cocos2d-js熱更新

  1. 熱更新基本思路
    得到cocoachina論壇上fysp和akira_cn的幫助,理清了遊戲熱更新的思路:

        執行AssetsManager後,搜索路徑增加了jsb.fileUtils.getWritablePath()目錄,並且是優先搜索;
        需要熱更新js不放在project.json中定義,等AssetsManager更新完了,用cc.loader.load動態加載;
        所以在jsb.fileUtils.getWritablePath()目錄下載的資源和js文件,與項目目錄保持一致,那麼優先加載新下載的資源         和js文件,再進入遊戲,從而實現熱更新。
  2. AssetsManager
    cocos2d-js 3.0 rc0對AssetsManager功能進行了完善增強,支持多線程下載、斷點續傳、文件壓縮、更好的進度信息以及錯誤重試機制,實現遊戲資源文件和腳本文件的熱更新變的更加方便。

用cocos new MyGame -l js -d /directory/to/project方式新建一個測試項目,參考sample寫的src/AssetsManager.js:

var __failCount = 0;

var AssetsManagerLoaderScene = cc.Scene.extend({
_am:null,
_progress:null,
_percent:0,
_percentByFile:0,
run:function(){
if (!cc.sys.isNative) {
this.loadGame();
return;
}

    var layer = new cc.Layer();
    this.addChild(layer);
    this._progress = new cc.LabelTTF.create("0%", "Arial", 12);
    this._progress.x = cc.winSize.width / 2;
    this._progress.y = cc.winSize.height / 2 + 50;
    layer.addChild(this._progress);

    // android: /data/data/com.huanle.magic/files/
    var storagePath = (jsb.fileUtils ? jsb.fileUtils.getWritablePath() : "./");

    this._am = new jsb.AssetsManager("res/project.manifest", storagePath);
    this._am.retain();

    if (!this._am.getLocalManifest().isLoaded())
    {
        cc.log("Fail to update assets, step skipped.");
        this.loadGame();
    }
    else
    {
        var that = this;
        var listener = new cc.EventListenerAssetsManager(this._am, function(event) {
            switch (event.getEventCode()){
                case cc.EventAssetsManager.ERROR_NO_LOCAL_MANIFEST:
                    cc.log("No local manifest file found, skip assets update.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.UPDATE_PROGRESSION:
                    that._percent = event.getPercent();
                    that._percentByFile = event.getPercentByFile();
                    cc.log(that._percent + "%");

                    var msg = event.getMessage();
                    if (msg) {
                        cc.log(msg);
                    }
                    break;
                case cc.EventAssetsManager.ERROR_DOWNLOAD_MANIFEST:
                case cc.EventAssetsManager.ERROR_PARSE_MANIFEST:
                    cc.log("Fail to download manifest file, update skipped.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.ALREADY_UP_TO_DATE:
                case cc.EventAssetsManager.UPDATE_FINISHED:
                    cc.log("Update finished.");
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.UPDATE_FAILED:
                    cc.log("Update failed. " + event.getMessage());

                    __failCount ++;
                    if (__failCount < 5)
                    {
                        that._am.downloadFailedAssets();
                    }
                    else
                    {
                        cc.log("Reach maximum fail count, exit update process");
                        __failCount = 0;
                        that.loadGame();
                    }
                    break;
                case cc.EventAssetsManager.ERROR_UPDATING:
                    cc.log("Asset update error: " + event.getAssetId() + ", " + event.getMessage());
                    that.loadGame();
                    break;
                case cc.EventAssetsManager.ERROR_DECOMPRESS:
                    cc.log(event.getMessage());
                    that.loadGame();
                    break;
                default:
                    break;
            }
        });

        cc.eventManager.addListener(listener, 1);
        this._am.update();
        cc.director.runScene(this);
    }

    this.schedule(this.updateProgress, 0.5);
},
loadGame:function(){
    cc.loader.loadJs(["src/files.js"], function(err){
        cc.loader.loadJs(jsFiles, function(err){
            cc.director.runScene(new HelloWorldScene());
        });
    });
},
updateProgress:function(dt){
    this._progress.string = "" + this._percent;
},
onExit:function(){
    cc.log("AssetsManager::onExit");

    this._am.release();
    this._super();
}

});
修改項目目錄下的main.js:

cc.game.onStart = function(){
cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);
cc.view.resizeWithBrowserSize(true);

    var scene = new AssetsManagerLoaderScene();
    scene.run();

};
cc.game.run();
修改項目目錄下的project.json:

