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@ -112,7 +112,11 @@ public class GameEncryption : IEncryptionServices
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### 补丁清单
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补丁清单是一个Json格式的文本文件,里面包含了所有资源包的信息,例如:名称,大小,CRC等。
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补丁清单是一个Json格式的文本文件。
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AssetList组记录的是主资源对象列表。
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BundleList组记录的是资源包列表。
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![image](./Image/AssetBuilder-img2.png)
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@ -134,8 +138,8 @@ private static void BuildInternal(BuildTarget buildTarget)
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buildParameters.BuildTarget = buildTarget;
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buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
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buildParameters.BuildMode = EBuildMode.ForceRebuild;
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buildParameters.BuildPackage = "DefaultPackage";
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buildParameters.HumanReadableVersion = "v1.0";
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buildParameters.PackageName = "DefaultPackage";
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buildParameters.PackageVersion = "1.0.0";
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buildParameters.VerifyBuildingResult = true;
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buildParameters.EncryptionServices = new GameEncryption();
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buildParameters.CompressOption = ECompressOption.LZ4;
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@ -146,10 +150,12 @@ private static void BuildInternal(BuildTarget buildTarget)
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AssetBundleBuilder builder = new AssetBundleBuilder();
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var buildResult = builder.Run(buildParameters);
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if (buildResult.Success)
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Debug.Log($"构建成功!");
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{
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Debug.Log($"构建成功 : {buildResult.OutputPackageDirectory}");
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}
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}
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// 从构建命令里获取参数
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// 从构建命令里获取参数示例
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private static string GetBuildPackageName()
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{
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foreach (string arg in System.Environment.GetCommandLineArgs())
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@ -157,7 +163,7 @@ private static string GetBuildPackageName()
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if (arg.StartsWith("buildPackage"))
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return arg.Split("="[0])[1];
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}
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return -1;
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return string.Empty;
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}
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````
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@ -173,8 +179,8 @@ private static string GetBuildPackageName()
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- **首包资源**
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在构建应用程序的时候(例如安卓的APK),我们希望将某些资源打进首包里,可以在构建成功后自己编写逻辑代码拷贝相关资源文件到StreamingAssets/YooAssets/目录里。首包资源如果发生变化,也可以通过热更新来更新资源。
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在构建应用程序的时候,我们希望将某些资源打进首包里,首包资源拷贝至StreamingAssets/BuildinFiles/目录下。首包资源如果发生变化,也可以通过热更新来更新资源。
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- **补丁包**
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无论是通过增量构建还是强制构建,在构建完成后都会生成一个以补丁清单文件哈希值命名的文件夹,我们把这个文件夹统称为补丁包。补丁包里包含了游戏运行需要的所有资源,我们可以无脑的将补丁包内容覆盖到CDN目录下,也可以通过编写差异分析工具,来筛选出和线上最新版本之间的差异文件,然后将差异文件上传到CDN目录里。
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无论是通过增量构建还是强制构建,在构建完成后都会生成一个以包裹版本(PackageVersion)命名的文件夹,我们把这个文件夹统称为补丁包。补丁包里包含了游戏运行需要的所有资源,我们可以无脑的将补丁包内容覆盖到CDN目录下,也可以通过编写差异分析工具,来筛选出和线上最新版本之间的差异文件,然后将差异文件上传到CDN目录里。
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@ -62,29 +62,18 @@ private IEnumerator InitializeYooAsset()
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new HostPlayModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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initParameters.DecryptionServices = new BundleDecryptionServices();
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initParameters.QueryServices = new QueryStreamingAssetsServices();
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initParameters.QueryServices = new QueryStreamingAssetsFileServices();
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initParameters.DefaultHostServer = "http://127.0.0.1/CDN1/Android/v1.0";
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initParameters.FallbackHostServer = "http://127.0.0.1/CDN2/Android/v1.0";
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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// 文件解密服务类
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private class BundleDecryptionServices : IDecryptionServices
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{
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public ulong GetFileOffset(DecryptionFileInfo fileInfo)
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{
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return 32;
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}
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}
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// 内置文件查询服务类
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private class QueryStreamingAssetsServices : IQueryServices
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private class QueryStreamingAssetsFileServices : IQueryServices
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{
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public bool QueryStreamingAssets(string fileName)
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{
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// 注意:使用了BetterStreamingAssets插件
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// 注意:使用了BetterStreamingAssets插件,使用前需要初始化该插件!
