在开发商业游戏时,热更新是一个很重要的模块,这里讲的热更新不是指仅仅修复Bug,而是进行游戏功能的更新。简单来讲,就是启动游戏后,跑个条,下载资源和代码,然后再进入游戏。本篇博客所写的内容并不是最优的解,只是完成了热更新这个事情而已,具体使用还需要使用者根据自己的项目来具体来看。
这里采用的方案是使用 AssetBundle 和 xLua。使用 AssetBundle 是为了资源的完全自主控制。而整个游戏的逻辑部分,则使用 xLua 来实现。当然,C# 的代码不可能一点没有,只是一些核心的功能模块,一般写好后就不会改变的东西,或者对性能要求很高的东西,放在 C# 就可以。
整个功能分为编辑器部分,和运行时部分。编辑器部分就是编 Bundle,生成版本文件等。而运行时部分就是从 CDN 下载版本文件,对比版本号及本地资源是否有要更新的,如果有,则更新,更新完后进入游戏。没有,则直接进入游戏。
编辑器部分
编辑器部分主要就是生成 Bundle 文件,首先,我是按目录来划分 Bundle 的,任何一个目录下的文件(不包括子目录)则会打成一个 Bundle。例如下面的目录结构
Res/
- ConfigBytes/
- UI/
- LuaScripts/
- Data/
- ItemsData/
- CharactersData/
首先 Res 目录是资源的主目录,下面有各种子目录(Res 目录下不会有需要打 Bundle 的文件)。ConfigBytes 目录下的文件,会打成一个 Bundle。UI 目录下的文件会打成一个 Bundle。LuaScripts 目录下的文件会打成一个 Bundle。Data 目录下的 ItemsData 目录中的文件会打成一个 Bundle,Data 目录下的 CharactersData 目录会打成一个Bundle。如果 Data 目录下存在文件(非目录),则这些文件会打成一个 Bundle。简单来讲,就是会按文件夹来决定哪些文件打成一个Bundle,检查的时候只会取一个文件夹下的文件,而不会递归取这个文件夹下的子目录。
LuaScripts 目录在开发时会放在 Assets 目录外面,与其同级,在编 Bundle 时,会拷贝 LuaScripts 目录及下面的所有文件,按原有目录结构,拷贝到 Res 目录中,并且会将每一个 xxx.lua 文件的扩展名改为 xxx.txt。因为 .lua 在 Unity 中识别不了。
打 Bundle 的脚本,会记录每一个资源,所在的 Bundle 名称,最后会生成一个 index.json 文件,这份索引文件记录的,就是每一个资源的加载路径,和所在的 Bundle 名。
Bundle 输出后,会生成一个 version.json 的文件,这个文件,记录了每一个 Bundle 的名字,MD5 和 文件大小。而热更新对比一个文件是否需要更新,就是判断远程文件的 MD5 与本地文件的 MD5 是否相同,如果不想同,则需要更新远程文件。
以上就是编辑器所做的事情,总结一下就是
- 拷贝 LuaScripts 到 Assets/Res/ 目录中
- 将 Res/ 目录下的文件按目录进行 Bundle 生成
- 生成资源索引文件(index.json),并且将这个文件也打成 Bundle
- 根据生成的 Bundle,生成 version.json 文件
- 拷贝上面的 Bundle 及 version.json 文件到 StreamingAssets 目录
- 将上面的 Bundle 及 version.json 文件上传到远程服务器或 CDN
第 5 步,之所以是要拷贝到 StreamingAssets 目录,是为了用户在第一次安装游戏时,运行时逻辑会先判断本地有没有资源,如果没有,或者版本号小于 StreamingAssets 中的 version.json 文件版本号,则需要将 StreamingAssets 目录下的 Bundle 及 version.json 文件拷贝到 Persistent 目录下,这样就不用第一次安装游戏,还需要跑条更新资源了。当然,虽然有了这个过程,拷贝完后,正常的版本检查还是会做。
以上就是编辑器下做的事情,下面为运行时的流程
运行时资源更新部分
版本检查及更新逻辑,可以放在一个独立的场景中去进行,一旦更新完成后,就直接跳转场景到游戏启动场景,这个逻辑比较简单清晰,不容易出错。
在游戏启动时,首先会去远程拉取 version.json 文件,然后根据 version.json 文件中的版本号与本地 version.json 文件中的版本号进行对比。如果不一样,则需要根据 version.json 文件中的 Bundle 信息,看一下哪一些 Bundle 需要更新,找到需要更新的 Bundle 后,依次下载始可。因为 version.json 中包含了每一个 Bundle 的文件大小,所以这里的下载进度条的进度,也是可以计算出来的。
在对比版本号时,需要根据自己游戏的实际进行,分为大版本号和热更新版本号,如果大版本号不一样,则直接不用判断 Bundle 了,让用户进不了游戏,弹窗告诉用户去下载最新的安装包即可。如果大版本一样,则进行热更新的逻辑。这里的大版本判断,不当要根据 version.json 文件里的版本号来判断,最好是根据包里代码中或者包里的某个配置文件中的版本号来判断,因为 version.json 文件是在手机的可读写目录,对于 Android 来说,是很容易随意找到这个文件,然后改掉的,从而绕过热更新。
在 Bundle 都下载完后,需要将远程的 version.json 文件写入本地,覆盖本地的 version.json 文件。
最后,再进行一步本地资源校对,就是计算每一个本地 Bundle MD5,是否与 version.json 中的 MD5 一致,如果不一致,则需要弹窗告诉玩家需要手动修复资源,或者直接自动下载覆盖。手动修复也就是从远程重新下载资源进行覆盖。
最后一步资源校对通过后,则跳到游戏逻辑开始场景。
我是将版本检查和更新的逻辑放在了 C# 实现的,当然,也可以放在 lua 来实现,不过需要在更新完后,重新创建整个 lua 环境,以保证使用了最新的资源。
运行时资源加载部分
资源的加载,可以使用一个资源管理器脚本来实现。资源管理器在初始化时首先要加载 Bundle 的 AssetBundleManifest 信息,这个资源里记录了各个 Bundle 与其他 Bundle 的依赖关系。然后加载 index 文件,也就是我们一开始生成的资源索引文件,这样才能知道哪一个资源,在哪一个 Bundle 里。当要加载一个资源时,传入资源加载路径,首先会根据 index 文件中的信息,找到这个 Bundle,然后从 Manifest 信息中,读取这个 Bundle 的依赖 Bundle,如果有,则先加载依赖,最后,再加载当前 Bundle。Bundle加载完后,从 Bundle 中加载资源。
具体代码(仅供参考)
AssetBundleBuilder.cs 编辑器下编 Bundle 的代码
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using System;
using System.IO;
using System.Text;
using System.Linq;
using System.Xml.Linq;
using System.Security.Cryptography;
using UnityEditor.Build.Reporting;
// 注意:BundleCombineConfig.json 中的配置,目录最后!不要!加上 '/'
public class AssetBundleBuilder
{
private static string RES_TO_BUILD_PATH = "Assets/Res/";
private static string MANIFEST_FILES_PATH = string.Format("{0}/../BundleManifest/", Application.dataPath);
private static StringBuilder IndexFileContent = null;
private static StringBuilder VersionFileContent = null;
private static MD5 md5 = null;
private static BuildAssetBundleOptions BuildOption = BuildAssetBundleOptions.ChunkBasedCompression |
BuildAssetBundleOptions.ForceRebuildAssetBundle;
private static BundleCombineConfig combineConfig = null;
private static Dictionary<string, int> combinePathDict = null;
private static string version = "0.0.0";
private static bool copyToStreaming = false;
private static void InitBuilder()
{
IndexFileContent = new StringBuilder();
