新版本的热更新网上找了一些教程,大都大同小异,2.X新版本的更是少得可怜,最后运行的结果都是——运行不了……下载了官方案例,又经过两天的折腾,终于算是搞定了。
前期准备工作:首先看一下我另外一篇文章,先搭建一个简单的本地服务器.
1.新建一个checkUpdate场景,一个提示信息label,两个进度条和两个下载进度文字的显示label,内容如下:
然后编辑hotUpdate.js代码:
var UpdatePanel = require('../UI/UpdatePanel');
cc.Class({
extends: cc.Component,
properties: {
panel: UpdatePanel,
manifestUrl: {
type: cc.Asset,
default: null
},
updateUI: cc.Node,
_updating: false,
_canRetry: false,
_storagePath: ''
},
onUpdateClick() {
this.hotUpdate();
this.updateUI.active = false;
},
onCancelClick() {
cc.director.pause();
cc.audioEngine.stopAll();
if (cc.director.isPaused()) {
cc.game.end();
}
},
checkCb: function (event) {
cc.log('Code: ' + event.getEventCode());
let isUpdate = false;
switch (event.getEventCode()) {
case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
this.panel.info.string = "未找到本地清单文件,已跳过热更新.";
break;
case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
this.panel.info.string = "无法下载清单文件,已跳过热更新.";
break;
case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
this.panel.info.string = "已经是最新远程版本的最新版本.";
break;
case jsb.EventAssetsManager.NEW_VERSION_FOUND:
this.panel.info.string = '找到新版本,请尝试更新.';
isUpdate = true ;
this.panel.fileProgress.progress = 0;
this.panel.byteProgress.progress = 0;
break;
default:
return;
}
this._am.setEventCallback(null);
this._checkListener = null;
this._updating = false;
if (isUpdate) {
this.updateUI.active = true;
}
},
updateCb: function (event) {
var needRestart = false;
var failed = false;
switch (event.getEventCode()) {
case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
this.panel.info.string = '未找到本地清单文件,已跳过热更新.';
failed = true;
break;
case jsb.EventAssetsManager.UPDATE_PROGRESSION:
this.panel.byteProgress.progress = event.getPercent();
this.panel.fileProgress.progress = event.getPercentByFile();
this.panel.fileLabel.string = event.getDownloadedFiles() + ' / ' + event.getTotalFiles();
this.panel.byteLabel.string = event.getDownloadedBytes() + ' / ' + event.getTotalBytes();
var msg = event.getMessage();
if (msg) {
this.panel.info.string = 'Updated file: ' + msg;
}
break;
case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
this.panel.info.string = '无法下载清单文件,已跳过热更新.';
failed = true;
break;
case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
this.panel.info.string = '已经是最新的远程版本.';
failed = true;
break;
case jsb.EventAssetsManager.UPDATE_FINISHED:
this.panel.info.string = '更新完成. ' + event.getMessage();
needRestart = true;
break;
case jsb.EventAssetsManager.UPDATE_FAILED:
this.panel.info.string = '更新失败. ' + event.getMessage();
this._updating = false;
this._canRetry = true;
break;
case jsb.EventAssetsManager.ERROR_UPDATING:
this.panel.info.string = '资源更新错误: ' + event.getAssetId() + ', ' + event.getMessage();
break;
case jsb.EventAssetsManager.ERROR_DECOMPRESS:
this.panel.info.string = event.getMessage();
break;
default:
break;
}
if (failed) {
this._am.setEventCallback(null);
this._updateListener = null;
this._updating = false;
}
if (needRestart) {
this._am.setEventCallback(null);
this._updateListener = null;
var searchPaths = jsb.fileUtils.getSearchPaths();
var newPaths = this._am.getLocalManifest().getSearchPaths();
console.log(JSON.stringify(newPaths));
Array.prototype.unshift.apply(searchPaths, newPaths);
