuteIfBound(Response->GetResponseCode(),"NetWork Connect Failed");
return;
}
FString MainfestTxt = Response->GetContentAsString();
if (MainfestTxt.IsEmpty())
{
OnFailed.ExecuteIfBound(401,"Mainfest Not Content");
return;
}
TSharedPtr
TSharedRef
//将文件中的内容变成你需要的数据格式
if (FJsonSerializer::Deserialize(Reader, JsonObject))
{
UHttpDownLoadContont *DownLoadContont = NewObject
DownLoadContont->FileNameArray.Empty();
const TArray
for (int i = 0; i < Files.Num(); i++)
{
const TSharedPtr
if (Files[i].Get()->TryGetObject(FileMessageObject))
{
FString FileName = FileMessageObject->Get()->GetStringField("FileName");
/*FString FileHash = FileMessageObject->Get()->GetStringField("FileHash");
if (bCompareLocalAndServerFileHash(FileName, FileHash))
{
DownLoadContont->FileNameArray.Add(FileName);
}*/
DownLoadContont->FileNameArray.Add(FileName);
}
}
OnSuccess.ExecuteIfBound(DownLoadContont);
}
else
{
OnFailed.ExecuteIfBound(402,"Read Mainfest File Failed");
}
}
-------------------------------------------------------------
今天测试HttpChunksInstall的时候发现每次下载都会全部下载,并且会删掉第一个,查看源码发现
每次都会去安装目录下的第一个mainfest文件作为基础文件进行对比!所以解决方案,大家根据需求去做吧!不用修改源码的情况下就是一个目录下放一个pak文件~
欢迎大家提问,大家一起进步!