VersionFileContent = new StringBuilder();
md5 = new MD5CryptoServiceProvider();
combineConfig = null;
combinePathDict = new Dictionary<string, int>();
}
private static void WriteIndexFile(string key, string value)
{
IndexFileContent.AppendFormat("{0}:{1}", key, value);
IndexFileContent.AppendLine();
}
private static void WriteVersionFile(string key, string value1, long value2)
{
VersionFileContent.AppendFormat("{0}:{1}:{2}", key, value1, value2);
VersionFileContent.AppendLine();
}
private static long GetFileSize(string fileName)
{
try
{
FileInfo fileInfo = new FileInfo(fileName);
return fileInfo.Length;
}
catch (Exception ex)
{
throw new Exception("GetFileSize() fail, error:" + ex.Message);
}
}
private static string GetMD5(byte[] retVal)
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < retVal.Length; i++)
{
sb.Append(retVal[i].ToString("x2"));
}
return sb.ToString();
}
private static string GetMD5HashFromFile(string fileName)
{
try
{
FileStream file = new FileStream(fileName, FileMode.Open);
byte[] retVal = md5.ComputeHash(file);
file.Close();
return GetMD5(retVal);
}
catch (Exception ex)
{
throw new Exception("GetMD5HashFromFile() fail, error:" + ex.Message);
}
}
static string GetBundleName(string path)
{
byte[] md5Byte = md5.ComputeHash(Encoding.Default.GetBytes(path));
string str = GetMD5(md5Byte) + ".assetbundle";
return str;
}
private class BuildBundleData
{
private AssetBundleBuild build = new AssetBundleBuild();
private List<string> assets = new List<string>();
private List<string> addresses = new List<string>();
public BuildBundleData(string bundleName)
{
build.assetBundleName = bundleName;
}
public void AddAsset(string filePath)
{
string addressableName = GetAddressableName(filePath);
assets.Add(filePath);
addresses.Add(addressableName);
WriteIndexFile(addressableName, build.assetBundleName);
}
public AssetBundleBuild Gen()
{
build.assetNames = assets.ToArray();
build.addressableNames = addresses.ToArray();
return build;
}
}
private static string GetAddressableName(string file_path)
{
string addressable_name = file_path;
addressable_name = addressable_name.Replace(RES_TO_BUILD_PATH, "");
int dot_pos = addressable_name.LastIndexOf('.');
if (dot_pos != -1)
{
int count = addressable_name.Length - dot_pos;
addressable_name = addressable_name.Remove(dot_pos, count);
}
return addressable_name;
}
private static string[] GetTopDirs(string rPath)
{
return Directory.GetDirectories(rPath, "*", SearchOption.TopDirectoryOnly);
}
private static void CopyLuaDir()
{
// Copy Lua
string luaOutPath = Application.dataPath + "/../LuaScripts";
string luaInPath = Application.dataPath + "/Res/LuaScripts";
DeleteLuaDir();
MoeUtils.DirectoryCopy(luaOutPath, luaInPath, true, ".txt");
AssetDatabase.Refresh();
}
private static void DeleteLuaDir()
{
string luaInPath = Application.dataPath + "/Res/LuaScripts";
if (Directory.Exists(luaInPath))
{
Directory.Delete(luaInPath, true);
}
}
public static void BuildBundleWithVersion(string v, bool copy)
{
version = v;
copyToStreaming = copy;
BuildAssetBundle();
}
[MenuItem("Tools/Build Bundles")]
private static void BuildAssetBundle()
{
if (version == "0.0.0")
{
Debug.LogErrorFormat("请确认版本号");
return;
}
CopyLuaDir();
InitBuilder();
LoadBundleCombineConfig();
Dictionary<string, BuildBundleData> bundleDatas = new Dictionary<string, BuildBundleData>();
IndexFileContent.Clear();
VersionFileContent.Clear();
List<DirBundleInfo> dirList = new List<DirBundleInfo>();
// ============================
Queue<DirBundleInfo> dirQueue = new Queue<DirBundleInfo>();
dirQueue.Enqueue(new DirBundleInfo(RES_TO_BUILD_PATH));
while (dirQueue.Count > 0)
{
DirBundleInfo rootDirInfo = dirQueue.Dequeue();
if (rootDirInfo.dir != RES_TO_BUILD_PATH)
{
if (combinePathDict.ContainsKey(rootDirInfo.dir))
{
rootDirInfo.combine2Dir = rootDirInfo.dir;
}
dirList.Add(rootDirInfo);
}
foreach (string subDir in GetTopDirs(rootDirInfo.dir))
{
DirBundleInfo subDirInfo = new DirBundleInfo(subDir);
subDirInfo.combine2Dir = rootDirInfo.combine2Dir;
dirQueue.Enqueue(subDirInfo);
