AssetsUpdate.lua
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--[[
--新写的纯lua热更新 新特征
--1.用户下载新版本,删除老版本的热更内容
--2.纯lua实现,不依赖同城游引擎接口
--3.Android和IOS上未测试过
使用方法:
local AssetsUpdate = require("ctkj.utils.AssetsUpdate");
AssetsUpdate.init(updateSuccessCallback,updateProgressCallback,updateFailedCallback);
--]]
local AssetsUpdate = class("AssetsUpdate")
AssetsUpdate.VERSION_NUM = 0; --当前安装包版本号,用于热更新
AssetsUpdate.localUpdateVersion = 0; --本地热更版本号(热更新过后的版本号)
AssetsUpdate.newVersion = 0; --服务器上的最新版本号
AssetsUpdate.gameid = "yxdt" --游戏名缩写
AssetsUpdate.platform = "android" --平台
AssetsUpdate.isEncrypt = 1;
AssetsUpdate.updateResList = {};
AssetsUpdate.updateResProgress = 1;
local newFilelistData = nil;
local filelistLocal = {};
local filelistServer = {};
local UPDATE_PATH_NAME = "GameUpdate/"..AssetsUpdate.gameid.."_"..CHANNEL;
function AssetsUpdate.init(updateSuccessCallback,updateProgressCallback,updateFailedCallback)
AssetsUpdate.updateSuccessCallback,AssetsUpdate.updateProgressCallback,AssetsUpdate.updateFailedCallback = updateSuccessCallback,updateProgressCallback,updateFailedCallback;
local targetPlatform = cc.Application:getInstance():getTargetPlatform();
if targetPlatform == cc.PLATFORM_OS_IPHONE or targetPlatform == cc.PLATFORM_OS_IPAD then
AssetsUpdate.platform = "ios";
elseif targetPlatform == cc.PLATFORM_OS_ANDROID then
AssetsUpdate.platform = "android";
elseif targetPlatform == cc.PLATFORM_OS_WINDOWS then
AssetsUpdate.platform = "win";
AssetsUpdate.isEncrypt = 0;
end
if cc.UserDefault:getInstance():getStringForKey("versionnum") ~= "" then
AssetsUpdate.localUpdateVersion = tonumber(cc.UserDefault:getInstance():getStringForKey("versionnum"));
else
AssetsUpdate.localUpdateVersion = 0;
end
logUI("本地更新版本:"..AssetsUpdate.localUpdateVersion);
local versionnumFullPath = cc.FileUtils:getInstance():fullPathForFilename('res/versionnum.txt');
local versionnumStr = cc.FileUtils:getInstance():getStringFromFile(versionnumFullPath);
local function readLine(str)
if str ~= "" then
AssetsUpdate.VERSION_NUM = tonumber(str);
end
end
readLine(versionnumStr);
logUI("安装包版本:"..AssetsUpdate.VERSION_NUM);
AssetsUpdate.server = "http://game.topdraw.com.cn/"..AssetsUpdate.gameid.."/"..CHANNEL.."/"..AssetsUpdate.platform.."/"..DeviceUtil.getAppVersionName().."/";
AssetsUpdate.rootPath = cc.FileUtils:getInstance():getWritablePath();
AssetsUpdate.resPath = AssetsUpdate.rootPath..UPDATE_PATH_NAME .. "/";
if not (cc.FileUtils:getInstance():isDirectoryExist(AssetsUpdate.resPath)) then
cc.FileUtils:getInstance():createDirectory(AssetsUpdate.resPath);
end
--版本比较
AssetsUpdate.checkVersions();
-- AssetsUpdate.timeoutID = cc.Director:getInstance():getScheduler():scheduleScriptFunc(handler(AssetsUpdate, AssetsUpdate.timeOut), 1, false); --超时处理
end
local function setSearchUpdatePath()
--不能在判断本地版本和服务器版本之前设置搜索路径
--因为热更本地版本是最新发布的版本,需要删除之前热更新的目录
local searchPaths = cc.FileUtils:getInstance():getSearchPaths();
table.insert(searchPaths,1,AssetsUpdate.resPath);
table.insert(searchPaths,2,AssetsUpdate.resPath .. 'res/');
table.insert(searchPaths,3,AssetsUpdate.resPath .. 'src/');
cc.FileUtils:getInstance():setSearchPaths(searchPaths);
end
--更新本地版本号
local function setVersion()
AssetsUpdate.newVersion = AssetsUpdate.newVersion or "1";
cc.UserDefault:getInstance():setStringForKey("versionnum", AssetsUpdate.newVersion);
cc.UserDefault:getInstance():flush();
end
--更新失败
local function updateFailed()
if AssetsUpdate.localUpdateVersion > AssetsUpdate.VERSION_NUM then
logUI("热更失败,本地热更版本大于原始包版本:"..AssetsUpdate.localUpdateVersion);
else
