在网络游戏的入口,每次启动时都需要检测服务器是否有更新。

我们每次打AB包时,都会在Resource文件夹内生成ABMD5.bytes文件,记录最新的assetbundle文件的md5信息。这个ABMD5 .bytes文件还会根据版本和平台拷贝到工程文件夹下的Version文件夹内。

我们打热更包时,就需要指定版本的ABMD5 .bytes文件,从而将筛选打出的热更包放进工程文件夹下的Hot文件夹内。注意每次打热更包时,我们都会先打一次AB包,但是Resource文件夹内的ABMD5.bytes文件和Version文件夹内的ABMD5不会更新,它们只有正常打AB包和发布标准包时才会更新。这也意味着我们打出来的热更包都是基于当前版本的,客户端只需要下载最新的热更包即可。

当我们发布标准包时,我们在Resources文件夹内还会添加一个Version.txt文件。这个文件就是客户端的版本信息,客户端通过这个文件来读取自己的版本信息来和服务器进行比对。

HotPatchManager

我们在ResFrame——Frames——ResourceFrm——Download文件夹下新建HotPatchManager

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using System;
using System.Linq;
using System.IO;

public class HotPatchManager : SingletonPattern<HotPatchManager>
{
/// <summary>
/// 需要下载的资源总个数
/// </summary>
public int LoadFileCount { get; set; } = 0;
/// <summary>
/// 需要下载资源的总大小(kb)
/// </summary>
public float LoadSumSize { get; set; } = 0;


private MonoBehaviour m_Mono;
private string m_DownLoadPath = Application.persistentDataPath + "/DownLoad";
private string m_CurVersion;//从Version.txt中读出来的版本信息。
public string m_CurPackName;

private string m_ServerInfoPath = Application.persistentDataPath + "/ServerInfo.xml";
private string m_LocalInfoPath = Application.persistentDataPath + "/LocalInfo.xml";
private ServerInfo m_ServerInfo;
private ServerInfo m_LocalInfo;
private VersionInfo m_GameVersion;//从ServerInfo中读出来的VersionInfo信息
public string CurVersion => m_CurVersion;
/// <summary>
/// 当前热更Patches
/// </summary>
private Patches m_CurrentPatches;
/// <summary>
/// 当前热更Patches
/// </summary>
public Patches CurrentPatches => m_CurrentPatches;
/// <summary>
/// 所有热更包信息的字典
/// </summary>
private Dictionary<string,Patch> m_HotFixDic = new Dictionary<string,Patch>();
/// <summary>
/// 所有需要下载的Patch列表
/// </summary>
private List<Patch> m_DownloadList = new List<Patch>();
/// <summary>
/// 所有需要下载的Patch的字典
/// </summary>
private Dictionary<string,Patch> m_DownloadDic = new Dictionary<string,Patch>();
/// <summary>
/// 服务器列表获取错误回调
/// </summary>
public event Action ServerInfoError;

public void Init(MonoBehaviour mono)
{
m_Mono = mono;
}
/// <summary>
/// 检测版本是否热更
/// </summary>
public void CheckVersion(Action<bool> hotCallback = null)
{
m_HotFixDic.Clear();
ReadVersion();
m_Mono.StartCoroutine(GetServerInfo(() =>
{
if(m_ServerInfo == null)
{
if(ServerInfoError != null)
{
ServerInfoError.Invoke();
}
return;
}

foreach (VersionInfo versionInfo in m_ServerInfo.GameVersion)
{
if (versionInfo.Version == m_CurVersion)
{
m_GameVersion = versionInfo;
break;
}
}
GetHotAB();

if (CheckLocalAndServerPatch())
{
ComputeDownload();
if(File.Exists(m_ServerInfoPath))
{
if(File.Exists(m_LocalInfoPath))
{
File.Delete(m_LocalInfoPath);
}
File.Move(m_ServerInfoPath, m_LocalInfoPath);//相当于重命名
}
}
else
{
CheckLocalResource();
}
LoadFileCount = m_DownloadList.Count;
LoadSumSize = m_DownloadList.Sum(x => x.Size);