Debug.LogFormat("Dir: {0}, Combine2Dir: {1}", subDirInfo.dir, subDirInfo.combine2Dir);
}
}
foreach (DirBundleInfo dirInfo in dirList)
{
string[] files = GetFiles(dirInfo.dir, SearchOption.TopDirectoryOnly);
if (files.Length > 0)
{
Debug.LogFormat("Dir: {0}, FileCount: {1}", dirInfo.dir, files.Length);
string bundleDirName = dirInfo.BundleDirName;
BuildBundleData bbData = null;
if (bundleDatas.ContainsKey(bundleDirName))
{
bbData = bundleDatas[bundleDirName];
}
else
{
bbData = new BuildBundleData(GetBundleName(bundleDirName));
bundleDatas.Add(bundleDirName, bbData);
}
foreach (string file in files)
{
bbData.AddAsset(file);
}
}
}
List<AssetBundleBuild> bundleBuildList = new List<AssetBundleBuild>();
foreach (BuildBundleData data in bundleDatas.Values)
{
bundleBuildList.Add(data.Gen());
}
string index_file_path = string.Format("{0}{1}.txt", RES_TO_BUILD_PATH, "index");
File.WriteAllText(index_file_path, IndexFileContent.ToString());
AssetDatabase.ImportAsset(index_file_path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
AssetBundleBuild indexBuild = new AssetBundleBuild();
indexBuild.assetBundleName = "index";
indexBuild.assetNames = new string[] { index_file_path };
indexBuild.addressableNames = new string[] { "index" };
bundleBuildList.Add(indexBuild);
string bundleExportPath = string.Format("{0}/{1}/", Application.dataPath + "/../streaming", "Bundles");
if (Directory.Exists(bundleExportPath))
{
Directory.Delete(bundleExportPath, true);
}
Directory.CreateDirectory(bundleExportPath);
if (Directory.Exists(MANIFEST_FILES_PATH))
{
Directory.Delete(MANIFEST_FILES_PATH, true);
}
Directory.CreateDirectory(MANIFEST_FILES_PATH);
BuildPipeline.BuildAssetBundles(bundleExportPath, bundleBuildList.ToArray(), BuildOption, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.Refresh();
DeleteLuaDir();
AssetDatabase.Refresh();
// VersionProfile
List<VersionBundleInfo> versionBundleList = new List<VersionBundleInfo>();
MoeVersionInfo versionInfo = new MoeVersionInfo();
versionInfo.version = version;
versionInfo.asset_date = DateTime.Now.ToString("yyyyMMddHHmm");
string[] ab_files = Directory.GetFiles(bundleExportPath);
foreach (string ab_file in ab_files)
{
if (Path.GetExtension(ab_file) == ".manifest")
{
string new_path = ab_file.Replace(bundleExportPath, MANIFEST_FILES_PATH);
File.Move(ab_file, new_path);
}
else
{
Debug.LogFormat("BundleName: {0}", ab_file);
var data = File.ReadAllBytes(ab_file);
using (var abStream = new AssetBundleStream(ab_file, FileMode.Create))
{
abStream.Write(data, 0, data.Length);
}
string md5 = GetMD5HashFromFile(ab_file);
long size = GetFileSize(ab_file);
string bundleName = string.Format("Bundles/{0}", Path.GetFileName(ab_file));
VersionBundleInfo bInfo = new VersionBundleInfo();
bInfo.bundle_name = bundleName;
bInfo.md5 = md5;
bInfo.size = size;
versionBundleList.Add(bInfo);
}
}
versionInfo.bundles = versionBundleList.ToArray();
string versionInfoText = Newtonsoft.Json.JsonConvert.SerializeObject(versionInfo);
File.WriteAllText(string.Format("{0}/{1}", bundleExportPath, "version.json"), versionInfoText);
if (copyToStreaming)
{
CopyBundleToStreaming(bundleExportPath);
}
MoveToVersionDir(bundleExportPath, version);
AssetDatabase.Refresh();
}
private static void MoveToVersionDir(string rootBundlePath, string version)
{
string destPath = rootBundlePath + "/" + version;
Directory.CreateDirectory(destPath);
destPath += "/Bundles";
Directory.CreateDirectory(destPath);
string[] files = GetFiles(rootBundlePath, SearchOption.TopDirectoryOnly);
foreach (string file in files)
{
string fileName = System.IO.Path.GetFileName(file);
string destFilePath = destPath + "/" + fileName;
File.Move(file, destFilePath);
}
}
private static void CopyBundleToStreaming(string bundleExportPath)
{
string destPath = Application.streamingAssetsPath + "/Bundles";
if (Directory.Exists(destPath))
{
Directory.Delete(destPath, true);
}
MoeUtils.DirectoryCopy(bundleExportPath, destPath, true);
}
private static string[] GetFiles(string path, SearchOption so)
{
string[] files = Directory.GetFiles(path, "*", so);
