示例#1
0
        private IEnumerator RequestCopy()
        {
            var v1       = Versions.LoadVersion(_savePath + Versions.Filename);
            var basePath = GetBasePath();
            var request  = UnityWebRequest.Get(Path.Combine(basePath, Versions.Filename));
            var path     = _savePath + Versions.Filename + ".tmp";

            request.downloadHandler = new DownloadHandlerFile(path);
            yield return(request.SendWebRequest());

            var v2      = -1;
            var hasFile = string.IsNullOrEmpty(request.error);

            if (hasFile)
            {
                v2 = Versions.LoadVersion(path);
            }
            var steamFileThenSave = v2 > v1;

            if (steamFileThenSave)
            {
                Debug.LogWarning("本地流目录版本高于网络目录版本");
            }
            _step = hasFile && steamFileThenSave ? Step.Coping : Step.Versions;
            request.Dispose();
        }
示例#2
0
        private IEnumerator RequestCopy()
        {
            var v1       = Versions.LoadVersion(_savePath + Versions.Filename);
            var basePath = GetStreamingAssetsPath() + "/";
            var request  = UnityWebRequest.Get(basePath + Versions.Filename);
            var path     = _savePath + Versions.Filename + ".tmp";

            request.downloadHandler = new DownloadHandlerFile(path);
            yield return(request.SendWebRequest());

            if (string.IsNullOrEmpty(request.error))
            {
                var v2 = Versions.LoadVersion(path);
                if (v2 > v1)
                {
                    var mb = MessageBox.Show("提示", "是否将资源解压到本地?", "解压", "跳过");
                    yield return(mb);

                    if (mb.isOk)
                    {
                        var versions = Versions.LoadVersions(path);
                        yield return(UpdateCopy(versions, basePath));
                    }
                }
                else
                {
                    Versions.LoadVersions(path);
                }
            }

            request.Dispose();
        }
示例#3
0
 private void OnComplete()
 {
     OnProgress(1);
     OnMessage("更新完成");
     OnVersion(Versions.LoadVersion(_savePath + Versions.Filename).ToString());
     StartCoroutine(LoadGameScene());
 }
示例#4
0
文件: Updater.cs 项目: ErQing/JEngine
        private IEnumerator RequestCopy()
        {
            var v1       = offline? -1 : Versions.LoadVersion(_savePath + Versions.Filename);//这个是服务器版本
            var basePath = GetBasePath();
            var request  = UnityWebRequest.Get(Path.Combine(basePath, Versions.Filename));
            var path     = _savePath + Versions.Filename + ".tmp";

            request.downloadHandler = new DownloadHandlerFile(path);
            yield return(request.SendWebRequest());

            var v2      = -1;//这个是本地版本
            var hasFile = string.IsNullOrEmpty(request.error);

            if (hasFile)
            {
                v2 = Versions.LoadVersion(path);
            }
            var steamFileThenSave = v2 >= v1;

            if (steamFileThenSave)
            {
                Debug.LogWarning(offline?"离线模式直接解压本地资源":"本地流目录版本高于或等于网络目录版本");
            }
            _step = hasFile && steamFileThenSave ? Step.Coping : Step.Versions;
            if (!hasFile && offline)
            {
                var mb = MessageBox.Show("提示", "离线模式需要将资源拷贝到本地,目前检测不到,因此游戏无法正常运行");
                yield return(mb);

                Quit();
            }

            request.Dispose();
        }
示例#5
0
        private void OnComplete()
        {
            if (this.EnableVFS)
            {
                var dataPath  = _savePath + Versions.Dataname;
                var downloads = _downloader.downloads;
                if (downloads.Count > 0 && File.Exists(dataPath))
                {
                    OnMessage("更新本地版本信息");
                    var files = new List <VFile>(downloads.Count);
                    foreach (var download in downloads)
                    {
                        files.Add(new VFile {
                            name = download.name, hash = download.hash, len = download.len,
                        });
                    }

                    var file = files[0];
                    if (!file.name.Equals(Versions.Dataname))
                    {
                        Versions.UpdateDisk(dataPath, files);
                    }
                }

                Versions.LoadDisk(dataPath);
            }

            OnProgress(1);
            OnMessage($"更新完成,版本号:{Versions.LoadVersion(_savePath + Versions.Filename)}");

            StartCoroutine(LoadGameScene());
        }
示例#6
0
        private IEnumerator RequestCopy()
        {
            var v1       = Versions.LoadVersion(_savePath + Versions.Filename);
            var basePath = GetStreamingAssetsPath() + "/";
            var request  = UnityWebRequest.Get(basePath + Versions.Filename);
            var path     = _savePath + Versions.Filename + ".tmp";

            request.downloadHandler = new DownloadHandlerFile(path);
            yield return(request.SendWebRequest());

            if (string.IsNullOrEmpty(request.error))
            {
                var v2 = Versions.LoadVersion(path);
                if (v2 > v1)
                {
                    Debug.Log("将资源解压到本地");
                    this.Step = Step.Coping;
                }
                else
                {
                    Versions.LoadVersions(path);
                    this.Step = Step.Versions;
                }
            }
            else
            {
                this.Step = Step.Versions;
            }

            request.Dispose();
        }
示例#7
0
        private IEnumerator RequestCopy()
        {
            var v1       = Versions.LoadVersion(_savePath + Versions.Filename);
            var basePath = GetBasePath();
            var request  = UnityWebRequest.Get(basePath + Versions.Filename);
            var path     = _savePath + Versions.Filename + ".tmp";

            request.downloadHandler = new DownloadHandlerFile(path);
            yield return(request.SendWebRequest());