logUI("热更失败,没有热更过版本:"..AssetsUpdate.VERSION_NUM);
end
setSearchUpdatePath();
if AssetsUpdate.updateFailedCallback then
AssetsUpdate.updateFailedCallback();
end
if AssetsUpdate.timeoutID ~= nil then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(AssetsUpdate.timeoutID);
AssetsUpdate.timeoutID = nil;
end
end
--更新进度(需要更新的文件数量)
local function updateProgress(_count, _total, _filename)
if AssetsUpdate.updateProgressCallback then
AssetsUpdate.updateProgressCallback({count = _count,total = _total,filename=_filename});
end
end
--更新完成
local function updateSuccess()
logUI("热更新成功,热更版本号:"..AssetsUpdate.newVersion);
setVersion();
setSearchUpdatePath();
if AssetsUpdate.updateSuccessCallback then
AssetsUpdate.updateSuccessCallback();
end
if AssetsUpdate.timeoutID ~= nil then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(AssetsUpdate.timeoutID)
AssetsUpdate.timeoutID = nil
end
end
--版本比较
function AssetsUpdate.checkVersions()
local xhr = cc.XMLHttpRequest:new();
xhr.responseType = 0; --string类型
xhr:open("GET", AssetsUpdate.server.."version.txt"); --感觉POST方式会自动在http://后加www,由于公司热更新服务器域名没有解析www所以改成GET方式
local scheduler = cc.Director:getInstance():getScheduler();
AssetsUpdate.timeoutID = cc.Director:getInstance():getScheduler():scheduleScriptFunc(function ()
xhr:unregisterScriptHandler();
updateFailed();
end, 5,false);
local function onReadyStateChange()
if xhr.readyState == 4 and (xhr.status >= 200 and xhr.status < 207) then
local confingArr = AssetsUpdate.string_split(xhr.response, "\n");
if #confingArr >= 1 then
local verArr = AssetsUpdate.string_split(confingArr[1], "=");
AssetsUpdate.newVersion = tonumber(verArr[2]);
logUI("localUpdateVersion:"..AssetsUpdate.localUpdateVersion.." newVersion:"..AssetsUpdate.newVersion);
if AssetsUpdate.VERSION_NUM > AssetsUpdate.newVersion then
logUI("新版本,删除上个版本热更新的目录");
cc.FileUtils:getInstance():removeDirectory(AssetsUpdate.resPath);
if AssetsUpdate.updateSuccessCallback then
AssetsUpdate.updateSuccessCallback();
end
elseif AssetsUpdate.newVersion == AssetsUpdate.localUpdateVersion or AssetsUpdate.newVersion == AssetsUpdate.VERSION_NUM then
logUI("版本一致不需要更新");
updateSuccess();
else
logUI("查找需要更新的资源并下载");
setSearchUpdatePath();
AssetsUpdate.checkUpdateRes();
end
else
logUI("更新失败,热更新信息格式错误:"..AssetsUpdate.server.."version.txt");
updateFailed();
end
else
logUI("更新失败,资源不存在:"..AssetsUpdate.server.."version.txt");
logUI("删除上个版本热更新的目录");
cc.FileUtils:getInstance():removeDirectory(AssetsUpdate.resPath);
updateFailed();
end
if AssetsUpdate.timeoutID ~= nil then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(AssetsUpdate.timeoutID)
AssetsUpdate.timeoutID = nil
end
xhr:unregisterScriptHandler();
end
xhr:registerScriptHandler(onReadyStateChange);
xhr:send();
end
local function getFileList(_path,_list)
local _str = cc.FileUtils:getInstance():getStringFromFile(_path);
local function readLineFun(lineStr)
local contents = StringUtil.split(lineStr,',');
if #contents > 1 then
_list[contents[1]] = contents[2];
end
end
local index = 1;
local function readLine(str)
local a,b = string.find(str,"\n");
if a then
local lineStr = string.sub(str,1,a-1);
readLineFun(lineStr);
index = index + 1;
str = string.sub(str,b+1);
readLine(str);
else
readLineFun(str);
end
end
readLine(_str);
end
--查找更新资源
function AssetsUpdate.checkUpdateRes()
local fullPath = cc.FileUtils:getInstance():fullPathForFilename('filelist.txt');
getFileList(fullPath,filelistLocal);
local xhr = cc.XMLHttpRequest:new();
xhr.responseType = 0;
xhr:open("GET", AssetsUpdate.server.."update/".."filelist.txt");
