【转】unity 热更新思路和实现

时间:2024-11-19 10:04:01

声明:本文介绍的热更新方案是我在网上搜索到的,然后自己修改了一下,相当于是借鉴了别人的思路,加工成了自己的,在此感谢无私分享经验的朋友们。

想要使用热更新技术,需要规划设计好资源比较策略,资源版本,确保增加新资源后可以下载到本地,有资源更新的时候可以替换掉本地旧资源。我在前面写了一篇“unity 打包AssetBundle”的文章,里面生成了一个资源版本文件,不多解释了,上图。至于怎么生成这个文件的,可以看一下我前面写的文章。

废话不多说。

【转】unity 热更新思路和实现

先介绍热更新步骤,后上代码

步骤一、在Resources目录下新建一个文本,名称是bundle_list(后缀是.txt),内容如下:

{"id":0,"version":"1.0","manifest":"android","resource":{}},当然您可以根据自己项目

实际情况来设计json格式。资源服务器上也会有一份格式相同的bundle_list

步骤二、如果是第一次进入游戏,Application.persistentDataPath目录下还没有bundle_list文件,这

时候就需要用Resources.Load方法从Resources目录中加载出来。否则

加载Application.persistentDataPath目录下的bundle_list

步骤三、从资源服务器下载bundle_list文件

步骤四、获取本地bundle_list的id和资源服务器下载的bundle_list中的id,做对比,如果前者等于后者,

则不需要更新,如果前者小于后者,则需要更新。

步骤五、分别解析出本地和资源服务器bundle_list中的资源路径名称,名称相同的,对比hash值,相同

则不需要更新,反之,更新。如果资源服务器有的名称本地没有,则表示是新增资源,需要

下载到本地。

步骤六、把资源服务器的bundle_list覆盖本地bundle_list。热更新完成。

代码:

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

using System.Text;

using System.IO;

using LitJson;

/**

 * 资源增量更新

 * 1.检查本地Application.persistentDataPath目录中是否有bundle_list文件

 * 2.如果没有,则从Resources目录中读取bundle_list文件

 * 3.从服务器上下载bundle_list文件,判断版本是否一致,如果一致就不用更新

 * 4.版本不一致,需要更新,更新

 * 5.将最新的bundle_list存入Application.persistentDataPath目录中

 **/

public class BundleUpdate : MonoBehaviour

{

    private static readonly string VERSION_FILE = "bundle_list";

    private string SERVER_RES_URL = "";

    private string LOCAL_RES_URL = "";

    private string LOCAL_RES_PATH = "";

    /// <summary>

    /// 本地版本json对象

    /// </summary>

    private JsonData jdLocalFile;

    /// <summary>

    /// 服务端版本json对象

    /// </summary>

    private JsonData jdServerFile;

    /// <summary>

    /// 本地资源名和路径字典

    /// </summary>

    private Dictionary<string, string> LocalBundleVersion;

    /// <summary>

    /// 服务器资源名和路径字典

    /// </summary>

    private Dictionary<string, string> ServerBundleVersion;

    /// <summary>

    /// 需要下载的文件List

    /// </summary>

    private List<string> NeedDownFiles;

    /// <summary>

    /// 是否需要更新本地版本文件

    /// </summary>

    private bool NeedUpdateLocalVersionFile = false;

    /// <summary>

    /// 下载完成委托

    /// </summary>

    /// <param name="www"></param>

    public delegate void HandleFinishDownload(WWW www);

    /// <summary>

    /// 本次一共需要更新的资源数

    /// </summary>

    int totalUpdateFileCount = 0;

    void Start()

    {

#if UNITY_EDITOR && UNITY_ANDROID                                                                         

        SERVER_RES_URL = "file:///" + Application.streamingAssetsPath + "/android/";

        LOCAL_RES_URL = "file:///" + Application.persistentDataPath + "/res/";

        LOCAL_RES_PATH = Application.persistentDataPath + "/res/";

#elif UNITY_EDITOR && UNITY_IOS

        SERVER_RES_URL = "file://" + Application.streamingAssetsPath + "/ios/";

        LOCAL_RES_URL =  "file:///" + Application.persistentDataPath + "/res/";

        LOCAL_RES_PATH =  Application.persistentDataPath + "/res/";

#elif UNITY_ANDROID

        //安卓下需要使用www加载StreamingAssets里的文件,Streaming Assets目录在安卓下的路径为 "jar:file://" + Application.dataPath + "!/assets/"

        SERVER_RES_URL =  "jar:file://" + Application.dataPath + "!/assets/" + "android/";

        LOCAL_RES_URL =  "jar:file://" + Application.persistentDataPath + "!/assets/" + "/res/";

        //LOCAL_RES_URL =  "file://" + Application.persistentDataPath + "/res/";

        LOCAL_RES_PATH =  Application.persistentDataPath + "/res/";

#elif UNITY_IOS

        SERVER_RES_URL = "http://127.0.0.1/resource/ios/"

        LOCAL_RES_URL =  "file:///" + Application.persistentDataPath + "/res/";

        LOCAL_RES_PATH =  Application.persistentDataPath + "/res/";

#endif

        //初始化    

        LocalBundleVersion = new Dictionary<string, string>();

        ServerBundleVersion = new Dictionary<string, string>();

        NeedDownFiles = new List<string>();

        //加载本地version配置    

        string tmpLocalVersion = "";

        if (!File.Exists(LOCAL_RES_PATH + VERSION_FILE))

