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[unity3d]手游资源热更新策略探讨
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原地址:http://blog.csdn.net/dingxiaowei2013/article/details/20079683
我們學(xué)習(xí)了如何將資源進(jìn)行打包。這次就可以用上場(chǎng)了,我們來(lái)探討一下手游資源的增量更新策略。注意哦,只是資源哦。關(guān)于代碼的更新,我們稍后再來(lái)研究。理論上這個(gè)方案可以使用各種靜態(tài)資源的更新,不僅僅是assetbundle打包的。
(轉(zhuǎn)載請(qǐng)注明原文地址http://blog.csdn.net/janeky/article/details/17666409)
現(xiàn)在的手游安裝有幾種方式。一種是安裝的時(shí)候就把程序和資源安裝到本地。另外一種是只安裝程序和少量的必要資源,然后在啟動(dòng)的時(shí)候再把缺少的資源下載完整。手游一般不建議和傳統(tǒng)頁(yè)游一樣,在運(yùn)行過(guò)程中加載資源,那樣做會(huì)導(dǎo)致用戶體驗(yàn)會(huì)比較差些。上述的兩種安裝模式,在更新資源上本質(zhì)都是相同的。都是比較服務(wù)器資源的版本和本地資源的版本,以確定哪些資源要下載(包括需要更新的和新增的)。
? ? ? ? 1.資源打包。
資源打包之前,要先規(guī)劃好資源之間的相互依賴關(guān)系。把一些共性的東西抽取出來(lái),盡量減少不必要的耦合。一些比較好的做法有,所有物件盡可能做成Prefab,場(chǎng)景上的東西越少越好,“一切都是動(dòng)態(tài)加載”。
? ? ? ??2.生成文件MD5
關(guān)于文件的MD5,這里就不詳細(xì)描述了。大家可以簡(jiǎn)單理解它為一個(gè)文件的狀態(tài)標(biāo)記。如果文件有更改,那么它的md5一定是改變的,單純的移動(dòng)文件是不會(huì)更改的。md5驗(yàn)證還可以起到安全驗(yàn)證的作用,保證本地文件不被篡改。舉個(gè)例子,我們經(jīng)常從網(wǎng)上上下載軟件時(shí),一般都會(huì)給出一個(gè)md5值,你下載后,對(duì)比一下已下載文件的md5值,就可以知道文件有沒(méi)有被篡改。在版本發(fā)布時(shí),我們需要對(duì)所有打包好的文件計(jì)算md5值,然后保存在一個(gè)配置文件中。關(guān)于這部分的工作,我之前寫過(guò)一個(gè)可視化小工具(https://github.com/kenro/File_Md5_Generator),現(xiàn)在分享給大家。如果大家覺(jué)得有用,記得打星哦:)
? ? ? ??3.版本比較
先加載本地的version.txt,將結(jié)果緩存起來(lái)。下載服務(wù)器的version.txt,與本地的version進(jìn)行比較,篩選出需要更新和新增的資源
? ? ? ??4.下載資源
依次下載更新的資源,如果本地已經(jīng)有舊資源,則替換之,否則就新建保存起來(lái)
? ? ? ??5.更新本地版本配置文件version.txt
用服務(wù)器的version.txt替換掉本地的version.txt。這樣做是為了確保下次啟動(dòng)的時(shí)候,不會(huì)再重復(fù)更新了。
? ? ? ??6.從本地加載assetbundle進(jìn)行測(cè)試顯示。
這里將一個(gè)模型制成Prefab,打包成assetbundle。程序從本地加載后,顯示在場(chǎng)景中
? ? ? ??7.更新服務(wù)器的assetbundle,重新生成版本號(hào)文件。
? ? ? ??8.重復(fù)6的步驟
我們可以驗(yàn)證,我們的程序不用任何改動(dòng),資源已經(jīng)實(shí)現(xiàn)了更新。場(chǎng)景中顯示的已經(jīng)是最新的模型了。
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關(guān)于上述的流程,我寫了一個(gè)小的演示demo。我這里沒(méi)有用到web服務(wù)器,而是將本地的另外一個(gè)文件夾作為資源服務(wù)器目錄。這里的目錄只針對(duì)windows下的版本進(jìn)行測(cè)試。如果要在手機(jī)平臺(tái)上,需要記得更新相關(guān)的路徑。
[csharp]?view plaincopy
using?UnityEngine;??using?System.Collections;??using?System.Collections.Generic;??using?System.Text;??using?System.IO;????public?class?ResUpdate?:?MonoBehaviour??{??????public?static?readonly?string?VERSION_FILE?=?"version.txt";??????public?static?readonly?string?LOCAL_RES_URL?=?"file://"?+?Application.dataPath?+?"/Res/";??????public?static?readonly?string?SERVER_RES_URL?=?"file:///C:/Res/";??????public?static?readonly?string?LOCAL_RES_PATH?=?Application.dataPath?+?"/Res/";????????private?Dictionary<string,?string>?LocalResVersion;??????private?Dictionary<string,?string>?ServerResVersion;??????private?List<string>?NeedDownFiles;??????private?bool?NeedUpdateLocalVersionFile?=?false;????????void?Start()??????{??????????????????LocalResVersion?=?new?Dictionary<string,?string>();??????????ServerResVersion?=?new?Dictionary<string,?string>();??????????NeedDownFiles?=?new?List<string>();????????????????????StartCoroutine(DownLoad(LOCAL_RES_URL?+?VERSION_FILE,?delegate(WWW?localVersion)??????????{??????????????????????????ParseVersionFile(localVersion.text,?LocalResVersion);??????????????????????????StartCoroutine(this.DownLoad(SERVER_RES_URL?+?VERSION_FILE,?delegate(WWW?serverVersion)??????????????{??????????????????????????????????ParseVersionFile(serverVersion.text,?ServerResVersion);??????????????????????????????????CompareVersion();??????????????????????????????????DownLoadRes();??????????????