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string buildinFolderName = YooAssets.GetStreamingAssetBuildinFolderName();
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return BetterStreamingAssets.FileExists($"{buildinFolderName}/{fileName}");
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}
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@ -10,14 +10,14 @@
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private IEnumerator UpdateStaticVersion()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateStaticVersionOperation operation = package.UpdateStaticVersionAsync();
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var operation = package.UpdateStaticVersionAsync();
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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string packageCRC = operation.PackageCRC;
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Debug.Log($"Update resource Version : {packageCRC}");
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string PackageVersion = operation.PackageVersion;
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Debug.Log($"Updated package Version : {PackageVersion}");
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}
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else
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{
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@ -35,7 +35,7 @@ private IEnumerator UpdateStaticVersion()
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private IEnumerator UpdatePatchManifest()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateManifestOperation operation = package.UpdateManifestAsync(packageCRC);
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var operation = package.UpdateManifestAsync(packageVersion);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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@ -76,7 +76,8 @@ IEnumerator Download()
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int downloadingMaxNum = 10;
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int failedTryAgain = 3;
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int timeout = 60;
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var downloader = YooAssets.CreatePatchDownloader(downloadingMaxNum, failedTryAgain, timeout);
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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var downloader = package.CreatePatchDownloader(downloadingMaxNum, failedTryAgain, timeout);
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//没有需要下载的资源
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if (downloader.TotalDownloadCount == 0)
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@ -115,10 +116,11 @@ IEnumerator Download()
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对于偏单机但是也有资源热更需求的项目。当玩家本地网络不稳定或无网络的时候,我们又不希望玩家卡在资源更新步骤而不能正常游戏。所以当玩家本地网络有问题的时候,我们可以跳过资源更新的步骤。
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````c#
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private IEnumerator UpdateStaticVersion()
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// 尝试从服务器获取最新的资源版本号
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private IEnumerator TryUpdateStaticVersion()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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UpdateStaticVersionOperation operation = package.UpdateStaticVersionAsync(10);
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var operation = package.UpdateStaticVersionAsync(30);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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@ -128,28 +130,29 @@ private IEnumerator UpdateStaticVersion()
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// 注意:在成功下载所有资源之后,我们需要记录当前最新的资源版本号
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PlayerPrefs.SetString("STATIC_VERSION", packageCRC);
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}
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}
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private IEnumerator TryUpdateStaticVersion()
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{
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// 如果获取远端资源版本失败,我们走弱联网更新模式。
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// 注意:如果从来没有保存过版本信息,则需要从内部读取StaticVersion.bytes文件的版本信息。
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string packageVersion = PlayerPrefs.GetString("STATIC_VERSION", string.Empty);
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if (packageVersion == string.Empty)
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{
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packageVersion = LoadStaticVersionFromStreamingAssets();
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}
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// 在弱联网情况下更新补丁清单
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var operation = package.WeaklyUpdateManifestAsync(packageVersion);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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StartGame();
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}
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else
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{
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// 如果获取远端资源版本失败,我们走弱联网更新模式。
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// 注意:如果从来没有保存过版本信息,则需要从内部读取StaticVersion.bytes文件的版本信息。
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string packageCRC = PlayerPrefs.GetString("STATIC_VERSION", string.Empty);
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if (packageCRC == string.Empty)
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{
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packageCRC = LoadStaticVersionFromStreamingAssets();
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}
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// 在弱联网情况下更新补丁清单
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UpdateManifestOperation operation2 = package.WeaklyUpdateManifestAsync(packageCRC);
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yield return operation2;
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if (operation2.Status == EOperationStatus.Succeed)
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{
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StartGame();
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}
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else
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{
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// 指定版本的资源内容本地并不完整,需要提示玩家更新。
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ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
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}
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// 指定版本的资源内容本地并不完整,需要提示玩家更新。
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ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
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}
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}
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````
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Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 67 KiB |
Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 48 KiB |
Before Width: | Height: | Size: 77 KiB After Width: | Height: | Size: 88 KiB |
Before Width: | Height: | Size: 86 KiB After Width: | Height: | Size: 81 KiB |
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 110 KiB |
Before Width: | Height: | Size: 111 KiB After Width: | Height: | Size: 163 KiB |
Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 153 KiB |