List<string> fileList = new List<string>();
foreach (string file in files)
{
string ext = Path.GetExtension(file);
if (ext == ".meta" || ext == ".DS_Store")
{
continue;
}
fileList.Add(file);
}
return fileList.ToArray();
}
class DirBundleInfo
{
public string dir;
public string combine2Dir;
public bool IsCombine
{
get
{
return !string.IsNullOrEmpty(combine2Dir);
}
}
public string BundleDirName
{
get
{
if (IsCombine)
{
return combine2Dir;
}
else
{
return dir;
}
}
}
public DirBundleInfo(string dir, string combine2Dir = null)
{
this.dir = dir;
this.combine2Dir = combine2Dir;
}
}
class BundleCombineConfig
{
public string[] combieDirs;
}
private static void LoadBundleCombineConfig()
{
string path = Application.dataPath + RES_TO_BUILD_PATH.Replace("Assets", "") + "BundleCombineConfig.json";
if (File.Exists(path))
{
string text = File.ReadAllText(path);
if (!string.IsNullOrEmpty(text))
{
combineConfig = Newtonsoft.Json.JsonConvert.DeserializeObject<BundleCombineConfig>(text);
if (combineConfig != null)
{
Debug.LogFormat("Bundle合并配置成功!");
foreach (string cPath in combineConfig.combieDirs)
{
if (!combinePathDict.ContainsKey(cPath))
{
combinePathDict.Add(cPath, 0);
}
}
}
}
}
}
}
MoeVersionManager.cs 资源版本检查及 Bundle 更新逻辑
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using BestHTTP;
using System;
public class MoeVersionManager : MoeSingleton<MoeVersionManager>
{
const string REMOTE_URL = "这里改成自己的CDN域名或IP";
static string VERSION_FILE_DIR;
static string VERSION_FILE_PATH;
static string IN_VERSION_FILE_PATH;
private MoeVersionInfo currVersionInfo = null;
private MoeVersionInfo remoteVersionInfo = null;
private UpdateInfo updateInfo = null;
private static OnVersionStateParam versionStateParam = new OnVersionStateParam();
private static OnUpdateProgressParam updateProgressParam = new OnUpdateProgressParam();
private static OnVersionMsgBoxParam msgBoxParam = new OnVersionMsgBoxParam();
private enum EnProcessType
{
Normal,
Fix,
}
private Action<EnProcessType> actionTryUnCompress = null;
private Action<EnProcessType> actionUpdateVersionFile = null;
private Action<EnProcessType> actionUpdateBundles = null;
private Action<EnProcessType> actionCheckAssets = null;
private Action<EnProcessType> actionForceUpdateVersionFile = null;
protected override void InitOnCreate()
{
VERSION_FILE_DIR = Application.persistentDataPath + "/Bundles/";
VERSION_FILE_PATH = Application.persistentDataPath + "/Bundles/version.json";
IN_VERSION_FILE_PATH = Application.streamingAssetsPath + "/Bundles/version.json";
Debug.LogFormat("{0}", VERSION_FILE_PATH);
InitProcessChain();
StartNormalProcess();
}
private void InitProcessChain()
{
this.actionTryUnCompress = (EnProcessType param) =>
{
Debug.LogFormat("Action>>> 解压: {0}", param);
this.currVersionInfo = LoadVersionInfo(VERSION_FILE_PATH);
// if (!CheckBundleCorrect())
if (currVersionInfo == null)
{
UpdateUIState("正在解压资源");
UnCompressBundle();
this.currVersionInfo = LoadVersionInfo(VERSION_FILE_PATH);
}
else
{
// 判断是不是更新包,也就是StreamingAssets里的版本是否比Persistent版本高,如果高的话,再次解压Bundle
MoeVersionInfo inVersionInfo = LoadVersionInfo(IN_VERSION_FILE_PATH);
if (inVersionInfo != null)
{
int[] inVersionDigit = inVersionInfo.GetVersionDigitArray();
int[] currVersionDigit = this.currVersionInfo.GetVersionDigitArray();
// if (inVersionInfo.GetVersionLong() > this.currVersionInfo.GetVersionLong())
if (inVersionDigit[0] > currVersionDigit[0] ||
inVersionDigit[1] > currVersionDigit[1] ||
inVersionDigit[2] > currVersionDigit[2])
{
// 包里的版本比Persistent的版本高,可能玩家进行了大版本更新,重新解压
Debug.LogFormat("包里的Bundle版本 > Persistent Bundle 版本,重新解压");
UpdateUIState("正在解压资源");
UnCompressBundle();
this.currVersionInfo = LoadVersionInfo(VERSION_FILE_PATH);
}
else
{
Debug.LogFormat("包里Bundle版本 <= Persistent Bundle版本,无需解压~");
}
}
else
{
Debug.LogErrorFormat("逻辑错误,从StreamingAssets 中加载VersionInfo文件失败");
}
}
};
this.actionUpdateVersionFile = (EnProcessType param) =>
{
Debug.LogFormat("Action>>> 获取远程版本文件: {0}", param);
StartCoroutine(TryUpdateVersion((bool ok, bool majorUpdate) =>
{
if (ok)
{
if (majorUpdate)
{
// 调用商店
