CocosCreator热更新

JavaScript 热更新

准备热更

前段时间花了点儿时间研究了Cocos Creator的热更新方案,参考着官网的例子来做。基于JavaScript来热更,项目是基于TypeScript过段时间看能不能转为TypeScript的热更方案。

官方例子上有一个名叫version_generator.js来生成版本对比的project.manifest与version.manifest两个文件,现在官方有插件可以直接用插件就可以了。通过:扩展->扩展商店->免费排行->热更新manifest生成工具;先把热更新mainfest生成工具安装上去就可以了。

本次只使用一个场景里的内容作为例子,JavaScript代码如下:

cc.Class({
    extends: cc.Component,

    properties: {
        // 项目里生成的project.mainfest文件赋值给这个属性
        manifestUrl: {
            type: cc.Asset,
            default: null
        },
        // 用于显示热更新状态与当前更新那个文件
        lblHotUpdate: {
            type: cc.Label,
            default: null
        },
        // 用于显示图片测试热更新的资源
        sprite: {
            type: cc.Sprite,
            default: null
        },
        _storagePath: "",
        isUpdate: false,
    },

    update(dt) {
        if (this.isUpdate) {
            var url = this.manifestUrl.nativeUrl;
            if (cc.loader.md5Pipe) {
                url = cc.loader.md5Pipe.transformURL(url);
            }
            this._am.loadLocalManifest(url);
            this._am.setEventCallback(this.updateCb.bind(this));
            // this.lblHotUpdate.string = 'begin to hot update';
            this._am.update();
        }
    },

    onLoad() {
        cc.loader.loadRes("bg1.jpg", cc.SpriteFrame, function (err, srpiteFrame) {
            this.sprite.spriteFrame = srpiteFrame;
        }.bind(this));


        if (!cc.sys.isNative) {
            this.lblHotUpdate.string = "no supper hot update";
            return;
        }

        this._storagePath = ((jsb.fileUtils ? jsb.fileUtils.getWritablePath() : '/') + 'remote-asset');

        var panel = this;

        this.versionCompareHandle = function (versionA, versionB) {
            panel.lblHotUpdate.string = "JS Custom Version Compare: version A is " + versionA + ', version B is ' + versionB;
            // panel.lblHotUpdate.string = "hot update code";
            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;
            }
        };

        this._am = new jsb.AssetsManager('', this._storagePath, this.versionCompareHandle);

        // this._am.setVerifyCallback(function (filePath, asset) {
        //     var compressed = asset.compressed;  // 是否被压缩
        //     var expectedMD5 = asset.md5;        // 
        //     var relativePath = asset.path;
        //     var size = asset.size;
        //     if (compressed) {
        //         panel.lblHotUpdate.string = "校验 : " + relativePath;
        //         return true;
        //     } else {
        //         var resMD5 = JSB_MD5(jsb.fileUtils.getDataFromFile(filePath));
        //         panel.lblHotUpdate.string = "Verification passed : " + relativePath + ' (' + expectedMD5 + ') result:' + (asset.md5 == resMD5);
        //         return asset.md5 == resMD5;
        //     }
        // });

        this.lblHotUpdate.string = 'Hot update is ready, please check or directly update.';

        if (cc.sys.os === cc.sys.OS_ANDROID) {
            this._am.setMaxConcurrentTask(2);
            this.lblHotUpdate.string = "Max concurrent tasks count have been limited to 2";
        }

        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);
        }
        if (!this._am.getLocalManifest() || !this._am.getLocalManifest().isLoaded()) {
            this.lblHotUpdate.string = 'Failed to load local manifest ...';
            return;
        }

        this._am.setEventCallback(this.checkCb.bind(this));

        this._am.checkUpdate();
    },
    checkCb(event) {
        switch (event.getEventCode()) {
            case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                this.lblHotUpdate.string = "No local manifest file found, hot update skipped.";
                break;
            case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
                this.lblHotUpdate.string = "Fail to download manifest file, hot update skipped.";
            case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
                this.lblHotUpdate.string = "Fail to parse manifest file, hot update skipped.";
                break;
            case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
                // this.lblHotUpdate.string = "Already up to date with the latest remote version.";
                break;
            case jsb.EventAssetsManager.NEW_VERSION_FOUND:
                this.lblHotUpdate.string = 'New version found, please try to update.';
                break;
            default:
                return;
        }

