模块支持:
1.游戏热更新。
2.framework的更新。
3.自身更新。
4.平台初始化模块嵌入(现在的游戏除了app store上 不需要集成第三方SDK,其他的基本上都需要集成各种平台SDK, 所以就加上了这个功能)。
5.更新进度显示。
6.纯lua实现。
模块流程如下:
第一步修改AppDelegate.cpp 逻辑
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 | #include "AppPlatform.h" bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(CCEGLView::sharedOpenGLView()); pDirector->setProjection(kCCDirectorProjection2D); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); initResourcePath(); // register lua engine CCLuaEngine *pEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine); CCLuaStack *pStack = pEngine->getLuaStack(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) string path = CCFileUtils::sharedFileUtils()->fullPathForFilename( "scripts/main.lua" ); #else string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(m_projectConfig.getScriptFileRealPath().c_str()); #endif size_t pos; while ((pos = path.find_first_of( "\\" )) != std::string::npos) { path.replace(pos, 1, "/" ); } size_t p = path.find_last_of( "/\\" ); if (p != path.npos) { const string dir = path.substr(0, p); pStack->addSearchPath(dir.c_str()); p = dir.find_last_of( "/\\" ); if (p != dir.npos) { pStack->addSearchPath(dir.substr(0, p).c_str()); } } string env = "__LUA_STARTUP_FILE__=\"" ; env.append(path); env.append( "\"" ); pEngine->executeString(env.c_str()); CCLOG( "------------------------------------------------" ); CCLOG( "LOAD LUA FILE: %s" , path.c_str()); CCLOG( "------------------------------------------------" ); pEngine->executeScriptFile(path.c_str()); return true ; } void AppDelegate::initResourcePath() { CCFileUtils* sharedFileUtils = CCFileUtils::sharedFileUtils(); //设置SearchPaths #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS || CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) std::vector<std::string> oldSearchPaths = sharedFileUtils->getSearchPaths(); std::vector<std::string> tempPaths(oldSearchPaths); std::vector<std::string> searchPaths; searchPaths.push_back(sharedFileUtils->getWritablePath() + "upd/" ); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) searchPaths.push_back( "res/" ); #else std::string strBasePath = getAppBaseResourcePath(); searchPaths.push_back(strBasePath); searchPaths.push_back(strBasePath + "res/" ); #endif for ( int i = 0; i < tempPaths.size(); ++i) { searchPaths.push_back(tempPaths); } sharedFileUtils->setSearchPaths(searchPaths); #else sharedFileUtils->addSearchPath( "res/" ); #endif } |
说明:
1:删除加载framework_precompiled.zip 函数调用(启动更新模块时不需要)
2:添加的初始化游戏资源路径方法(为什么要写在这里 大多数情况下资源搜索路径应该是固定的),
有人会问如果资源搜索路径有改变怎么办? 如果有修改,只需要把上述逻辑在脚本里面实现即可。
3:对android特定做了一个BasePath,这个路径是用于设置基础资源搜索的(可以是"assert/"、“/data/data/com.xxoo.xxoo/files/”、"/mnt/sdcard/xxoo/") 便于初始资源读取位置。
123456789101112 | // AppPlatform.h #ifndef __xxoo__AppPlatform__ #define __xxoo__AppPlatform__ #include <string> extern "C" { std::string getAppBaseResourcePath(); } #endif /* defined(__xxoo__AppPlatform__) */ |
1234567891011121314151617181920212223242526272829303132 | // AppPlatform.cpp #include "AppPlatform.h" #include "cocos2d.h" #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) #include "jni/JniHelper.h" #include <jni.h> #define GAME_CLASS_NAME "com/xxoo/xxoo/luajavabridge/Luajavabridge" #endif using namespace cocos2d; extern "C" { std::string getAppBaseResourcePath() { #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) JniMethodInfo t; std::string strAppBaseResourcePath; if (JniHelper::getStaticMethodInfo(t, GAME_CLASS_NAME, "getAppBaseResourcePath" , "()Ljava/lang/String;" )) { jstring baseResourcePathJStr = (jstring)t.env->CallStaticObjectMethod(t.classID, t.methodID); strAppBaseResourcePath = JniHelper::jstring2string(baseResourcePathJStr); t.env->DeleteLocalRef(t.classID); t.env->DeleteLocalRef(baseResourcePathJStr); } return strAppBaseResourcePath; #else return "" ; #endif } } |