OnMsgBox("新的大版本已更新,请下载最新安装包!", "确定", () =>
{
JumpToDownloadMarket();
});
}
else
{
// 成功了,接下来更新Bundle
this.actionUpdateBundles?.Invoke(param);
}
}
else
{
// 版本文件更新失败,弹窗询问
OnMsgBox("版本信息获取失败,请检查网络连接!", "重试", () =>
{
this.actionUpdateVersionFile?.Invoke(param);
});
}
}));
};
this.actionForceUpdateVersionFile = (EnProcessType param) =>
{
Debug.LogFormat("Action>>> 强制获取远程版本文件: {0}", param);
TryDeleteBundleDir();
TryCreateBundleDir();
StartCoroutine(TryUpdateVersion((bool ok, bool majorUpdate) =>
{
if (ok)
{
if (majorUpdate)
{
// 调用商店
OnMsgBox("新的大版本已更新,请下载最新安装包!", "确定", () =>
{
JumpToDownloadMarket();
});
}
else
{
// 成功了,接下来更新Bundle
this.actionUpdateBundles?.Invoke(param);
}
}
else
{
// 版本文件更新失败,弹窗询问
OnMsgBox("版本信息获取失败,请检查网络连接!", "重试", () =>
{
this.actionForceUpdateVersionFile?.Invoke(param);
});
}
}, true));
};
this.actionUpdateBundles = (EnProcessType param) =>
{
Debug.LogFormat("Action>>> 更新Bundle: {0}", param);
StartCoroutine(TryUpdateBundle((bool ok) =>
{
if (ok)
{
// 成功了,接下来检查资源,
this.actionCheckAssets?.Invoke(param);
}
else
{
OnMsgBox("资源下载失败,请检查网络连接!", "重试", () =>
{
this.actionUpdateBundles(param);
});
}
}));
};
this.actionCheckAssets = (EnProcessType param) =>
{
Debug.LogFormat("Action>>> 校对资源: {0}", param);
if (!CheckBundleCorrect())
{
// 更新完了,本地Bundle还是不对
Debug.LogFormat("更新完Bundle后,发现文件不对");
if (param == EnProcessType.Normal)
{
OnMsgBox("资源有错误,请修复客户端!", "修复", () =>
{
this.actionForceUpdateVersionFile?.Invoke(EnProcessType.Fix);
});
}
else
{
OnMsgBox("客户端修复失败,请重新下载安装包!", "确定", () =>
{
JumpToDownloadMarket();
});
}
}
else
{
UpdateUIState("进入游戏");
MoeEventManager.Inst.SendEvent(EventID.Event_OnUpdateEnd);
}
};
}
// 跳转到下载商店
private void JumpToDownloadMarket()
{
Application.OpenURL("https://taptap.com");
}
private void StartNormalProcess()
{
TryCreateBundleDir();
this.actionTryUnCompress?.Invoke(EnProcessType.Normal);
this.actionUpdateVersionFile?.Invoke(EnProcessType.Normal);
}
private void StartFixProcess()
{
this.actionForceUpdateVersionFile(EnProcessType.Fix);
}
private MoeVersionInfo LoadVersionInfo(string path)
{
Debug.LogFormat("加载 Version 文件: {0}", path);
try
{
if (System.IO.File.Exists(path))
{
string text = System.IO.File.ReadAllText(path);
if (!string.IsNullOrEmpty(text))
{
MoeVersionInfo vInfo = Newtonsoft.Json.JsonConvert.DeserializeObject<MoeVersionInfo>(text);
if (vInfo != null)
{
Debug.LogFormat("Version 信息加载成功: {0}", vInfo.version);
return vInfo;
}
}
else
{
Debug.LogFormat("Version 文件内容为空");
}
}
else
{
Debug.LogFormat("Version 文件不存在");
}
}
catch (System.Exception e)
{
Debug.LogErrorFormat("读取Version文件出错: {0}", e.ToString());
}
return null;
}
/// <summary>
/// 从 StreamingAssets 里将Bundle拷贝到 Persistent 目录里
/// </summary>
private void UnCompressBundle()
{
TryDeleteBundleDir();
TryCreateBundleDir();
Debug.LogFormat("尝试从 Steaming 拷贝Bundle 到 Persistent");
try
{
if (System.IO.File.Exists(IN_VERSION_FILE_PATH))
{
string text = System.IO.File.ReadAllText(IN_VERSION_FILE_PATH);
Debug.LogFormat("Text: {0}", text);
MoeVersionInfo inVersionInfo = Newtonsoft.Json.JsonConvert.DeserializeObject<MoeVersionInfo>(text);
if (inVersionInfo != null)
{
// 拷贝 Bundle
foreach (VersionBundleInfo bundleInfo in inVersionInfo.bundles)
{
string srcFilePath = string.Format("{0}/{1}", Application.streamingAssetsPath, bundleInfo.bundle_name);
string destFilePath = string.Format("{0}/{1}", Application.persistentDataPath, bundleInfo.bundle_name);
Debug.LogFormat("拷贝Bundle, {0} -> {1}", srcFilePath, destFilePath);
System.IO.File.Copy(srcFilePath, destFilePath, true);
}
// 拷贝 Version文件
System.IO.File.Copy(IN_VERSION_FILE_PATH, VERSION_FILE_PATH, true);
}
}
else
{
Debug.LogErrorFormat("解压失败,StreamingAssets 中没有 Version 文件");
}
}
catch (System.Exception e)
{
Debug.LogErrorFormat("Bundle拷贝出错! {0}", e.ToString());
}
}
public void TryCreateBundleDir()
{
if (!System.IO.Directory.Exists(VERSION_FILE_DIR))
{
Debug.LogFormat("创建 Persistent Bundle 目录");
System.IO.Directory.CreateDirectory(VERSION_FILE_DIR);
}
else
{
Debug.LogFormat("Persistent Bundle 目录已存在,不需要创建");
}
}
public void TryDeleteBundleDir()
{
