unity3d 自己主动文件更新系统
游戏内容变更之后。一般而言不会想让玩家下载整个游戏包又一次安装,由于这样会流失大量玩家。全部游戏更新是必须的。
更新的内容包含 数据、资源、代码。
基本原理:
1、将须要更新的文件打包成AssetBundle文件,并计算各个文件的crc值。
以下代码将选择的文件分别导出为AssetBundle文件,并将每一个文件的crc值写入到crc.txt文件里,在Editor文件夹建立一个类,并复制以下代码。
能够在Project文件夹导出选择的文件。
public class ExportAssetBundles { [MenuItem("Assets/Build AssetBundle From Selection Respective - Track dependencies")] static void ExportResourceRespective() { // Bring up save panel string path = EditorUtility.SaveFilePanel ("Save Resource", "", "New Resource", "unity3d"); string dirpath = path.Substring(0,path.LastIndexOf("/")+1); string filename = path.Substring(path.LastIndexOf("/")+1); if (path.Length != 0) { #if UNITY_ANDROID string targetDir = "Android/"; BuildTarget targetBuild = BuildTarget.Android; #elif UNITY_IPHONE string targetDir = "iPhone/"; BuildTarget targetBuild = BuildTarget.iPhone; #elif UNITY_STANDALONE_WIN string targetDir = "StandaloneWindows/"; BuildTarget targetBuild = BuildTarget.StandaloneWindows; #endif JSDocument.JSNode node = new JSDocument.JSNode("root"); Document.SNode[] nodes = node.putChildren("filehash",Selection.objects.Length); for(int i=0;i<Selection.objects.Length;i++) { string name = Selection.objects[i].name+".unity3d"; uint crc = 0; if(!Directory.Exists(dirpath+targetDir)) Directory.CreateDirectory(dirpath+targetDir); BuildPipeline.BuildAssetBundle(Selection.objects[i],new Object[]{ Selection.objects[i]}, dirpath+targetDir+name,out crc,BuildAssetBundleOptions.CollectDependencies,targetBuild); nodes[i].put("name",name); nodes[i].put("crc",crc); } System.IO.File.WriteAllText(dirpath+targetDir+filename+".crc.txt",node.toJSONString()); } } } |
2.须要一个资源更新server,将导出的AssetBundle文件和crc文件上传到资源更新server。能够用一个简单的httpserver。比如nginx。
3.client进入游戏之前。首先向更新server请求crc.txt文件。然后从本地的磁盘文件夹中查找crc.txt文件,检查须要更新的文件列表。然后从server下载须要更新的文件。这样,假设server没有更改文件,则仅仅须要下载一次。
4.最新的crc.txt文件到本地,以便下次查询。
以下代码演示 3,4 步骤,当中
Engine.Instance.server_datapath = 服务器下载地址。
Engine.Instance.local_datapath = Application.persistentDataPath+"/;
public static IEnumerator UpdateDataFromServer(UpdateProgress up) {
string server_datapath = Engine.Instance.server_datapath; string local_datapath = Engine.Instance.local_datapath;
byte[] server_crc_data = null;
Dictionary<string,long> filehash_server=new Dictionary<string, long>(); Dictionary<string,long> filehash_local=new Dictionary<string, long>(); List<string> needUpdateFile = new List<string>();
Debug.Log("Load Server FileHash");
using(WWW www = new WWW(server_datapath+"crc.txt")) { yield return www; if (!String.IsNullOrEmpty(www.error)) { Debug.Log("Load Filehash Failed"); up(1.0f); yield break; } JSDocument.JSNode node = new JSDocument.JSNode("filehash",www.text); Document.SNode[] data = node.getChildren("filehash");
for(int i=0;i<data.Length;i++) { filehash_server[data[i].get("name","")] = data[i].get("crc",(long)0); }
server_crc_data = www.bytes; } Debug.Log("Load Local FileHash"); //从本地载入文件MD5表。可能没有
try {
JSDocument.JSNode node = new JSDocument.JSNode("filehash",System.IO.File.ReadAllText(local_datapath+"crc.txt")); Document.SNode[] data = node.getChildren("filehash"); for(int i=0;i<data.Length;i++) { filehash_local[data[i].get("name","")] = data[i].get("crc",(long)0); } } catch(Exception e) { Debug.Log(e.Message); } Debug.Log("Check FileHash");
//计算须要更新的文件 foreach(KeyValuePair<string,long> data in filehash_server) { //更新须要的文件 if(!filehash_local.ContainsKey(data.Key) || filehash_local[data.Key] != data.Value) { needUpdateFile.Add(data.Key); } }
Debug.Log("Update File");
//下载并存储 for(int i=0;i<needUpdateFile.Count;i++) { using(WWW www = new WWW(server_datapath+needUpdateFile[i])) { yield return www; byte[] bytes = null;
if (!String.IsNullOrEmpty(www.error)) { Debug.Log(www.error); yield break; } else { bytes = www.bytes; }
up((float)i/needUpdateFile.Count);
string path = local_datapath+ needUpdateFile[i]; Debug.Log(path); FileStream fs = new FileStream(path,FileMode.Create); fs.Write(bytes,0,bytes.Length); fs.Flush(); fs.Close();
// //保存 // BinaryWriter writer; // FileInfo t =new FileInfo(local_datapath+ needUpdateFile[i]); // if(!t.Exists) // { // writer = new BinaryWriter(t.Open(FileMode.OpenOrCreate)); // } // else // { // t.Delete(); // writer = new BinaryWriter(t.Open(FileMode.Create)); // } // writer.Write(bytes); // writer.Close();
} }
Debug.Log("Save FileHash");
if(needUpdateFile.Count>0) { //保存最新的文件MD5值表 // FileStream fs = new FileStream(local_datapath+"crc.txt",FileMode.Create); // fs.Write(server_crc_data,0,server_crc_data.Length); // fs.Flush(); // fs.Close();
BinaryWriter writer; FileInfo t =new FileInfo(local_datapath+"crc.txt"); if(!t.Exists) { writer = new BinaryWriter(t.Open(FileMode.Create)); } else { t.Delete(); writer = new BinaryWriter(t.Open(FileMode.Create)); } writer.Write(server_crc_data); writer.Close();
Debug.Log(local_datapath+"crc.txt"); } } |
5.载入已经更新完毕的存储在本地的AssetBundle,须要注意的是。Unity3d同样的文件同一时候仅仅能有一个AssetBundle在内存中,所以我们对于同样文件的载入做了同步。
(loadRefCount)。
static HashSet<string> loadRefCount = new HashSet<string>(); public delegate void delegateLoadFinish(GameObject go); public static IEnumerator LoadModel(string res,delegateLoadFinish onLoadFinish) { GameObject resObject = Resources.Load<GameObject>("cards/"+res); if(resObject !=null) { onLoadFinish((GameObject)GameObject.Instantiate(resObject)); yield break; }
//假设包括资源。返回 while(loadRefCount.Contains(res)) { yield return true; }
loadRefCount.Add(res); Debug.Log(Engine.Instance.local_datapath+res+".unity3d");
AssetBundleCreateRequest crcLocalBundle = AssetBundle.CreateFromMemory( System.IO.File.ReadAllBytes(Engine.Instance.local_datapath+res+".unity3d"));
yield return crcLocalBundle;
{ GameObject cardObject = GameObject.Instantiate(crcLocalBundle.assetBundle.mainAsset)as GameObject; crcLocalBundle.assetBundle.Unload(false); onLoadFinish(cardObject); }
loadRefCount.Remove(res); } |