        this._am.setEventCallback(null);
        this.isUpdate = true;
    },
    updateCb(event) {
        var needRestart = false;
        var failed = false;
        switch (event.getEventCode()) {
            case jsb.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                this.lblHotUpdate.string = 'update No local manifest file found, hot update skipped.';
                failed = true;
                break;
            case jsb.EventAssetsManager.UPDATE_PROGRESSION:
                var msg = event.getMessage();
                if (msg) {
                    this.lblHotUpdate.string = 'Updated file: ' + msg;
                }
                break;
            case jsb.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
            case jsb.EventAssetsManager.ERROR_PARSE_MANIFEST:
                this.lblHotUpdate.string = 'update Fail to download manifest file, hot update skipped.';
                failed = true;
                break;
            case jsb.EventAssetsManager.ALREADY_UP_TO_DATE:
                this.lblHotUpdate.string = 'update Already up to date with the latest remote version.';
                failed = true;
                break;
            case jsb.EventAssetsManager.UPDATE_FINISHED:
                this.lblHotUpdate.string = 'Update finished. ' + event.getMessage();
                needRestart = true;
                break;
            case jsb.EventAssetsManager.UPDATE_FAILED:
                // this.lblHotUpdate.string = 'Update failed. ' + event.getMessage();
                break;
            case jsb.EventAssetsManager.ERROR_UPDATING:
                // this.lblHotUpdate.string = 'error: ' + event.getAssetId() + ', ' + event.getMessage();
                break;
            case jsb.EventAssetsManager.ERROR_DECOMPRESS:
                this.lblHotUpdate.string = event.getMessage();
                break;
            default:
                break;
        }

        if (failed) {
            return
        }

        if (needRestart) {
            this._am.setEventCallback(null);
            var searchPaths = jsb.fileUtils.getSearchPaths();
            var newPaths = this._am.getLocalManifest().getSearchPaths();
            Array.prototype.unshift.apply(searchPaths, newPaths);
            var hs = JSON.stringify(searchPaths);
            this.lblHotUpdate.string = hs;
            cc.sys.localStorage.setItem('HotUpdateSearchPaths', hs);
            jsb.fileUtils.setSearchPaths(searchPaths);

            cc.audioEngine.stopAll();
            cc.game.restart();
        }
    }
});

官网上是手动热更的,我这边是自动热更新。setVerifyCallback用于热更新后文件验证一直出错所以直接把注释掉了与是可以的。

写完后先构建一下然后选择 项目->热更新工具。先在 生成Manifest配置 里填写版本号(先把版本号设置为1.0.0),资源服务器url,build项目资源文件目录(选择是项目根目录下的build/jsb-defaule,选择自己构建的目录),然后点击 生成 按钮。把生成的project.manifest与version.manifest文件复制到根目录assets下。

然后通过Cocos Creator把project.manifest文件设置给manifestUrl这个属性。然后重新打包构建,找到根目录下build/main.js文件最下面改为以下内容:

// QQPlay window need to be inited first
if (false) {
    BK.Script.loadlib('GameRes://libs/qqplay-adapter.js');
}

window.boot = function () {
    var settings = window._CCSettings;
    window._CCSettings = undefined;

    if ( !settings.debug ) {
        var uuids = settings.uuids;

        var rawAssets = settings.rawAssets;
        var assetTypes = settings.assetTypes;
        var realRawAssets = settings.rawAssets = {};
        for (var mount in rawAssets) {
            var entries = rawAssets[mount];
            var realEntries = realRawAssets[mount] = {};
            for (var id in entries) {
                var entry = entries[id];
                var type = entry[1];
                // retrieve minified raw asset
                if (typeof type === 'number') {
                    entry[1] = assetTypes[type];
                }
                // retrieve uuid
                realEntries[uuids[id] || id] = entry;
            }
        }

        var scenes = settings.scenes;
        for (var i = 0; i < scenes.length; ++i) {
            var scene = scenes[i];
            if (typeof scene.uuid === 'number') {
                scene.uuid = uuids[scene.uuid];
            }
        }

        var packedAssets = settings.packedAssets;
        for (var packId in packedAssets) {
            var packedIds = packedAssets[packId];
            for (var j = 0; j < packedIds.length; ++j) {
                if (typeof packedIds[j] === 'number') {
                    packedIds[j] = uuids[packedIds[j]];
                }
            }
        }

        var subpackages = settings.subpackages;
        for (var subId in subpackages) {
            var uuidArray = subpackages[subId].uuids;
            if (uuidArray) {
                for (var k = 0, l = uuidArray.length; k < l; k++) {
                    if (typeof uuidArray[k] === 'number') {
                        uuidArray[k] = uuids[uuidArray[k]];
                    }
                }
            }
        }
    }

    function setLoadingDisplay () {
        // Loading splash scene
        var splash = document.getElementById('splash');
        var progressBar = splash.querySelector('.progress-bar span');
        cc.loader.onProgress = function (completedCount, totalCount, item) {
            var percent = 100 * completedCount / totalCount;
            if (progressBar) {
                progressBar.style.width = percent.toFixed(2) + '%';
            }
        };
        splash.style.display = 'block';
        progressBar.style.width = '0%';

        cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, function () {
            splash.style.display = 'none';
        });
    }

    var onStart = function () {
        cc.loader.downloader._subpackages = settings.subpackages;

        cc.view.enableRetina(true);
        cc.view.resizeWithBrowserSize(true);