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;
this.panel.info.string = '重试失败 Assets...';
this._am.downloadFailedAssets();
}
},
checkUpdate: function () {
if (this._updating) {
this.panel.info.string = '检查或更新 ...';
return;
}
if (this._am.getState() === jsb.AssetsManager.State.UNINITED) {
// Resolve md5 url
var url = this.manifestUrl.nativeUrl;
if (cc.loader.md5Pipe) {
url = cc.loader.md5Pipe.transformURL(url);
}
this._am.loadLocalManifest(url);
}
if (!this._am.getLocalManifest() || !this._am.getLocalManifest().isLoaded()) {
this.panel.info.string = '未能加载本地清单 ...';
return;
}
this._am.setEventCallback(this.checkCb.bind(this));
this._am.checkUpdate();
this._updating = true;
},
hotUpdate: function () {
if (this._am && !this._updating) {
this._am.setEventCallback(this.updateCb.bind(this));
if (this._am.getState() === jsb.AssetsManager.State.UNINITED) {
var url = this.manifestUrl.nativeUrl;
if (cc.loader.md5Pipe) {
url = cc.loader.md5Pipe.transformURL(url);
}
this._am.loadLocalManifest(url);
}
this._failCount = 0;
this._am.update();
this._updating = true;
}
},
// use this for initialization
onLoad: function () {
if (!cc.sys.isNative) {
return;
}
this._storagePath = ((jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + 'remote-asset');
cc.log('Storage path for remote asset : ' + this._storagePath);
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);
var panel = this.panel;
this._am.setVerifyCallback(function (path, asset) {
var compressed = asset.compressed;
var expectedMD5 = asset.md5;
var relativePath = asset.path;
var size = asset.size;
if (compressed) {
panel.info.string = "Verification passed : " + relativePath;
return true;
} else {
panel.info.string = "Verification passed : " + relativePath + ' (' + expectedMD5 + ')';
return true;
}
});
this.panel.info.string = '已准备好热更新,请检查或直接更新.';
if (cc.sys.os === cc.sys.OS_ANDROID) {
this._am.setMaxConcurrentTask(2);
this.panel.info.string = "最大并发任务数限制为2";
}
this.panel.fileProgress.progress = 0;
this.panel.byteProgress.progress = 0;
this.checkUpdate();
},
onDestroy: function () {
if (this._updateListener) {
this._am.setEventCallback(null);
this._updateListener = null;
}
},
onBrn() {
cc.director.loadScene("test1");
}
});
UpdatePanel代码:
cc.Class({
extends: cc.Component,
properties: {
info: cc.Label,
fileProgress: cc.ProgressBar,
byteProgress: cc.ProgressBar,
fileLabel: cc.Label,
byteLabel: cc.Label,
},
// LIFE-CYCLE CALLBACKS:
// onLoad () {},
start() {
},
// update (dt) {},
});
3.绑定事件
4.下载manifest插件
5.保存构建项目不要编译
6.ctrl+u打开下载的热更新插件,并配置参数
7.然后点击生成,会在项目根目录下生成一个packVersion文件夹,然后解压
8.把解压出来的四个文件放到热更服务目录下
9.将两个manifest文件放入Cocos项目assets/resources/update目录下,并把project文件拖入右侧
10.再次构建项目,然后构建完成后打开main.js文件
11.在main.js文件第一行加入一下代码:
if(jsb){
var hotUpdateSearchPaths = localStorage.getItem('HotUpdateSearchPaths');
if (hotUpdateSearchPaths) {
jsb.fileUtils.setSearchPaths(hotUpdateSearchPaths);
}
}
12.然后编译,出包,安装到手机。
13.再次打开项目,新建场景和脚本
构建项目,不要编译,然后打开热更新插件
然后点击生成,把新的四个资源文件放到服务器更新目录下,这个时候在刷新一下服务器,确保资源上传的是已经更新过的。然后手机连接WiFi,确保处于同一个局域网下(可以用手机链接一下看看能不能登陆上去自己部署的服务器),如果能登陆,那么再次打开项目就可以正常更新了。
真的是不容易,做这个热更新整整搞了两天,查了好多资料,终于是搞定了,以前没做过也不知道流程,建议做这个功能之前,一定要先了解清楚热更原理和流程,然后再参考别人现有的资料来做,会事半功倍,要先学会走再学跑!!!
我的注释还有步骤已经很详细很详细了,如果还有哪里不懂的可以关注我一波,私信我教你哦~(●’◡’●)