local function onReadyStateChange()
if xhr.readyState == 4 and (xhr.status >= 200 and xhr.status < 207) then
newFilelistData = xhr.response;
AssetsUpdate.writeResToLocal("filelist_temp.txt",xhr.response);
local fullPath = AssetsUpdate.resPath .. "filelist_temp.txt";
local file = io.open(fullPath,'r');
if file then
local function readServerFilelist()
local txt = file:read("*l")
if txt ~= nil then
local lines = AssetsUpdate.string_split(txt, ",");
filelistServer[lines[1]] = lines[2];
return readServerFilelist()
end
end
readServerFilelist();
io.close(file);
else
print('filelist.txt read error!')
end
AssetsUpdate.updateResProgress = 1;
AssetsUpdate.updateResList = AssetsUpdate.getUpdateResList();
local len = #AssetsUpdate.updateResList;
if len > 0 then
updateProgress(0, len,AssetsUpdate.updateResList[1]);
end
AssetsUpdate.downloadRes();
else
logUI("更新失败,资源不存在:"..AssetsUpdate.server.."update/".."filelist.txt");
updateFailed();
end
end
xhr:registerScriptHandler(onReadyStateChange)
xhr:send();
end
--查找需要更新资源表(更新与新增,没考虑删除)
function AssetsUpdate.getUpdateResList()
local addResTable = {}
for key1, var1 in pairs(filelistServer) do
local key = key1;
if AssetsUpdate.isEncrypt == 1 then
if string.sub(key1,string.len(key1)-3,string.len(key1)) == ".lua" then
key = key1.."c";
end
end
if filelistLocal[key1] then
if var1 ~= filelistLocal[key1] and key1 ~= "res/filelist.txt" then
table.insert(addResTable,key)
end
else
table.insert(addResTable,key)
end
end
return addResTable;
end
--下载更新资源
function AssetsUpdate.downloadRes()
local fileName = AssetsUpdate.updateResList[AssetsUpdate.updateResProgress]
if fileName then
local xhr = cc.XMLHttpRequest:new()
-- xhr:open("GET", AssetsUpdate.server..AssetsUpdate.newVersion.."/"..fileName);
xhr:open("GET", AssetsUpdate.server.."update/"..fileName);
local function onReadyStateChange()
if xhr.readyState == 4 and (xhr.status >= 200 and xhr.status < 207) then
local index = AssetsUpdate.string_lastIndexOf(fileName, "/");
local updatePath = string.sub(fileName, 1, index);
local file = string.sub(fileName, index + 1);
index = AssetsUpdate.string_lastIndexOf(file, ".");
local fileName1 = string.sub(file, 1, index - 1);
local fileExtend1 = string.sub(file, index);
print("下载更新资源:"..fileName1);
local result = AssetsUpdate.writeResToLocal(updatePath..fileName1.."_temp"..fileExtend1,xhr.response);
if result then
print("count:"..AssetsUpdate.updateResProgress..",name:"..fileName);
updateProgress(AssetsUpdate.updateResProgress, #AssetsUpdate.updateResList,fileName);
AssetsUpdate.updateResProgress = AssetsUpdate.updateResProgress + 1;
AssetsUpdate.downloadRes();
end
else
logUI("更新失败,资源不存在:"..fileName);
updateFailed();
end
end
xhr:registerScriptHandler(onReadyStateChange);
xhr:send();
else
print("更新完成,进入游戏");
local req = {};
for i,path in ipairs(AssetsUpdate.updateResList) do
local index = AssetsUpdate.string_lastIndexOf(path, "/");
local updatePath = string.sub(path, 1, index);
local resname = string.sub(path, index + 1);
index = AssetsUpdate.string_lastIndexOf(resname, ".");
local fileName1 = string.sub(resname, 1, index - 1);
local fileExtend1 = string.sub(resname, index);
if cc.FileUtils:getInstance():isFileExist(AssetsUpdate.resPath ..updatePath..fileName1.."_temp"..fileExtend1) then
cc.FileUtils:getInstance():renameFile(AssetsUpdate.resPath ..updatePath,fileName1.."_temp"..fileExtend1,fileName1..fileExtend1)
end
if string.find(path, "AssetsUpdate") == nil then
for k,_ in pairs(package.loaded) do
k = string.gsub(k, "%.", "/")
local G_index = AssetsUpdate.string_lastIndexOf(path, ".")