hotCallback?.Invoke(m_DownloadList.Count > 0);
}));
}
/// <summary>
/// 检查本地资源是否与服务器下载列表信息一致,用于下载中断后重新开始
/// </summary>
void CheckLocalResource()
{
m_DownloadList.Clear();
m_DownloadDic.Clear();
if (m_GameVersion != null && m_GameVersion.Patches != null && m_GameVersion.Patches.Length > 0)
{
m_CurrentPatches = m_GameVersion.Patches[m_GameVersion.Patches.Length - 1];
if (m_CurrentPatches.Files != null && m_CurrentPatches.Files.Count > 0)
{
foreach (Patch patch in m_CurrentPatches.Files)
{
if ((Application.platform == RuntimePlatform.WindowsPlayer ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("StandaloneWindows64"))
{
AddDownloadList(patch);
}
else if ((Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("Android"))
{
AddDownloadList(patch);
}
else if ((Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("IOS"))
{
AddDownloadList(patch);
}
}
}
}
}
/// <summary>
/// 检查客户端缓存的ServerInfo和服务器的ServerInfo来确定是否需要热更
/// </summary>
/// <returns>是否热更</returns>
bool CheckLocalAndServerPatch()
{
if (!File.Exists(m_LocalInfoPath))
{
return true;
}
m_LocalInfo = BinarySerializeOpt.XmlDeserialize<ServerInfo>(m_LocalInfoPath);
VersionInfo localGameVersion = null;
if(m_LocalInfo != null)
{
foreach (VersionInfo versionInfo in m_LocalInfo.GameVersion)
{
if (versionInfo.Version == m_CurVersion)
{
localGameVersion = versionInfo;
break;
}
}
}
if(localGameVersion != null &&
m_GameVersion.Patches != null &&
localGameVersion.Patches != null &&
m_GameVersion.Patches.Length >0 &&
m_GameVersion.Patches[m_GameVersion.Patches.Length - 1].Version != localGameVersion.Patches[localGameVersion.Patches.Length - 1].Version)
{
return true;
}

return false;
}
/// <summary>
/// 读取打包时的版本
/// </summary>
void ReadVersion()
{
TextAsset versionTex = Resources.Load<TextAsset>("Version");
if(versionTex == null)
{
Debug.LogError("未读到本地版本!");
return;
}
string[] all = versionTex.text.Split('\n');
if(all.Length > 0)
{
string[] infoList = all[0].Split(';');
if(infoList.Length >= 2)
{
m_CurVersion = infoList[0].Split('|')[1];
m_CurPackName = infoList[1].Split('|')[1];
}
}
}

IEnumerator GetServerInfo(Action callBack)
{
string infoURL = "http://127.0.0.1/ServerInfo.xml";
UnityWebRequest request = UnityWebRequest.Get(infoURL);
request.timeout = 30;//超过30秒没有结果就报错
yield return request.SendWebRequest();

if(request.result == UnityWebRequest.Result.ConnectionError ||
request.result == UnityWebRequest.Result.ProtocolError ||
request.result == UnityWebRequest.Result.DataProcessingError)
{
Debug.Log("Download Error:" + request.error);
request.Dispose();
}
else
{
//在Unity downloadHandler中,下载的文件是按照二进制流的形式下载。
//所以我们也要按照二进制写入。注意最后的文件类型和服务器保持一致,
//虽然传输的形式是二进制流,但写入后该是Xml还是Xml,该是Json还是Json
FileTool.CreateFile(m_ServerInfoPath, request.downloadHandler.data);
if(File.Exists(m_ServerInfoPath))
{
m_ServerInfo = BinarySerializeOpt.XmlDeserialize<ServerInfo>(m_ServerInfoPath);
}
else
{
Debug.LogError("热更配置读取错误!");
}
request.Dispose();
}