if (System.IO.Directory.Exists(VERSION_FILE_DIR))
{
System.IO.Directory.Delete(VERSION_FILE_DIR, true);
}
}
private string GetLocalBundleMD5(string bundle_name)
{
string bundleFilePath = string.Format("{0}/{1}", Application.persistentDataPath, bundle_name);
if (System.IO.File.Exists(bundleFilePath))
{
string md5 = MoeUtils.GetMD5HashFromFile(bundleFilePath);
return md5;
}
return null;
}
/// <summary>
/// 检查当前的Bundle是否正确
/// </summary>
/// <returns></returns>
public bool CheckBundleCorrect()
{
if (currVersionInfo != null)
{
foreach (VersionBundleInfo bundleInfo in currVersionInfo.bundles)
{
string bundleFilePath = string.Format("{0}/{1}", Application.persistentDataPath, bundleInfo.bundle_name);
bool matched = false;
if (GetLocalBundleMD5(bundleInfo.bundle_name) == bundleInfo.md5)
{
matched = true;
}
else
{
Debug.LogErrorFormat("MD5 不匹配: {0}, FileMD5: {1}, bInfoMD5: {2}", bundleInfo.bundle_name, GetLocalBundleMD5(bundleInfo.bundle_name), bundleInfo.md5);
}
if (!matched)
{
return false;
}
}
Debug.LogFormat("本地Bundle文件检完全正确");
return true;
}
else
{
return false;
}
}
/// <summary>
///
/// </summary>
/// <param name="callback"><是否成功,是否是强更></param>
/// <param name="force"></param>
/// <returns></returns>
private IEnumerator TryUpdateVersion(System.Action<bool, bool> callback, bool force = false)
{
UpdateUIState("正在检查更新");
this.remoteVersionInfo = null;
this.updateInfo = null;
string remoteVersionUrl = REMOTE_URL + "/fishing/version.json";
Debug.LogFormat("开始下载远程 Version 文件: {0}", remoteVersionUrl);
HTTPRequest request = new HTTPRequest(new System.Uri(remoteVersionUrl), false, true, null).Send();
while (request.State < HTTPRequestStates.Finished)
{
yield return new WaitForSeconds(0.1f);
}
if (request.State == HTTPRequestStates.Finished &&
request.Response.IsSuccess)
{
string remoteVersionText = request.Response.DataAsText;
if (!string.IsNullOrEmpty(remoteVersionText))
{
MoeVersionInfo remoteVersionInfo = Newtonsoft.Json.JsonConvert.DeserializeObject<MoeVersionInfo>(remoteVersionText);
if (remoteVersionInfo != null)
{
Debug.LogFormat("远程 Version 文件解析成功, Version: {0}", remoteVersionInfo.version);
// 判断是否要更新
int appMajorVersion = AppConfig.Inst.GetMajorVersion();
// 判断是否要强更
int remoteMajor = remoteVersionInfo.GetMajorVersion();
if (remoteMajor > appMajorVersion)
{
// 这是一个需要强更的版本,需要提示用户去商店下载
Debug.LogFormat("发现强更版本,需要重新下包,进行大版本更新!");
callback?.Invoke(true, true);
callback = null;
UpdateUIState("新的大版本已更新,请下载最新安装包!");
}
else
{
// 强制修复
if (force)
{
this.remoteVersionInfo = remoteVersionInfo;
List<VersionBundleInfo> updateBundleList = new List<VersionBundleInfo>();
updateBundleList.AddRange(remoteVersionInfo.bundles);
// 有需要更新的包
this.updateInfo = new UpdateInfo();
this.updateInfo.remoteVersionInfo = remoteVersionInfo;
this.updateInfo.updateBundleList = updateBundleList;
Debug.LogFormat("强制更新,有需要更新的Bundle");
callback?.Invoke(true, false);
callback = null;
}
else
{
// 正常更新
int[] remoteVersionDigit = remoteVersionInfo.GetVersionDigitArray();
int[] currVersionDigit = this.currVersionInfo == null ? new int[] { 0, 0, 0 } : this.currVersionInfo.GetVersionDigitArray();
// if (this.currVersionInfo == null || remoteVersionInfo.GetVersionLong() > this.currVersionInfo.GetVersionLong())
if (remoteVersionDigit[0] > currVersionDigit[0] ||
remoteVersionDigit[1] > currVersionDigit[1] ||
remoteVersionDigit[2] > currVersionDigit[2])
{
Debug.LogFormat("这次需要热更新");
this.remoteVersionInfo = remoteVersionInfo;
List<VersionBundleInfo> updateBundleList = new List<VersionBundleInfo>();
foreach (VersionBundleInfo rBInfo in remoteVersionInfo.bundles)
{
if (GetLocalBundleMD5(rBInfo.bundle_name) != rBInfo.md5)
{
updateBundleList.Add(rBInfo);
}
}
// 有需要更新的包
this.updateInfo = new UpdateInfo();
this.updateInfo.remoteVersionInfo = remoteVersionInfo;
this.updateInfo.updateBundleList = updateBundleList;
Debug.LogFormat("有需要更新的Bundle");
callback?.Invoke(true, false);
callback = null;
}
else
{
Debug.LogFormat("远程版本号 {0} <= 本地版本号 {1},无需更新!", remoteVersionInfo.version, this.currVersionInfo.version);
callback?.Invoke(true, false);