local G_filename = string.sub(path, 1, G_index - 1)
if string.sub(k, 1, 4) ~= "src/" then
k = "src/"..k
end
if k == G_filename then
table.insert(req, k);
package.loaded[k] = nil;
end
end
end
end
-- cc.FileUtils:getInstance():purgeCachedEntries();
-- if #req > 0 then
-- for key, value in pairs(req) do
-- print("require:"..value)
-- require(value)
-- end
-- end
for key1, var1 in pairs(filelistServer) do
filelistLocal[key1] = var1;
end
local mergeFilelistData = ""; --合并服务器新的文件md5
for i,v in pairs(filelistLocal) do
mergeFilelistData = mergeFilelistData .. i..","..v;
end
print("合并服务器filelist.txt");
AssetsUpdate.writeResToLocal("res/filelist.txt",mergeFilelistData);
cc.FileUtils:getInstance():removeFile(AssetsUpdate.resPath .. "filelist_temp.txt");
updateSuccess();
end
end
--资源本地写入
function AssetsUpdate.writeResToLocal(resName, resData)
local result = false;
local tempResName = resName;
local maxLength = string.len(tempResName);
local directoryLen = 0;
local tag = string.find(tempResName,'/');
while tag do
if tag ~= 1 then
directoryLen = directoryLen + tag;
end
tempResName = string.sub(tempResName,tag + 1,maxLength)
tag = string.find(tempResName,'/')
end
if directoryLen ~= 0 then
local tmpPath = string.sub(resName,1,directoryLen);
local fullPath = AssetsUpdate.resPath .. tmpPath;
if not (cc.FileUtils:getInstance():isDirectoryExist(fullPath)) then
cc.FileUtils:getInstance():createDirectory(fullPath);
end
end
local updateResPath = AssetsUpdate.resPath .. resName;
print("资源写入本地"..updateResPath)
local fp = io.open(updateResPath, 'w')
if fp then
fp:write(resData)
io.close(fp);
result = true;
else
print('downloadRes write error!!');
updateFailed();
end
return result;
end
function AssetsUpdate.timeOut(dt)
AssetsUpdate.timeOutTime = AssetsUpdate.timeOutTime or 30;
AssetsUpdate.timeOutTime = AssetsUpdate.timeOutTime - 1;
print("AssetsUpdate.timeOutTime:"..AssetsUpdate.timeOutTime);
if AssetsUpdate.timeOutTime == 0 then
updateFailed();
end
end
function AssetsUpdate.string_split(str, split_char)
local sub_str_tab = {};
while (true) do
local pos = nil
for i = 1, #str do
if string.sub(str, i, i) == split_char then
pos = i
break
end
end
if (not pos) then
sub_str_tab[#sub_str_tab + 1] = str;
break;
end
local sub_str = string.sub(str, 1, pos - 1);
sub_str_tab[#sub_str_tab + 1] = sub_str;
str = string.sub(str, pos + 1, #str);
end
return sub_str_tab;
end
function AssetsUpdate.string_lastIndexOf(str, split_char)
local len = #str
for i = len, 1, -1 do
if string.sub(str, i, i) == split_char then
return i
end
end
return 0
end
return AssetsUpdate