}));????????????}));??????}????????????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)??????????{??????????????????????????ReplaceLocalRes(file,?w.bytes);??????????????DownLoadRes();??????????}));??????}????????private?void?ReplaceLocalRes(string?fileName,?byte[]?data)??????{??????????string?filePath?=?LOCAL_RES_PATH?+?fileName;??????????FileStream?stream?=?new?FileStream(LOCAL_RES_PATH?+?fileName,?FileMode.Create);??????????stream.Write(data,?0,?data.Length);??????????stream.Flush();??????????stream.Close();??????}????????????private?IEnumerator?Show()??????{??????????WWW?asset?=?new?WWW(LOCAL_RES_URL?+?"cube.assetbundle");??????????yield?return?asset;??????????AssetBundle?bundle?=?asset.assetBundle;??????????Instantiate(bundle.Load("Cube"));??????????bundle.Unload(false);??????}????????????private?void?UpdateLocalVersionFile()??????{??????????if?(NeedUpdateLocalVersionFile)??????????{??????????????StringBuilder?versions?=?new?StringBuilder();??????????????foreach?(var?item?in?ServerResVersion)??????????????{??????????????????versions.Append(item.Key).Append(",").Append(item.Value).Append("\n");??????????????}????????????????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();??????????}??????????????????StartCoroutine(Show());??????}????????private?void?CompareVersion()??????{??????????foreach?(var?version?in?ServerResVersion)??????????{??????????????string?fileName?=?version.Key;??????????????string?serverMd5?=?version.Value;??????????????????????????if?(!LocalResVersion.ContainsKey(fileName))??????????????{??????????????????NeedDownFiles.Add(fileName);??????????????}??????????????else??????????????{??????????????????????????????????string?localMd5;??????????????????LocalResVersion.TryGetValue(fileName,?out?localMd5);??????????????????if?(!serverMd5.Equals(localMd5))??????????????????{??????????????????????NeedDownFiles.Add(fileName);??????????????????}??????????????}??????????}??????????????????NeedUpdateLocalVersionFile?=?NeedDownFiles.Count?>?0;??????}????????private?void?ParseVersionFile(string?content,?Dictionary<string,?string>?dict)??????{??????????if?(content?==?null?||?content.Length?==?0)??????????{??????????????return;??????????}??????????string[]?items?=?content.Split(new?char[]?{?'\n'?});??????????foreach?(string?item?in?items)??????????{??????????????string[]?info?=?item.Split(new?char[]?{?','?});??????????????if?(info?!=?null?&&?info.Length?==?2)??????????????{??????????????????dict.Add(info[0],?info[1]);??????????????}??????????}????????}????????private?IEnumerator?DownLoad(string?url,?HandleFinishDownload?finishFun)??????{??????????WWW?www?=?new?WWW(url);??????????yield?return?www;??????????if?(finishFun?!=?null)??????????{??????????????finishFun(www);??????????}??????????www.Dispose();??????}????????public?delegate?void?HandleFinishDownload(WWW?www);??}?? ?
資源更新的原理,本質(zhì)上都是相似的。我之前也從事過(guò)頁(yè)游的開(kāi)發(fā),資源更新流程也類似。所以技術(shù)的本質(zhì)是掌握思維方式,平臺(tái)和語(yǔ)言都是永遠(yuǎn)在變的。我們最后歸納一下流程:比較服務(wù)端的資源版本和本地的資源版本,找出需要更新的資源,然后依次下載。如果大家有更好的策略,歡迎分享探討 ken@iamcoding.com。
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http://pan.baidu.com/s/1mgNnR8O
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Unity3d官網(wǎng)文檔
轉(zhuǎn)載于:https://www.cnblogs.com/123ing/p/3823015.html
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