说明:平台调用方法
前期准备工作做完 下一步看main.lua实现
12345678910 | function __G__TRACKBACK__(errorMessage) print( "----------------------------------------" ) print( "LUA ERROR: " .. tostring(errorMessage) .. "\n" ) print(debug.traceback( "" , 2)) print( "----------------------------------------" ) end CCLuaLoadChunksFromZIP( "lib/launcher.zip" ) package.loaded[ "launcher.launcher" ] = nil require( "launcher.launcher" ) |
launcher 模块 有3个文件: launcher.lua, init.lua, config.lua
文件说明:config.lua 延用quick里面的属性设置
init.lua 为了使当前模块不引用framework中的方法,把launcher需要的方法都封装到init(借鉴framework)
launcher.lua 实现初始化平台SDK,更新资源,自更新,更新界面逻辑。
点击这里下载launcher.zip
初始化第三方SDK成功后,先去下载launcher模块;接着,下载下来的launcher模块和本地的launcher模块做内容md5比较。 如果二者md5值不同就保存新的launcher到upd/lib/目录下,再次加载main.lua;如果二者md5值相同则开始判断是否有新资源更新逻辑。
资源更新逻辑
flist 样板先贴上来
123456789101112131415 | local flist = { appVersion = 1, version = "1.0.1" , dirPaths = { {name = "common" }, {name = "common/test" }, {name = "lib" }, {name = "sound" }, }, fileInfoList = { {name = "lib/framework_precompiled.zip" , code = "b126279331bd68cc3c5c63e6fe0f2156" , size = 101677}, }, } return flist |
说明:
1. appVersion:控制app打包的版本是否删除旧资源 (更新整包后upd/目录旧资源需要删除)
2. version:资源文件跟新版本(控制资源是否更新)
3. dirPaths: 当前资源目录下所有子目录(便于创建依次创建文件夹)
4. fileInfoList :资源文件信息;相对路径、文件内容的md5值、文件size
更新资源逻辑:通过服务器上下载下来的flist文件内容和本地的flist文件内容比较差异话。
另我是使用脚本生成flist 这个工具是从网上找的,做了一些修改下面贴上关键代码。
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273 | local currentFolder = "/Users/xxx/Documents/quick-cocos2d-x/projects/xxoo/res" local function hex(s) s=string.gsub(s, "(.)" ,function (x) return string.format( "X" ,string.byte(x)) end) return s end local function readFile(path) local file = io.open(path, "rb" ) if file then local content = file:read( "*all" ) io.close(file) return content end return nil end require "lfs" local function findindir(path, wefind, dir_table, r_table, intofolder) for file in lfs.dir(path) do if file ~= "." and file ~= ".." and file ~= ".DS_Store" and file ~= "flist" and file ~= "launcher.zip" then local f = path.. "/" ..file local attr = lfs.attributes (f) assert (type(attr) == "table" ) if attr.mode == "directory" and intofolder then table.insert(dir_table, f) findindir(f, wefind, dir_table, r_table, intofolder) else table.insert(r_table, {name = f, size = attr.size}) end end end end MakeFileList = {} function MakeFileList:run(path) local dir_table = {} local input_table = {} findindir(currentFolder, "." , dir_table, input_table, true ) local pthlen = string.len(currentFolder)+2 local buf = "local flist = {\n" buf = buf.. "\tappVersion = 1,\n" buf = buf.. "\tversion = \"1.0.2\",\n" buf = buf.. "\tdirPaths = {\n" for i,v in ipairs(dir_table) do --print(i,v) local fn = string.sub(v,pthlen) buf = buf.. "\t\t{name = \"" ..fn.. "\"},\n" end buf = buf.. "\t},\n" buf = buf.. "\tfileInfoList = {\n" for i,v in ipairs(input_table) do --print(i,v) local fn = string.sub(v.name, pthlen) buf = buf.. "\t\t{name = \"" ..fn.. "\", code = \"" local data=readFile(v.name) local ms = crypto.md5(hex(data or "" )) or "" buf = buf..ms.. "\", size = " .. v.size .. "},\n" end buf = buf.. "\t},\n" buf = buf.. "}\n\n" buf = buf.. "return flist" io.writefile(currentFolder.. "/flist" , buf) end return MakeFileList |
此代码依赖Quick ,使用player 跑一下 上面code就可以生成相关flist文件了。
希望大家在使用中有更好的方案是可以我相关的建议,大家一起学习。
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