简化流程,支持非强制更新,移除冗余UpdateMainFest与UpdateVersion的流程,因为Yoo统一了编辑器单机和联网的流程了。

简化流程,支持非强制更新,移除冗余UpdateMainFest与UpdateVersion的流程,因为Yoo统一了编辑器单机和联网的流程了。
This commit is contained in:
Alex-Rachel
2025-03-25 19:10:39 +08:00
parent b1d06ecef5
commit e37c066f9f
8 changed files with 102 additions and 216 deletions

View File

@@ -18,7 +18,7 @@ namespace Procedure
LauncherMgr.Show(UIDefine.UILoadUpdate, $"下载完成...");
// 下载完成之后再保存本地版本。
PlayerPrefs.SetString("GAME_VERSION", _resourceModule.PackageVersion);
Utility.PlayerPrefs.SetString("GAME_VERSION", _resourceModule.PackageVersion);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)

View File

@@ -1,8 +1,7 @@
using System;
using System.Collections;
using Cysharp.Threading.Tasks;
using System.Collections;
using Launcher;
using TEngine;
using UnityEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureModule>;
@@ -14,8 +13,12 @@ namespace Procedure
public override bool UseNativeDialog => true;
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
_initResourcesComplete = false;
@@ -26,6 +29,11 @@ namespace Procedure
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
}
private void ChangeToCreateDownloaderState(ProcedureOwner procedureOwner)
{
ChangeState<ProcedureCreateDownloader>(procedureOwner);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
@@ -36,25 +44,35 @@ namespace Procedure
return;
}
if ((_resourceModule.PlayMode == EPlayMode.HostPlayMode || _resourceModule.PlayMode == EPlayMode.WebPlayMode))
if (_resourceModule.PlayMode == EPlayMode.HostPlayMode || _resourceModule.PlayMode == EPlayMode.WebPlayMode)
{
//线上最新版本operation.PackageVersion
Log.Debug($"Updated package Version : from {_resourceModule.GetPackageVersion()} to {_resourceModule.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(procedureOwner);
//注意:保存资源版本号作为下次默认启动的版本!
// 如果当前是WebGL或者是边玩边下载直接进入预加载阶段。
if (_resourceModule.PlayMode == EPlayMode.WebPlayMode ||
_resourceModule.UpdatableWhilePlaying)
{
// 边玩边下载还可以拓展首包支持。
ChangeToPreloadState(procedureOwner);
return;
}
ChangeToCreateDownloaderState(procedureOwner);
return;
}
ChangeState<ProcedurePreload>(procedureOwner);
ChangeToPreloadState(procedureOwner);
}
/// <summary>
/// 编辑器与单机保持相同流程。
/// </summary>
/// <returns></returns>
//// <summary>
/// 初始化资源流程。
/// <remarks>YooAsset 需要保持编辑器、单机、联机模式流程一致。</remarks>
private IEnumerator InitResources(ProcedureOwner procedureOwner)
{
string packageVersion;
Log.Info("更新资源清单!!!");
LauncherMgr.Show(UIDefine.UILoadUpdate, $"更新清单文件...");
// 1. 获取资源清单的版本信息
var operation1 = _resourceModule.RequestPackageVersionAsync();
yield return operation1;
@@ -64,11 +82,16 @@ namespace Procedure
yield break;
}
packageVersion = operation1.PackageVersion;
var packageVersion = operation1.PackageVersion;
_resourceModule.PackageVersion = packageVersion;
if (Utility.PlayerPrefs.HasKey("GAME_VERSION"))
{
Utility.PlayerPrefs.SetString("GAME_VERSION", _resourceModule.PackageVersion);
}
Log.Info($"Init resource package version : {packageVersion}");
// 2. 传入的版本信息更新资源清单
var operation2 = _resourceModule.UpdatePackageManifestAsync(packageVersion);
yield return operation2;
@@ -77,19 +100,75 @@ namespace Procedure
OnInitResourcesError(procedureOwner, operation2.Error);
yield break;
}
_initResourcesComplete = true;
}
private void ChangeToPreloadState(ProcedureOwner procedureOwner)
{
ChangeState<ProcedurePreload>(procedureOwner);
}
private void OnInitResourcesError(ProcedureOwner procedureOwner, string message)
{
// 检查设备网络连接状态。
if (_resourceModule.PlayMode == EPlayMode.HostPlayMode)
{
if (!IsNeedUpdate())
{
return;
}
else
{
Log.Error(LoadText.Instance.Label_Net_UnReachable);
LauncherMgr.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
Application.Quit);
return;
}
}
Log.Error(message);
LauncherMgr.ShowMessageBox($"初始化资源失败!点击确认重试 \n <color=#FF0000>{message}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () =>
LoadStyle.StyleEnum.Style_Retry, () => { Utility.Unity.StartCoroutine(InitResources(procedureOwner)); }, Application.Quit);
}
private bool IsNeedUpdate()
{
// 如果不能联网且当前游戏非强制(不更新可以进入游戏。)
if (Settings.UpdateSetting.UpdateStyle == UpdateStyle.Optional && !_resourceModule.UpdatableWhilePlaying)
{
// 获取上次成功记录的版本
string packageVersion = Utility.PlayerPrefs.GetString("GAME_VERSION", string.Empty);
if (string.IsNullOrEmpty(packageVersion))
{
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
}, UnityEngine.Application.Quit);
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
LauncherMgr.ShowMessageBox("没有找到本地版本记录,需要更新资源!", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => { Utility.Unity.StartCoroutine(InitResources(_procedureOwner)); },
Application.Quit);
return false;
}
_resourceModule.PackageVersion = packageVersion;
if (Settings.UpdateSetting.UpdateNotice == UpdateNotice.Notice)
{
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Load_Notice);
LauncherMgr.ShowMessageBox($"更新失败,检测到可选资源更新,推荐完成更新提升游戏体验! \\n \\n 确定再试一次,取消进入游戏", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
() => { Utility.Unity.StartCoroutine(InitResources(_procedureOwner)); },
() => { ChangeState<ProcedurePreload>(_procedureOwner); });
}
else
{
ChangeState<ProcedurePreload>(_procedureOwner);
}
return false;
}
return true;
}
}
}