callback = null;
}
}
}
}
else
{
Debug.LogErrorFormat("远程 Version 文件反序列化失败: {0}", remoteVersionText);
}
}
else
{
Debug.LogErrorFormat("远程 Version 文件内容为空");
}
}
else
{
Debug.LogErrorFormat("远程 Version 文件下载失败: {0}, {1}", request.State, request.Response.StatusCode);
}
BestHTTP.PlatformSupport.Memory.BufferPool.Release(request.Response.Data);
callback?.Invoke(false, false);
}
private IEnumerator TryUpdateBundle(System.Action<bool> callback)
{
if (this.remoteVersionInfo != null && this.updateInfo != null)
{
long totalSize = 0;
foreach (VersionBundleInfo bInfo in this.updateInfo.updateBundleList)
{
totalSize += bInfo.size;
}
UpdateUIDownload(totalSize, 0);
long downloadedSize = 0;
bool hasError = false;
foreach (VersionBundleInfo bInfo in this.updateInfo.updateBundleList)
{
Debug.LogFormat("Bundle信息 {0} | {1}", GetLocalBundleMD5(bInfo.bundle_name), bInfo.md5);
if (GetLocalBundleMD5(bInfo.bundle_name) != bInfo.md5)
{
string remoteBundleUrl = string.Format("{0}/fishing/{1}/{2}", REMOTE_URL, this.updateInfo.remoteVersionInfo.version, bInfo.bundle_name);
Debug.LogFormat("开始更新Bundle: {0}", remoteBundleUrl);
HTTPRequest request = new HTTPRequest(new System.Uri(remoteBundleUrl), false, true, null).Send();
while (request.State < HTTPRequestStates.Finished)
{
yield return new WaitForSeconds(0.1f);
}
if (request.State == HTTPRequestStates.Finished && request.Response.IsSuccess)
{
downloadedSize += bInfo.size;
string bundleWritePath = Application.persistentDataPath + "/" + bInfo.bundle_name;
// 写入Bundle文件
System.IO.File.WriteAllBytes(bundleWritePath, request.Response.Data);
Debug.LogFormat("{0} 更新完成", bInfo.bundle_name);
UpdateUIDownload(totalSize, downloadedSize);
}
else
{
Debug.LogErrorFormat("{0} 下载出错: {1}, {2}", bInfo.bundle_name, request.State, request.Response.IsSuccess);
callback?.Invoke(false);
callback = null;
hasError = true;
break;
}
yield return null;
BestHTTP.PlatformSupport.Memory.BufferPool.Release(request.Response.Data);
}
else
{
Debug.LogFormat("!!!!!!!!!!! 本地已存在需要更新的 {0},跳过下载", bInfo.bundle_name);
downloadedSize += bInfo.size;
UpdateUIDownload(totalSize, downloadedSize);
}
}
if (!hasError)
{
Debug.LogFormat("写入远程 Version 文件");
// 最后写入Version文件
string versionText = Newtonsoft.Json.JsonConvert.SerializeObject(this.updateInfo.remoteVersionInfo);
System.IO.File.WriteAllText(VERSION_FILE_PATH, versionText);
yield return null;
// 重新加载一遍本地文件
this.currVersionInfo = LoadVersionInfo(VERSION_FILE_PATH);
UpdateUIState("更新完成");
}
}
else
{
Debug.LogFormat("无需要更新,前置数据不足: remoteVersionInfo is Null: {0}, updateInfo is Null: {1}", this.remoteVersionInfo == null, this.updateInfo == null);
}
callback?.Invoke(true);
}
private class UpdateInfo
{
public MoeVersionInfo remoteVersionInfo;
public List<VersionBundleInfo> updateBundleList;
}
private void UpdateUIState(string msg)
{
versionStateParam.state = msg;
MoeEventManager.Inst.SendEvent(EventID.Event_OnVersionState, versionStateParam);
}
private void UpdateUIDownload(long total, long downloaded)
{
updateProgressParam.totalUpdateSize = total;
updateProgressParam.nowUpdatedSize = downloaded;
MoeEventManager.Inst.SendEvent(EventID.Event_OnUpdateProgress, updateProgressParam);
}
private void OnMsgBox(string msg, string btnText, System.Action callback)
{
msgBoxParam.msg = msg;
msgBoxParam.btnText = btnText;
msgBoxParam.callback = callback;
MoeEventManager.Inst.SendEvent(EventID.Event_OnVersionMsgBox, msgBoxParam);
}
}
MoeReleaseAssetBundleManager.cs 运行时资源管理器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class MoeReleaseAssetBundleManager : IMoeResAgent
{
const string INDEX_FILE = "index";
private Dictionary<int, Object> _resources = new Dictionary<int, Object>();
private Dictionary<int, AssetBundle> _bundles = new Dictionary<int, AssetBundle>();
private Dictionary<int, string> _bundles_index = new Dictionary<int, string>();
private AssetBundleManifest _manifest = null;
public void Init()
{
InitAndLoadManifestFile();
InitAndLoadIndexFile();
}
private void InitAndLoadIndexFile()
{
_bundles_index.Clear();
AssetBundle indexBundle = LoadBundleSync(INDEX_FILE);