        {

            TextAsset text = Resources.Load(VERSION_FILE) as TextAsset;

            tmpLocalVersion = text.text;

        }

        else

        {

            tmpLocalVersion = File.ReadAllText(LOCAL_RES_PATH + VERSION_FILE);

        }

        //保存本地的version    

        ParseVersionFile(tmpLocalVersion, LocalBundleVersion, 0);

        //加载服务端version配置    

        StartCoroutine(this.DownLoad(SERVER_RES_URL + VERSION_FILE, delegate (WWW serverVersion)

        {

            //保存服务端version    

            ParseVersionFile(serverVersion.text, ServerBundleVersion, 1);

            //计算出需要重新加载的资源    

            CompareVersion();

            //加载需要更新的资源    

            DownLoadRes();

        }));

    }

    //依次加载需要更新的资源    

    private void DownLoadRes()

    {

        if (NeedDownFiles.Count == 0)

        {

            UpdateLocalVersionFile();

            return;

        }

        string file = NeedDownFiles[0];

        NeedDownFiles.RemoveAt(0);

        StartCoroutine(this.DownLoad(SERVER_RES_URL + file, delegate (WWW w)

        {

            //将下载的资源替换本地就的资源    

            ReplaceLocalRes(file, w.bytes);

            DownLoadRes();

        }));

    }

    private void ReplaceLocalRes(string fileName, byte[] data)

    {

        try

        {

            string filePath = LOCAL_RES_PATH + fileName;

            if (!File.Exists(filePath))

            {

                string p = Path.GetDirectoryName(filePath);

                if (!Directory.Exists(p))

                    Directory.CreateDirectory(p);

            }

            File.WriteAllBytes(filePath, data);

        }

        catch (System.Exception e)

        {

            Debug.Log("e is " + e.Message);

        }

    }

    //更新本地的version配置    

    private void UpdateLocalVersionFile()

    {

        if (NeedUpdateLocalVersionFile)

        {

            if (!Directory.Exists(LOCAL_RES_PATH))

                Directory.CreateDirectory(LOCAL_RES_PATH);

            StringBuilder versions = new StringBuilder(jdServerFile.ToJson());

            FileStream stream = new FileStream(LOCAL_RES_PATH + VERSION_FILE, FileMode.Create);

            byte[] data = Encoding.UTF8.GetBytes(versions.ToString());

            stream.Write(data, 0, data.Length);

            stream.Flush();

            stream.Close();

        }

    }

    private void CompareVersion()

    {

        int localVersionId;

        int serverVersionId;

        if (jdLocalFile != null && jdLocalFile.Keys.Contains("id"))

            localVersionId = (int)jdLocalFile["id"];

        if (jdServerFile != null && jdServerFile.Keys.Contains("id"))

            serverVersionId = (int)jdServerFile["id"];

#if UNITY_ANDROID || UNITY_EDITOR

        NeedDownFiles.Add("android");

#endif

#if UNITY_IOS

#endif

        foreach (var version in ServerBundleVersion)

        {

            string fileName = version.Key;

            string serverHash = version.Value;

            //新增的资源    

            if (!LocalBundleVersion.ContainsKey(fileName))

            {

                NeedDownFiles.Add(fileName);

            }

            else

            {

                //需要替换的资源    

                string localHash;

                LocalBundleVersion.TryGetValue(fileName, out localHash);

                if (!serverHash.Equals(localHash))

                {

                    NeedDownFiles.Add(fileName);

                }

            }

        }

        totalUpdateFileCount = NeedDownFiles.Count;

        //本次有更新,同时更新本地的version.txt    

        NeedUpdateLocalVersionFile = NeedDownFiles.Count > 0;

    }

    /// <summary>

    /// 

    /// </summary>

    /// <param name="content"></param>

    /// <param name="dict"></param>

    /// <param name="flag">0表示本地版本文件,1表示服务器版本文件</param>

    private void ParseVersionFile(string content, Dictionary<string, string> dict, int flag)

    {

        if (content == null || content.Length == 0)

        {

            return;

        }

        JsonData jd = null;

        try

        {

            jd = JsonMapper.ToObject(content);

        }

        catch (System.Exception e)

        {

            Debug.LogError(e.Message);

            return;

        }

        if (flag == 0)//本地

        {

            jdLocalFile = jd;

        }

        else if (flag == 1)//服务器

        {

            jdServerFile = jd;

        }

        else

            return;

        //获取资源对象

        JsonData resObjs = null;

        if (jd.Keys.Contains("resource"))

            resObjs = jd["resource"];

        if (resObjs != null && resObjs.IsObject && resObjs.Count > 0)

        {

            string[] resNames = new string[resObjs.Count];

            resObjs.Keys.CopyTo(resNames, 0);

            for (int i = 0; i < resNames.Length; i++)

            {

                if (resObjs.Keys.Contains(resNames[i]))

                    dict.Add(resNames[i], resObjs[resNames[i]].ToString());

            }

        }

    }

    private IEnumerator DownLoad(string url, HandleFinishDownload finishFun)

    {

        WWW www = new WWW(url);

        yield return www;

        if (!string.IsNullOrEmpty(www.error))

        {

            Debug.LogError("www.error is " + www.error);

            yield break;

        }

        if (finishFun != null)

        {

            finishFun(www);

        }

        www.Dispose();

    }

}