            _step = string.IsNullOrEmpty(request.error) ? Step.Coping : Step.Versions;
            request.Dispose();
        }
示例#8
0
        private void Start()
        {
            try
            {
                version.text = "资源版本号: v" + Versions.LoadVersion(Application.persistentDataPath + '/' + Versions.Filename);
            }
            catch (Exception e)
            {
                version.text = "初始版本";
            }
            var updater = FindObjectOfType <Updater>();

            updater.listener = this;
        }
示例#9
0
        private void OnComplete()
        {
            if (enableVFS)
            {
                var dataPath  = _savePath + Versions.Dataname;
                var downloads = _downloader.downloads;
                if (downloads.Count > 0 && File.Exists(dataPath))
                {
                    OnMessage("更新本地版本信息");
                    var files = new List <VFile>(downloads.Count);
                    foreach (var download in downloads)
                    {
                        files.Add(new VFile
                        {
                            name = Path.GetFileName(download.savePath),
                            hash = download.hash,
                            len  = download.len,
                        });
                    }

                    var file = files[0];
                    if (!file.name.Equals(Versions.Dataname))
                    {
                        Versions.UpdateDisk(dataPath, files);
                    }
                }

                Versions.LoadDisk(dataPath);
            }

            OnProgress(1);
            OnMessage("更新完成");
            var version = Versions.LoadVersion(_savePath + Versions.Filename);

            if (version > 0)
            {
                OnVersion(version.ToString());
            }

            _step = STEP_COMPLETE;

            StartCoroutine(LoadGameScene());
        }
示例#10
0
        private void OnComplete()
        {
            if (enableVFS)
            {
                var dataPath  = _savePath + Versions.Dataname;
                var downloads = _downloader.downloads;
                if (downloads.Count > 0 && File.Exists(dataPath))
                {
                    OnMessage("更新本地版本信息");
                    var files = new List <VFile>(downloads.Count);
                    foreach (var download in downloads)
                    {
                        files.Add(new VFile
                        {
                            name = download.name,
                            hash = download.hash,
                            len  = download.len,
                        });
                    }

                    var file = files[0];
                    if (!file.name.Equals(Versions.Dataname))
                    {
                        Versions.UpdateDisk(dataPath, files);
                    }
                }

                Versions.LoadDisk(dataPath);
            }

            OnProgress(1);
            OnMessage("更新完成");
            var version = Versions.LoadVersion(_savePath + Versions.Filename);

            if (version > 0)
            {
                OnVersion(version.ToString());
            }

            //StartCoroutine(LoadGameScene());
            FrameworkBoot.Event.Fire(StartBootResSystemEventArgs.EventId, StartBootResSystemEventArgs.Create(1));
        }
示例#11
0
        private IEnumerator RequestVersions()
        {
            OnMessage("正在获取版本信息...");
            if (Application.internetReachability == NetworkReachability.NotReachable)
            {
                var mb = MessageBox.Show("提示", "请检查网络连接状态", "重试", "退出");
                yield return(mb);

                if (mb.isOk)
                {
                    StartUpdate();
                }
                else
                {
                    Quit();
                }

                yield break;
            }

            var request = UnityWebRequest.Get(GetDownloadURL(Versions.Filename));

            request.downloadHandler = new DownloadHandlerFile(_savePath + Versions.Filename);
            yield return(request.SendWebRequest());

            var error = request.error;

            request.Dispose();
            if (!string.IsNullOrEmpty(error))
            {
                var mb = MessageBox.Show("提示", string.Format("获取服务器版本失败:{0}", error), "重试", "退出");
                yield return(mb);

                if (mb.isOk)
                {
                    StartUpdate();
                }
                else
                {
                    Quit();
                }

                yield break;
            }

            try
            {
                var v1 = Versions.LoadVersion(_savePath + Versions.Filename);           //网络版本文件
                var v2 = Versions.LoadVersion(_savePath + Versions.Filename + ".tmp");  //本地临时文件

                if (v2 > v1)
                {
                    //如果本地版本高于网络版本,就别更新了
                    OnComplete();
                    yield break;
                }

                //网络版本高于或者等于本地版本,则检查更新
                _versions = Versions.LoadVersions(_savePath + Versions.Filename, true);
                if (_versions.Count > 0)
                {
                    PrepareDownloads();
                    _step = Step.Prepared;
                }
                else
                {
                    OnComplete();
                }
            }
            catch (Exception e)
            {
                Debug.LogException(e);
                MessageBox.Show("提示", "版本文件加载失败", "重试", "退出").onComplete +=
                    delegate(MessageBox.EventId id)
                {
                    if (id == MessageBox.EventId.Ok)
                    {
                        StartUpdate();
                    }
                    else
                    {
                        Quit();
                    }
                };
            }
        }