TextAsset ta = indexBundle.LoadAsset<TextAsset>(INDEX_FILE);
if (ta == null)
{
Debug.LogErrorFormat("Index 文件加载失败!");
return;
}
string[] lines = ta.text.Split('\n');
char[] trim = new char[] { '\r', '\n' };
if (lines != null && lines.Length > 0)
{
for (int i = 0; i < lines.Length; ++i)
{
string line = lines[i].Trim(trim);
if (string.IsNullOrEmpty(line))
{
continue;
}
string[] pair = line.Split(':');
if (pair.Length != 2)
{
Debug.LogErrorFormat("Index 行数据有问题: {0}", line);
continue;
}
int hash = pair[0].GetHashCode();
if (_bundles_index.ContainsKey(hash))
{
Debug.LogErrorFormat("Index 文件中存在相同的路径: {0}", pair[0]);
}
else
{
_bundles_index.Add(hash, pair[1]);
}
}
}
if (_bundles_index.Count != 0)
{
Debug.LogFormat("Bundle Index 初始化完成");
}
else
{
Debug.LogErrorFormat("Index 文件数据为空");
}
indexBundle.Unload(true);
indexBundle = null;
}
private void InitAndLoadManifestFile()
{
AssetBundle manifestBundle = LoadBundleSync("Bundles");
_manifest = manifestBundle.LoadAsset<AssetBundleManifest>("AssetBundleManifest");
manifestBundle.Unload(false);
manifestBundle = null;
}
public T LoadAsset<T>(string path) where T : UnityEngine.Object
{
UnityEngine.Object obj = Load(path);
if (obj != null)
{
return obj as T;
}
return null;
}
public byte[] LoadLuaCode(string path)
{
string assetPath = string.Format("LuaScripts/{0}", path);
TextAsset ta = LoadAsset<TextAsset>(assetPath);
if (ta != null)
{
return ta.bytes;
}
return null;
}
private UnityEngine.Object Load(string assetPath)
{
if (string.IsNullOrEmpty(assetPath))
{
return null;
}
int pathHash = assetPath.GetHashCode();
Object obj = null;
if (_resources.TryGetValue(pathHash, out obj))
{
if (obj == null)
{
_resources.Remove(pathHash);
}
else
{
return obj;
}
}
AssetLoadInfo loadInfo = GetAssetLoadInfo(assetPath);
// 加载依赖Bundle
for (int i = 0; i < loadInfo.dependencies.Length; ++i)
{
if (LoadBundleSync(loadInfo.dependencies[i]) == null)
{
Debug.LogErrorFormat("加载依赖Bundle出错,资源 {0}, 主Bundle:{1}, 依赖:{2}", assetPath, loadInfo.mainBundle, loadInfo.dependencies[i]);
return null;
}
}
AssetBundle mainBundle = LoadBundleSync(loadInfo.mainBundle);
if (mainBundle == null)
{
Debug.LogErrorFormat("加载主Bundle出错,资源:{0},主Bundle:{1}", assetPath, loadInfo.mainBundle);
return null;
}
obj = mainBundle.LoadAsset(assetPath);
if (obj == null)
{
Debug.LogErrorFormat("从Bundle加载资源失败,资源:{0},主Bundle:{1}", assetPath, loadInfo.mainBundle);
return null;
}
_resources.Add(pathHash, obj);
return obj;
}
private AssetBundle LoadBundleSync(string bundleName)
{
int bundleHash = bundleName.GetHashCode();
AssetBundle bundle = null;
if (!_bundles.TryGetValue(bundleHash, out bundle))
{
#if UNITY_EDITOR
string rootPath = Application.dataPath + "/../streaming";
#else
string rootPath = Application.persistentDataPath;
#endif
string bundleLoadPath = System.IO.Path.Combine(rootPath, string.Format("Bundles/{0}", bundleName));
Debug.LogFormat(">>>> 加载Bundle: {0}", bundleLoadPath);
using (var fileStream = new AssetBundleStream(bundleLoadPath, FileMode.Open, FileAccess.Read, FileShare.None, 1024 * 4, false))
{
bundle = AssetBundle.LoadFromStream(fileStream);
}
// bundle = AssetBundle.LoadFromFile(bundleLoadPath);
if (bundle != null)
{
_bundles.Add(bundleHash, bundle);
}
else
{
Debug.LogErrorFormat("Bundle 加载失败 {0}, LoadPath: {1}", bundleName, bundleLoadPath);
}
}
else
{
// Debug.LogFormat("Bundle {0} 已加载,直接返回", bundleName);
}
return bundle;
}
private string GetAssetOfBundleFileName(string assetPath)
{
int assetHash = assetPath.GetHashCode();
string bundleName;
if (_bundles_index.TryGetValue(assetHash, out bundleName))
{
return bundleName;
}
return string.Empty;
}
private AssetLoadInfo GetAssetLoadInfo(string assetPath)
{
AssetLoadInfo loadInfo = new AssetLoadInfo();
loadInfo.assetPath = assetPath;
loadInfo.mainBundle = GetAssetOfBundleFileName(assetPath);
loadInfo.dependencies = _manifest.GetAllDependencies(loadInfo.mainBundle);
return loadInfo;
}
private class AssetLoadInfo
{
public string assetPath;
public string mainBundle;
public string[] dependencies;
}
}
猫语互动
欢迎关注微信公众号 猫语互动,博客文章同步推送