{
"project_type": "javascript",

"debugMode" : 1,
"showFPS" : true,
"frameRate" : 60,
"id" : "gameCanvas",
"renderMode" : 0,
"engineDir":"frameworks/cocos2d-html5",

"modules" : ["cocos2d", "extensions"],

"jsList" : [
    "src/AssetsManager.js"
]

}
就留一個AssetsManager.js,其他的js都通過它來加載。

增加一個src/files.js,需要動態加載的js文件都寫在jsFiles這個數組裏,這樣js文件有增加變化,這個files.js一併更新,方便動態加載:

var jsFiles = [
"src/app.js",
"src/resource.js"
];
項目res目錄增加一個project.manifest文件,AssetsManager.js裏會用到:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.0"
},
"engineVersion" : "3.0 rc0",
"searchPaths" : [
]
}
這裏主要配置服務端資源下載地址,具體字段說明,在下面服務端配置裏說明。然後用cocos compile -p android編譯打包成一個apk安裝包,等配置好服務端更新資源安裝測試。

  1. 服務端配置
    需要建一個WEB服務器做下載用,在其WEB目錄http://10.0.128.219/res(我的測試機),增加version.manifest文件:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1"
},
"engineVersion" : "3.0 rc0"
}
測試發現,AssetsManager首先會下載version.manifest文件,如果有更新的版本,那麼纔會去下載project.manifest,然後下載其中描述的資源文件。

project.manifest如下:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1"
},
"engineVersion" : "3.0 rc0",
"assets" : {
"update1" : {
"path" : "src/app.zip",
"md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6",
"compressed" : true,
"group" : "1"
}
},
"searchPaths" : [
]
}
寫法和官方文檔裏不太一樣,特別是有個groupVersions字段,這個字段來自fysp在cocoachina論壇回答其他網友問題寫的示例,測試發現用來做增量更新很方便,後面再說明。其他字段的說明官方文檔已經很詳細了。

由於客戶端本地project.manifest裏groupVersions的版本信息比服務器端的低,所以AssetsManager會下載http://10.0.128.219/res/src/app.zip到手機的/data/data/org.cocos2dx.hellojavascript/files/src/app.zip,並且會自動解壓,但不會刪除壓縮包本身。

建議用root過的android手機測試,否則/data/data是沒有權限查看。運行客戶端測試程序後用adb連接查看:

e:\>adb shell
shell@android:/ $ su
su
shell@android:/ # ls -l /data/data/org.cocos2dx.hellojavascript/files/src/
ls -l /data/data/org.cocos2dx.hellojavascript/files/src/
-rw-rw-rw- app_65 app_65 2228 2014-07-08 14:23 app.js
-rw-rw-rw- app_65 app_65 1552 2014-07-08 14:23 app.zip
shell@android:/ # ls -l /data/data/org.cocos2dx.hellojavascript/files/
ls -l /data/data/org.cocos2dx.hellojavascript/files/
-rw-rw-rw- app_65 app_65 553 2014-07-08 14:23 project.manifest
drwxrwxrwx app_65 app_65 2014-07-08 14:23 src
-rw-rw-rw- app_65 app_65 307 2014-07-08 14:23 version.manifest
用firefox調試連上手機,發現app.js資源地址是/data/data/org.cocos2dx.hellojavascript/files/src/app.js,而不是assets/src/app.js,實現了熱更新:

debug

  1. 增量更新
    修改服務端version.manifest:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1",
"2" : "1.0.2"
},
"engineVersion" : "3.0 rc0"
}
修改服務端project.manifest:

{
"packageUrl" : "http://10.0.128.219/res",
"remoteManifestUrl" : "http://10.0.128.219/res/project.manifest",
"remoteVersionUrl" : "http://10.0.128.219/res/version.manifest",
"version" : "1.0.0",
"groupVersions" : {
"1" : "1.0.1",
"2" : "1.0.2"
},
"engineVersion" : "3.0 rc0",
"assets" : {
"update1" : {
"path" : "src/app.zip",
"md5" : "f6bf54e5a0d42c963cc5ae81bf9dc6c6",
"compressed" : true,
"group" : "1"
},
"update2" : {
"path" : "src/config.zip",
"md5" : "5d59789090e4143166430b2cf7b313ff",
"compressed" : true,
"group" : "2"
}
},
"searchPaths" : [
]
}
這時在android客戶端測試,已經更新到update1的,只會下載update2的更新,而沒有更新過的,會把update1和update2都下載下來。

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