Beispiel #1
0
 /// <summary>
 /// 获得AssetBundle的真正完整路径
 /// </summary>
 string GetRealAssetPath(string abName)
 {
     if (abName.Equals(Util.GetPlatformName()))
     {
         return(abName);
     }//这里判断是总Manifest,直接返回
     abName = abName.ToLower();
     if (!abName.EndsWith(AppConst.ExtName))
     {
         abName += AppConst.ExtName;
     }//必然以打包扩展名结尾(这个扩展名的用法其实和unity设计不太相符,TODO;待修改)
     if (abName.Contains("/"))
     {
         return(abName);
     }
     //string[] paths = m_AssetBundleManifest.GetAllAssetBundles();  产生GC,需要缓存结果
     for (int i = 0; i < m_AllManifest.Length; i++)
     {
         int    index = m_AllManifest[i].LastIndexOf('/');
         string path  = m_AllManifest[i].Remove(0, index + 1);   //字符串操作函数都会产生GC
         if (path.Equals(abName))
         {
             return(m_AllManifest[i]);
         }
     }//匹配到manifest中的路径就返回m_AllManifest中的信息。
     Debug.LogError("GetRealAssetPath Error:>>" + abName);
     return(null);
 }
Beispiel #2
0
 /// <summary>
 /// 资源初始化结束
 /// </summary>
 public void OnResourceInited()
 {
     //TODO:显示In Version[1.5.3] Update Version[1.5.7]
     facade.SendMessageCommand(NotiConst.UPDATE_MESSAGE, "In[" + m_InVersion + "]Update[" + m_DataVersion + "]");
     //#if ASYNC_MODE 本来这里有两种模式,我现在放弃非ASYNC模式
     //ResManager.Initialize(AppConst.AssetDir, delegate ()
     ResManager.Initialize(Util.GetPlatformName(), delegate()
     {
         StartCoroutine(OnReadyCallBack());
     });
 }
Beispiel #3
0
        /// <summary>
        /// 启动更新下载,这里只是个思路演示,此处可启动线程下载更新
        /// </summary>
        IEnumerator OnUpdateResource()
        {
#pragma warning disable 0162
            if (!AppConst.UpdateMode)
            {
                OnResourceInited();
                yield break;
            }
            string dataPath = Util.DataPath;  //数据目录
            string url      = AppConst.WebUrl;
            //string message = string.Empty;
            string random = DateTime.Now.ToString("yyyymmddhhmmss");
#pragma warning restore 0162
            #region lorry2-9,获取服务器版本,更新对应版本的资源
            //TODO:这个version也可以向Server服务器请求获得
            string          versionUrl  = url + "server_version.txt?v=" + random;
            UnityWebRequest verDownload = UnityWebRequest.Get(versionUrl);
            yield return(verDownload.Send());

            if (verDownload.isError)
            {
                Debug.Log(verDownload.error);
                facade.SendMessageCommand(NotiConst.UPDATE_MESSAGE, "获得server_version.txt失败!热更中断:" + verDownload.error);
                yield break;
            }
            string version = verDownload.downloadHandler.text;
            url = AppConst.WebUrl + version + "/" + Util.GetPlatformName() + "/";
            #endregion
            string listUrl = url + "files.txt?v=" + random;
            Debug.LogWarning("Down files.txt -->>" + listUrl);

            UnityWebRequest www = UnityWebRequest.Get(listUrl);
            yield return(www.Send());

