Unity游戏内版本更新实现
发表于2018-12-13
大多数游戏更新都是借助LUA热更新实现的,本篇文章要分享的是在游戏内apk包更新的方法,想知道的可以看看。
ios对于应用的管理比较严格,除非热更新脚本,不太可能做到端内大版本包的更新。然而安卓端则没有此限制。因此可以做到不跳到网页或应用商店,就覆盖更新apk包。
Unity最常用的脚本语言就是C#,不做断点续传的情况下,采用C#的网络库,还是比较简单的。重点就是做好相应的异常处理。
C#用于网络访问的方法主要有两种:WebRequest和封装好的WebClient。为了将来能做更多的扩展,我采用更灵活的HttpWebRequest进行请求。为了不阻塞主线程,使用异步接口。
基本做法可参考官方文档https://msdn.microsoft.com/zh-cn/library/system.net.httpwebrequest.begingetresponse(v=vs.110).aspx
然而我们知道,Unity4.X对于多线程的支持是很弱的,不推荐使用。因此,无法在下载线程中回调相应的事件。我将回调写在主线程中,用Coroutine去轮询当前的下载状态和进度,并做相应的处理。
首先需要定义下载的状态和传入下载线程的请求状态,然后是下载的路径(可能还需要文件MD5码)以及安装路径等必要的变量,最后为了显示当前的下载进度、下载速度等,需要开启一个Coroutine或者在Update中不断查询当前下载状态,是否有异常,以及是否已经下载完毕。如果下载完毕,则校验文件,并开始安装。
using UnityEngine; using System; using System.Collections; using System.Threading; using System.IO; using System.Net; using System.Security.Cryptography; using System.Text; using System; public class VersionUpdater : MonoBehaviour { public class RequestState { public const int BUFFER_SIZE = 1024; public byte[] BufferRead; public HttpWebRequest request; public HttpWebResponse response; public Stream responseStream; } public enum DownloadState { DOWNLOADING, FINISHED, FAILED } public delegate void ProgressCallback(long curr, long length, float rate, DownloadState state); public ProgressCallback progressCallback; string url = ""; string installPath = ""; string apkName = ""; string errorMsg = ""; private FileStream fileStream = null; private long length = 1; private long curr = 0; private long last = 0; private const float UpdateTime = 0.5f; private float rate = 0; private DownloadState downState = DownloadState.DOWNLOADING; public void DownloadApkAsync(string url, string md5, string path, string name) { this.url = url; this.installPath = path; this.apkName = name; this.errorMsg = ""; downState = DownloadState.DOWNLOADING; DownloadApkAsync(); } private void DownloadApkAsync() { if (string.IsNullOrEmpty(url)) return; if (string.IsNullOrEmpty(installPath)) return; if (string.IsNullOrEmpty(apkName)) return; string fullpath = installPath + "/" + apkName; IAsyncResult result = null; try { fileStream = new FileStream(fullpath, FileMode.Create, FileAccess.Write); Uri uri = new Uri(url); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); request.Method = "GET"; RequestState requestState = new RequestState(); requestState.BufferRead = new byte[RequestState.BUFFER_SIZE]; requestState.request = request; curr = 0; length = 1; rate = 0.0f; downState = DownloadState.DOWNLOADING; result = (IAsyncResult)request.BeginGetResponse(new AsyncCallback(ResponeCallback), requestState); } catch (Exception e) { errorMsg = "Begin Create Exception!"; errorMsg += string.Format("Message:{0}", e.Message); StopDownload(result); downState = DownloadState.FAILED; } StartCoroutine(updateProgress()); } IEnumerator updateProgress() { while (curr <= length) { yield return new WaitForSeconds(UpdateTime); rate = (curr - last) / UpdateTime; last = curr; if (downState == DownloadState.FAILED) { Debug.LogError(errorMsg); if (fileStream != null) fileStream.Close(); if (progressCallback != null) progressCallback( curr, length, rate, DownloadState.FAILED); break; } if (progressCallback != null) progressCallback( curr, length, rate, DownloadState.DOWNLOADING); if (downState == DownloadState.FINISHED) { if (progressCallback != null) progressCallback( curr, length, rate, DownloadState.FINISHED); break; } } } void StopDownload(IAsyncResult result) { if (result == null) return; RequestState requestState = (RequestState)result.AsyncState; requestState.request.Abort(); } void ResponeCallback(IAsyncResult result) { try { if (downState != DownloadState.FAILED) { RequestState requestState = (RequestState)result.AsyncState; HttpWebRequest request = requestState.request; requestState.response = (HttpWebResponse)request.EndGetResponse(result); Stream responseStream = requestState.response.GetResponseStream(); requestState.responseStream = responseStream; length = requestState.response.ContentLength; IAsyncResult readResult = responseStream.BeginRead(requestState.BufferRead, 0, RequestState.BUFFER_SIZE, new AsyncCallback(ReadCallback), requestState); return; } } catch (Exception e) { string msg = "ResponseCallback exception!\n"; msg += string.Format("Message:{0}", e.Message); StopDownload(result); errorMsg = msg; downState = DownloadState.FAILED; } } void ReadCallback(IAsyncResult result) { try { if (downState != DownloadState.FAILED) { RequestState requestState = (RequestState)result.AsyncState; Stream responseStream = requestState.responseStream; int read = responseStream.EndRead(result); if (read > 0) { fileStream.Write(requestState.BufferRead, 0, read); fileStream.Flush(); curr += read; IAsyncResult readResult = responseStream.BeginRead(requestState.BufferRead, 0, RequestState.BUFFER_SIZE, new AsyncCallback(ReadCallback), requestState); return; } else { Debug.Log("download end"); responseStream.Close(); fileStream.Close(); downState = DownloadState.FINISHED; } } } catch (Exception e) { string msg = "ReadCallBack exception!"; msg += string.Format("Message:{0}", e.Message); StopDownload(result); errorMsg = msg; downState = DownloadState.FAILED; } } public void InstallApk() { #if UNITY_ANDROID && !UNITY_EDITOR Debug.Log("begin install"); using (AndroidJavaObject jo = new AndroidJavaObject("com.kevonyang.androidhelper.AndroidHelper")) { if (jo == null) { WMDebug.Debug.LogError("VersionUpdater: Failed to get com.kevonyang.androidhelper.AndroidHelper"); return; } using (AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { if (jc == null) { WMDebug.Debug.LogError("VersionUpdater: Failed to get com.unity3d.player.UnityPlayer"); return; } AndroidJavaObject m_jo = jc.GetStatic<AndroidJavaObject>("currentActivity"); if (m_jo == null) { WMDebug.Debug.LogError("VersionUpdater: Failed to get currentActivity"); return; } jo.CallStatic("InstallApk", m_jo, installPath, apkName); } } #endif } }
在下载完毕后,需要写一个java类,并在里面调用安装接口。内容很简单,只需要简单的启动一个安装的Intent就可以了,随后就会出现系统提示,是否覆盖安装。至此,游戏内的下载及安装全部完成,等待覆盖安装完毕即可从新的客户端启动。
public static void InstallApk(Context context, String path, String name) { Intent intent = new Intent(Intent.ACTION_VIEW); intent.setDataAndType(Uri.fromFile(new File(path, name)), "application/vnd.android.package-archive"); context.startActivity(intent); }