        if (!false && !false) {
            if (cc.sys.isBrowser) {
                setLoadingDisplay();
            }

            if (cc.sys.isMobile) {
                if (settings.orientation === 'landscape') {
                    cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
                }
                else if (settings.orientation === 'portrait') {
                    cc.view.setOrientation(cc.macro.ORIENTATION_PORTRAIT);
                }
                cc.view.enableAutoFullScreen([
                    cc.sys.BROWSER_TYPE_BAIDU,
                    cc.sys.BROWSER_TYPE_WECHAT,
                    cc.sys.BROWSER_TYPE_MOBILE_QQ,
                    cc.sys.BROWSER_TYPE_MIUI,
                ].indexOf(cc.sys.browserType) < 0);
            }

            // Limit downloading max concurrent task to 2,
            // more tasks simultaneously may cause performance draw back on some android system / browsers.
            // You can adjust the number based on your own test result, you have to set it before any loading process to take effect.
            if (cc.sys.isBrowser && cc.sys.os === cc.sys.OS_ANDROID) {
                cc.macro.DOWNLOAD_MAX_CONCURRENT = 2;
            }
        }

        var launchScene = settings.launchScene;

        // load scene
        cc.director.loadScene(launchScene, null,
            function () {
                if (cc.sys.isBrowser) {
                    // show canvas
                    var canvas = document.getElementById('GameCanvas');
                    canvas.style.visibility = '';
                    var div = document.getElementById('GameDiv');
                    if (div) {
                        div.style.backgroundImage = '';
                    }
                }
                cc.loader.onProgress = null;
                console.log('Success to load scene: ' + launchScene);
            }
        );
    };

    // jsList
    var jsList = settings.jsList;

    if (false) {
        BK.Script.loadlib();
    }
    else {
        var bundledScript = settings.debug ? 'src/project.dev.js' : 'src/project.js';
        if (jsList) {
            jsList = jsList.map(function (x) {
                return 'src/' + x;
            });
            jsList.push(bundledScript);
        }
        else {
            jsList = [bundledScript];
        }
    }
    
    var option = {
        id: 'GameCanvas',
        scenes: settings.scenes,
        debugMode: settings.debug ? cc.debug.DebugMode.INFO : cc.debug.DebugMode.ERROR,
        showFPS: !false && settings.debug,
        frameRate: 60,
        jsList: jsList,
        groupList: settings.groupList,
        collisionMatrix: settings.collisionMatrix,
    }

    // init assets
    cc.AssetLibrary.init({
        libraryPath: 'res/import',
        rawAssetsBase: 'res/raw-',
        rawAssets: settings.rawAssets,
        packedAssets: settings.packedAssets,
        md5AssetsMap: settings.md5AssetsMap,
        subpackages: settings.subpackages
    });

    cc.game.run(option, onStart);
};

// main.js is qqplay and jsb platform entry file, so we must leave platform init code here
if (false) {
    BK.Script.loadlib('GameRes://src/settings.js');
    BK.Script.loadlib();
    BK.Script.loadlib('GameRes://libs/qqplay-downloader.js');

    var ORIENTATIONS = {
        'portrait': 1,
        'landscape left': 2,
        'landscape right': 3
    };
    BK.Director.screenMode = ORIENTATIONS[window._CCSettings.orientation];
    initAdapter();
    cc.game.once(cc.game.EVENT_ENGINE_INITED, function () {
        initRendererAdapter();
    });

    qqPlayDownloader.REMOTE_SERVER_ROOT = "";
    var prevPipe = cc.loader.md5Pipe || cc.loader.assetLoader;
    cc.loader.insertPipeAfter(prevPipe, qqPlayDownloader);
    
    window.boot();
}
else if (window.jsb) {

    var isRuntime = (typeof loadRuntime === 'function');
    if (isRuntime) {
        // 这个用于正常打开
        require('src/settings.js');
        require('src/cocos2d-runtime.js');
        require('jsb-adapter/engine/index.js');
    }
    else {
        // 这个用于重启
        require('src/settings.js');
        require('src/cocos2d-jsb.js');
        require('jsb-adapter/jsb-engine.js');
    }

    cc.macro.CLEANUP_IMAGE_CACHE = true;
    window.boot();
}

最后编译为apk文件安装到手机。

测试热更

测试资源热更

把sprite的图片换一下,然后再构建,重新生成热更新文件。把res,src,project.mamifest,version.manifest文件放到配置服务器相应的地方。

在手机上打开刚安装的应用会看到经过图片被改变了。

测试代码热更

panel.lblHotUpdate.string = "JS Custom Version Compare: version A is " + versionA + ', version B is ' + versionB;代码换成panel.lblHotUpdate.string = "hot update code";然后重新构建生成热更新文件放到服务器上,再在手机上打开安装的应用lblHotUpdate的提示信息就会改变

备案号:豫ICP备14002392号-2