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发布1.0.29,添加热更新说明文档
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docs/HotUpdate.md
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docs/HotUpdate.md
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## 热更新
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* 完全使用creator官方的热更新方案
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* 重新封装,使用更简单
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* <u>**支持动态变更资源路径**</u>
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* cdn上资源结构
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### 规则
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* 和版本号绑定,版本更新后之前的热更新资源失效,(版本号指的是初始化函数中传入的版本号 推荐使用游戏版本号)
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* 在构建完成之后的main.js中添加以下内容,可以使用构建模版,或者用脚本修改
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```javascript
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(function () {
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if (typeof window.jsb === 'object') {
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let saveVersion = localStorage.getItem('hotupdate::version');
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let searchPaths = localStorage.getItem('hotupdate::searchpaths');
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//TODO::版本号 这里需要根据自己的项目修改
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let version = "0.0.2";
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if (!saveVersion || saveVersion != version ) {
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localStorage.setItem('hotupdate::searchpaths', null);
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searchPaths = null;
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}
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if (searchPaths) {
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let paths = JSON.parse(searchPaths);
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jsb.fileUtils.setSearchPaths(paths);
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let fileList = [];
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let storagePath = paths[0] || '';
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let tempPath = storagePath + '_temp/';
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let baseOffset = tempPath.length;
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if (jsb.fileUtils.isDirectoryExist(tempPath) && !jsb.fileUtils.isFileExist(tempPath + 'project.manifest.temp')) {
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jsb.fileUtils.listFilesRecursively(tempPath, fileList);
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fileList.forEach(srcPath => {
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let relativePath = srcPath.substr(baseOffset);
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let dstPath = storagePath + relativePath;
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if (srcPath[srcPath.length] == '/') {
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jsb.fileUtils.createDirectory(dstPath);
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} else {
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if (jsb.fileUtils.isFileExist(dstPath)) {
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jsb.fileUtils.removeFile(dstPath);
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}
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jsb.fileUtils.renameFile(srcPath, dstPath);
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}
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})
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jsb.fileUtils.removeDirectory(tempPath);
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}
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}
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}
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})();
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```
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### 使用
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一些枚举类型
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```typescript
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export enum HotUpdateCode {
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/** 成功 */
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Succeed = 0,
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/** 平台不支持 不需要热更新 */
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PlatformNotSupported = -1000,
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/** 未初始化 */
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NotInitialized = -1001,
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/** 是最新版本 */
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LatestVersion = -1002,
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/** 更新中 */
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Updating = -1003,
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/** 加载本地manifest失败 */
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LoadManifestFailed = -1004,
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/** 下载manifest文件失败 */
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ParseManifestFailed = -1005,
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/** 下载version.manifest失败 */
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LoadVersionFailed = -1006,
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/** 解析version.manifest失败 */
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ParseVersionFailed = -1007,
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/** 更新失败 需要重试 */
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UpdateFailed = -1008,
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/** 更新错误 */
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UpdateError = -1009,
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/** 解压错误 */
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DecompressError = -1010,
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}
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```
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* 初始化 【必须】
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```typescript
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/**
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* 初始化热更新管理器
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* @param manifestUrl 传入本地manifest文件地址 creator资源Asset下的属性nativeUrl
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* @param version 游戏版本号 eg: 1.0.0
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*/
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kunpocc.HotUpdateManager.getInstance().init(manifestUrl: string, version: string)
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```
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* 检查更新
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```typescript
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interface ICheckResult {
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/** 0:成功 其他:失败 */
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code: number;
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/** 失败信息 */
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message: string;;
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/** 需要更新的资源大小 (KB) */
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size?: number;
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}
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kunpo.HotUpdateManager.getInstance().checkUpdate().then((res: ICheckResult) => {
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console.log(`发现更新 资源大小:${res.size}kb`);
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// 直接更新
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// this.startUpdate(true);
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}).catch((err: any) => {
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log("检查热更新出错了", JSON.stringify(err));
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if (res.code == HotUpdateCode.LatestVersion) {
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console.log(`已经是最新版本了`);
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} else {
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console.log(`出错了 code:${res.code} message:${res.message}`);
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// 根据 HotUpdateCode 中的错误码, 做后续处理,或提示,或跳过本次更新等
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}
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});
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```
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* 直接尝试更新
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```typescript
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kunpo.HotUpdateManager.getInstance().startUpdate({
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skipCheck: skipCheck, // 是否跳过检查更新,如果没有提前使用
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progress: (kb: number, total: number) => {
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kunpo.log("热更新进度", kb, total);
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},
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complete: (code: HotUpdateCode, message: string) => {
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kunpo.log("热更新成功或者失败了", code, message);
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if (code == HotUpdateCode.LatestVersion) {
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console.log(`已经是最新版了`);
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} else if (code == HotUpdateCode.UpdateFailed) {
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console.log(`更新失败了 code:${code} message:${message}`);
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// 可以在这里重试失败的资源
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// kunpo.HotUpdateManager.getInstance().retryUpdate();
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} else if (code == HotUpdateCode.LoadVersionFailed || code == HotUpdateCode.ParseVersionFailed) {
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console.log(`更新失败了 可以选择跳过热更新 code:${code} message:${message}`);
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} else {
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console.log(`其他的失败 code:${code} message:${message}`);
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}
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}
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});
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```
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