View File

@@ -1,58 +0,0 @@
using System;
using Cysharp.Threading.Tasks;
using Launcher;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureModule>;
namespace Procedure
{
/// <summary>
/// 流程 => 用户尝试更新清单
/// </summary>
public class ProcedureUpdateManifest: ProcedureBase
{
public override bool UseNativeDialog { get; }
protected override void OnEnter(ProcedureOwner procedureOwner)
{
Log.Info("更新资源清单!!!");
LauncherMgr.Show(UIDefine.UILoadUpdate,$"更新清单文件...");
UpdateManifest(procedureOwner).Forget();
}
private async UniTaskVoid UpdateManifest(ProcedureOwner procedureOwner)
{
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
var operation = _resourceModule.UpdatePackageManifestAsync(_resourceModule.PackageVersion);
await operation.ToUniTask();
if(operation.Status == EOperationStatus.Succeed)
{
//更新成功
//注意:保存资源版本号作为下次默认启动的版本!
if (_resourceModule.PlayMode == EPlayMode.WebPlayMode ||
_resourceModule.UpdatableWhilePlaying)
{
// 边玩边下载还可以拓展首包支持。
ChangeState<ProcedurePreload>(procedureOwner);
return;
}
ChangeState<ProcedureCreateDownloader>(procedureOwner);
}
else
{
Log.Error(operation.Error);
LauncherMgr.ShowMessageBox($"用户尝试更新清单失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateManifest>(procedureOwner); }, UnityEngine.Application.Quit);
}
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3f0ff55ed6ee4711a65cc396946bb43f
timeCreated: 1679634395

View File

@@ -1,127 +0,0 @@
using System;
using Cysharp.Threading.Tasks;
using Launcher;
using UnityEngine;
using TEngine;
using YooAsset;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureModule>;
namespace Procedure
{
/// <summary>
/// 流程 => 用户尝试更新静态版本
/// </summary>
public class ProcedureUpdateVersion : ProcedureBase
{
public override bool UseNativeDialog => true;
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
LauncherMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
// 检查设备是否能够访问互联网。
if (Application.internetReachability == NetworkReachability.NotReachable)
{
if (!IsNeedUpdate())
{
return;
}
else
{
Log.Error("The device is not connected to the network");
LauncherMgr.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
Application.Quit);
return;
}
}
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
// 用户尝试更新静态版本。
GetStaticVersion().Forget();
}
/// <summary>
/// 向用户尝试更新静态版本。
/// </summary>
private async UniTaskVoid GetStaticVersion()
{
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
var operation = _resourceModule.RequestPackageVersionAsync();
try
{
await operation.ToUniTask();
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
_resourceModule.PackageVersion = operation.PackageVersion;
Log.Debug($"Updated package Version : from {_resourceModule.GetPackageVersion()} to {operation.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
}
else
{
OnGetStaticVersionError(operation.Error);
}
}
catch (Exception e)
{
OnGetStaticVersionError(e.Message);
}
}
private void OnGetStaticVersionError(string error)
{
Log.Error(error);
if (!IsNeedUpdate())
{
return;
}
LauncherMgr.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
}
private bool IsNeedUpdate()
{
// 如果不能联网且当前游戏非强制(不更新可以进入游戏。)
if (Settings.UpdateSetting.UpdateStyle == UpdateStyle.Optional)
{
Log.Warning("The device is not connected to the network");
// 获取上次成功记录的版本
string packageVersion = PlayerPrefs.GetString("GAME_VERSION", string.Empty);
if(string.IsNullOrEmpty(packageVersion))
{
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
LauncherMgr.ShowMessageBox("没有找到本地版本记录,需要更新资源!", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
GetStaticVersion().Forget,
Application.Quit);
return false;
}
_resourceModule.PackageVersion = packageVersion;
LauncherMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
LauncherMgr.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry,
GetStaticVersion().Forget,
() => { ChangeState<ProcedureInitResources>(_procedureOwner); });
return false;
}
return true;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6f0ff5df84e44adcb8064f46662a1b10
timeCreated: 1665651883

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@@ -24,6 +24,4 @@ MonoBehaviour:
- Procedure.ProcedurePreload
- Procedure.ProcedureSplash
- Procedure.ProcedureStartGame
- Procedure.ProcedureUpdateManifest
- Procedure.ProcedureUpdateVersion
entranceProcedureTypeName: Procedure.ProcedureLaunch

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@@ -26,7 +26,7 @@ MonoBehaviour:
LogicMainDllName: GameLogic.dll
AssemblyTextAssetExtension: .bytes
AssemblyTextAssetPath: AssetRaw/DLL
UpdateStyle: 2
UpdateStyle: 1
UpdateNotice: 1
ResDownLoadPath: http://127.0.0.1:8081
FallbackResDownLoadPath: http://127.0.0.1:8082