UE4 热更新原理

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 mainfestList = new 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 m_NeedMakePakList = new 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 FileNameArray;
};

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 LocalVersionFileNameMap;
};

 

// 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 JsonObject;
    TSharedRef> Reader = TJsonReaderFactory<>::Create(LocalVersionContent);

    if (FJsonSerializer::Deserialize(Reader, JsonObject))
    {
        UHttpDownLoadContont *DownLoadContont = NewObject();
        DownLoadContont->FileNameArray.Empty();
        const TArray> Files = JsonObject->GetArrayField("Files");
        for (int i = 0; i < Files.Num(); i++)
        {
            const TSharedPtr* FileMessageObject;
            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("HTTP");
    TSharedRef HttpRequest = HttpModule.Get().CreateRequest();
    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 JsonObject;
    TSharedRef> Reader = TJsonReaderFactory<>::Create(MainfestTxt);
    //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> Files = JsonObject->GetArrayField("Files");
        for (int i = 0; i < Files.Num(); i++)
        {
            const TSharedPtr* FileMessageObject;
            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!

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