Unity 热更原理(个人笔记版)
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。
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();
}
}