callBack?.Invoke();
}
/// <summary>
/// 获取当前版本的热更包信息,用于和服务器确认AB包,防止客户端非法读取AB包
/// </summary>
void GetHotAB()
{
if(m_GameVersion != null && m_GameVersion.Patches != null && m_GameVersion.Patches.Length > 0)//防止ServerInfo配置表配错
{
//只获取最新的包,因为打热更包时只使用Version信息来比较,打热更包的次数并没有考虑在内。
Patches lastPatches = m_GameVersion.Patches[m_GameVersion.Patches.Length - 1];
if(lastPatches != null && lastPatches.Files != null)
{
foreach(Patch patch in lastPatches.Files)
{
m_HotFixDic.Add(patch.Name, patch);
}
}
}
}
/// <summary>
/// 计算下载的资源
/// </summary>
void ComputeDownload()
{
m_DownloadList.Clear();
m_DownloadDic.Clear();
if (m_GameVersion != null && m_GameVersion.Patches != null && m_GameVersion.Patches.Length > 0)
{
m_CurrentPatches = m_GameVersion.Patches[m_GameVersion.Patches.Length - 1];
if(m_CurrentPatches.Files != null && m_CurrentPatches.Files.Count > 0)
{
foreach (Patch patch in m_CurrentPatches.Files)
{
if ((Application.platform == RuntimePlatform.WindowsPlayer ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("StandaloneWindows64"))
{
AddDownloadList(patch);
}
else if((Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("Android"))
{
AddDownloadList(patch);
}
else if ((Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.WindowsEditor) &&
patch.Platform.Contains("IOS"))
{
AddDownloadList(patch);
}
}
}
}
}
void AddDownloadList(Patch patch)
{
string filePath = m_DownLoadPath + "/" + patch.Name;
//如果客户端本地已经下载了此patch,先通过MD5码校验看看服务端是否更新了此patch
//如果客户端本地没有下载此patch,先下载此patch
if (File.Exists(filePath))
{
string md5 = MD5Manager.Instance.BuildFileMD5(filePath);
if (patch.MD5 != md5)
{
m_DownloadList.Add(patch);
m_DownloadDic.Add(patch.Name, patch);
}
}
else
{
m_DownloadList.Add(patch);
m_DownloadDic.Add(patch.Name, patch);
}
}
}
public class FileTool
{
/// <summary>
/// 根据二进制流创建文件
/// </summary>
/// <param name="filePath">文件创建路径</param>
/// <param name="bytes">文件二进制流</param>
public static void CreateFile(string filePath, byte[] bytes)
{
if (File.Exists(filePath))
{
File.Delete(filePath);
}
FileInfo fileInfo = new FileInfo(filePath);
FileStream fs = fileInfo.Create();
fs.Write(bytes, 0, bytes.Length);
fs.Close();
fs.Dispose();
}
}

CheckVersion是主要的入口代码,我们从这里理清楚热更流程

  1. ReadVersion:客户端读取在本地Resource文件夹内保存的Version版本。
  2. 开启GetServerInfo协程:从服务器获取ServerInfo,这是确认热更的重要文件。
  3. GetServerInfo的回调内:
    1. 先根据客户端当前版本获取到此版本的VersionInfo
    2. GetHotAB方法:获取当前版本的热更包信息,不管是否需要下载热更包都要获取此信息。用来进一步检验客户端是否正确加载了热更包。因为客户端可能非法加载已经不需要的热更包。
    3. CheckLocalAndServerPatch方法,检查客户端缓存的ServerInfo和服务器的ServerInfo来确定是否需要热更
    4. ComputeDownload,检验客户端本地的已有的包和服务器提供的Info,生成下载列表
    5. CheckLocalResource,检查本地资源是否与服务器下载列表信息是否一致,用于下载中断后重新开始,因为如果下载中途客户端断开,客户端本地缓存的ServerInfo是最新的,不进行二次检查的话热更就无法再下载了。

修正

BinarySerializeOpt脚本从ConfigFrm移到ResourcFrm文件夹内,因为我们的ResourcFrm文件夹内放有“Resource”程序集定义,而HotPatchManager也在此程序集内,如果BinarySerializeOpt脚本在ConfigFrm文件夹会导致无法引用。

将Script——Manager文件夹内的MD5Manager移动到ResFrame——Frames——ResourceFrm文件夹内

在GameStart里初始化

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protected override void Awake()
{
base.Awake();
//...
ObjectPoolManager.Instance.Init(recyclePoolTrans,sceneTrans);
HotPatchManager.Instance.Init(this);//+++
}