            if (www.isError)
            {
                facade.SendMessageCommand(NotiConst.UPDATE_MESSAGE, "更新files.txt失败!热更中断:" + www.error);
                yield break;
            }
            if (!Directory.Exists(dataPath))
            {
                Directory.CreateDirectory(dataPath);
            }
            //首先把files.txt写到数据目录。
            File.WriteAllBytes(dataPath + "files.txt", www.downloadHandler.data);
            string   filesText = www.downloadHandler.text;
            string[] files     = filesText.Split('\n');
            Debug.LogWarning("Write files.txt To-->>" + dataPath);
            m_DataVersion = files[0];
            //这里修改了luaFramework的原始流程,先把所有的操作动作存下来。
            List <string> willDownLoadUrl         = new List <string>(); //from
            List <string> willDownLoadFileName    = new List <string>();
            List <string> willDownLoadDestination = new List <string>(); //to
            facade.SendMessageCommand(NotiConst.UPDATE_MESSAGE, "分析需要更新的文件");
            Debug.LogWarning("分析需要更新的文件:" + files.Length);
            int totalSize = 0;
            for (int i = 1; i < files.Length; i++)
            {//分析每一个文件是否需要更新
                if (string.IsNullOrEmpty(files[i]))
                {
                    continue;
                }
                string[] keyValue  = files[i].Split('|');
                string   f         = keyValue[0];
                string   localfile = (dataPath + f).Trim();
                string   path      = Path.GetDirectoryName(localfile);
                if (!Directory.Exists(path))
                {
                    Directory.CreateDirectory(path);
                }
                string fileUrl   = url + f + "?v=" + random;
                bool   canUpdate = !File.Exists(localfile); //本地文件不存在,肯定要更新。
                if (!canUpdate)
                {                                           //本地存在fileUrl的这个文件,这里进行md5的对比,如果相同就不更新了。
                    string remoteMd5 = keyValue[1].Trim();
                    string localMd5  = Util.md5file(localfile);
                    canUpdate = !remoteMd5.Equals(localMd5);
                    if (PlayerPrefs.GetString(localfile) == version)//判断本地是否有已经下载的信息
                    {
                        canUpdate = false;
                        willDownLoadDestination.Add(localfile);//有下载信息也要下载
                    }
                    if (canUpdate)
                    {
                        File.Delete(localfile);            //md5码不同,把本地文件删除,接下来会下载这个文件。
                    }
                }
                if (canUpdate)
                {
                    int fileSize = int.Parse(keyValue[2]);
                    totalSize += fileSize;
                    willDownLoadUrl.Add(fileUrl);           //下载地址
                    willDownLoadFileName.Add(f);
                    willDownLoadDestination.Add(localfile); //目标文件路径
                    //这里本来是使用了线程下载,但是我测试中总是卡在第一个下载,暂时换www来进行下载。
                    //等到需要在游戏中边运行边下载,再考虑线程下载。ThreadManager不成功,总是在OnDownloadFile中WebClient.DownloadFileAsync后就没有反应了
                    //添加的DownloadProgressChangedEventHandler(ProgressChanged)无法进入,而且异常也没捕获。
                }
            }

            facade.SendMessageCommand(NotiConst.UPDATE_MESSAGE, "开始下载更新文件" + Util.FormatFileSize(totalSize));
            if (willDownLoadUrl.Count > 0)
            {
                facade.SendMessageCommand(NotiConst.UPDATE_ALL_COUNT, willDownLoadUrl.Count);
            }
            else
            {
                Debug.LogWarning("分析完毕,没有文件需要更新!");
                needHotFix = false;
            }
            //这里是对比后需要更新的资源文件,TODO:用线程下载
            len = willDownLoadUrl.Count;
            num = 0;
            for (int i = 0; i < willDownLoadUrl.Count; i++)
            {
                Debug.Log("下载:" + willDownLoadUrl[i]);
                facade.SendMessageCommand(NotiConst.UPDATE_FILE_NAME, willDownLoadFileName[i]);
                PlayerPrefs.SetString(willDownLoadDestination[i], version);//如果已经下载设置值为版本号
                HadDownLoadDestination.Add(willDownLoadDestination[i]);
                Thread thread = new Thread(new ParameterizedThreadStart(Down));
                thread.Start(willDownLoadUrl[i] + "|" + willDownLoadDestination[i] + "|" + willDownLoadFileName[i]);
            }
            yield return(new WaitForEndOfFrame());
        }