• 【转】热更新资源


    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();
        }
    }
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  • 原文地址:https://www.cnblogs.com/what-lee/p/10509561.html
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