cocos2dx lua 热更新方案的实现

(Upgrade.h)

#include <stdio.h>

#include "cocos2d.h"

#include "framework/utils/Utils.h"

#include "framework/json/JSONObject.h"

USING_NS_CC;

#include "ide-support/SimpleConfigParser.h"

#include "extensions/cocos-ext.h"

USING_NS_CC_EXT;

using namespace std;

class Upgrade : public Layer, public AssetsManagerDelegateProtocol

{

public:

static Scene* createScene();

Upgrade();

virtual void onEnter();

virtual ~Upgrade();

virtual bool init();

void enterScene();

void upgrade(); //检查版本更新

  //重写AssetsManagerDelegateProtocol中的三个虚函数

virtual void onError(AssetsManager::ErrorCode errorCode); //错误信息

virtual void onProgress(int percent); //更新下载进度

virtual void onSuccess(); //下载成功

CREATE_FUNC(Upgrade);

private:

AssetsManager* getAssetManager();

string DirectoryPathCache_Res;

string DirectoryPathCache_Src;

string DirectoryPathCache_Resources;

};

#include "framework/updater/Upgrade.h"

#include "SimpleAudioEngine.h"

#include "CCLuaEngine.h"

#include "lua_module_register.h"

#include "cocos2d.h"

#if (CC_TARGET_PLATFORM != CC_PLATFORM_LINUX)

#include "ide-support/CodeIDESupport.h"

#endif

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)

#include "runtime/Runtime.h"

#include "ide-support/RuntimeLuaImpl.h"

#endif

(Upgrade.cpp)

USING_NS_CC;

USING_NS_CC_EXT;

using namespace CocosDenshion;

#define TEMP_PACKAGE_FILE_NAME "Scripts" //下载后保存的文件夹名

static const char * UpdaterConfig="res/UpdaterConfig.json";

static const char * KEY_PackageURL="PackageUrl";

static const char * KEY_VersionURL="VersionUrl";

Upgrade::Upgrade()

{

std::vector<std::string> searchPaths;

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

FileUtils::getInstance()->setPopupNotify(false);

searchPaths.push_back("ccs-res/");

searchPaths.push_back("ccs-res/res/");

string path= StringUtils::format("%s%s",FileUtils::getInstance()->getWritablePath().c_str(),"debugruntime/");

DirectoryPathCache_Resources=path;

DirectoryPathCache_Res=StringUtils::format("%s/res/",path.c_str());

DirectoryPathCache_Src=StringUtils::format("%s/src/",path.c_str());;

#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

DirectoryPathCache_Res=FileUtils::getInstance()->fullPathForFilename("res");

DirectoryPathCache_Resources=StringUtils::format("%s/", DirectoryPathCache_Res.substr(0, DirectoryPathCache_Res.find_last_of("/")).c_str());

DirectoryPathCache_Src=FileUtils::getInstance()->fullPathForFilename("src");

#endif

searchPaths.push_back(DirectoryPathCache_Src);

searchPaths.push_back(DirectoryPathCache_Res);

FileUtils::getInstance()->setSearchPaths(searchPaths);

}

Scene* Upgrade::createScene()

{

auto scene = Scene::create();

auto layer = Upgrade::create();

scene->addChild(layer);

return scene;

}

Upgrade::~Upgrade()

{

AssetsManager* assetManager = getAssetManager();

CC_SAFE_DELETE(assetManager);

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)

// NOTE:Please don't remove this call if you want to debug with Cocos Code IDE

RuntimeEngine::getInstance()->end();

#endif

}

bool Upgrade::init()

{

if (!CCLayer::init())

{

return false;

}

return true;

}

void Upgrade::onError(AssetsManager::ErrorCode errorCode)

{

if (errorCode == AssetsManager::ErrorCode::NO_NEW_VERSION)

{

CCLOG("检查新版本: %s","当前已是最新版本");

}

else if (errorCode == AssetsManager::ErrorCode::NETWORK)

{

CCLOG("检查新版本: %s","更新失败 请检查网络状态");

}

else if (errorCode == AssetsManager::ErrorCode::CREATE_FILE)

{

CCLOG("检查新版本: %s","创建临时文件失败");

}else if(errorCode == AssetsManager::ErrorCode::UNCOMPRESS){

CCLOG("检查新版本: %s","更新包解压失败");

}

}

void Upgrade::onProgress(int percent)

{

if (percent < 0)

return;

CCLOG("下载进度: %d%%",percent);

}

void Upgrade::onEnter(){

CCLOG("onEnter!");

upgrade();

}

void Upgrade::onSuccess()

{

CCLOG("下载完毕!");

this->enterScene();

}

void Upgrade::enterScene(){

#if (COCOS2D_DEBUG > 0) && (CC_CODE_IDE_DEBUG_SUPPORT > 0)

RuntimeEngine::getInstance()->addRuntime(RuntimeLuaImpl::create(), kRuntimeEngineLua);

RuntimeEngine::getInstance()->start();

CCLOG("iShow!");

#else

auto engine = LuaEngine::getInstance();

ScriptEngineManager::getInstance()->setScriptEngine(engine);

lua_module_register(engine->getLuaStack()->getLuaState());

engine->getLuaStack()->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));

engine->executeScriptFile("src/main.lua");

#endif

}

static void ConfigAndroidParameters(JSONObject * object){

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

JSONObject * json=JSONObject::create();

json->put("NETLOG_URL",object->getString("NETLOG_URL").c_str());

Utils::ConfigParameters(json->toString());

#endif

}

AssetsManager* Upgrade::getAssetManager()

{

static AssetsManager *assetManager = NULL;

if (!assetManager)

{

static AssetsManager *assetManager = NULL;

if (!assetManager)

{

string fileContent = "";

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

string fullPathFile=StringUtils::format("%s%s%s",FileUtils::getInstance()->getWritablePath().c_str(),"debugruntime/",UpdaterConfig);

CCLOG("文件路径:--------%s",fullPathFile.c_str());

fileContent = FileUtils::getInstance()->getStringFromFile(fullPathFile);

#elif(CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

string fullPathFile=FileUtils::getInstance()->fullPathForFilename(UpdaterConfig);

fileContent = FileUtils::getInstance()->getStringFromFile(fullPathFile);

CCLOG("文件路径:--------%s",fullPathFile.c_str());

#endif

CCLOG("配置文件内容:%s",fileContent.c_str());

JSONObject * object=JSONObject::create(fileContent.c_str());

ConfigAndroidParameters(object);

//获取更新包地址

string packageUrl=object->getString(KEY_PackageURL);

//获取版本号地址

string versionUrl=object->getString(KEY_VersionURL);

CCLOG("更新包地址:%s",packageUrl.c_str());

CCLOG("获取版本号地址:%s",versionUrl.c_str());

string storageDirectory=DirectoryPathCache_Resources;

CCLOG("下载存储路径:%s",storageDirectory.c_str());

assetManager = new AssetsManager(packageUrl.c_str(),versionUrl.c_str(), storageDirectory.c_str());

assetManager->setDelegate(this);

assetManager->setConnectionTimeout(8);

CCLOG("当前版本号:%s",assetManager->getVersion().c_str());

if (assetManager->checkUpdate()) {

assetManager->update();

}else{

this->enterScene();

}

}

}

return assetManager;

}

void Upgrade::upgrade()

{

getAssetManager();

}

#endif

(作者很懒,此处不做注释,后续修改)