AkiraPixelWind/Assets/Scripts/Main/CustomsComponent/UpdateComponent.cs
2022-12-29 18:20:40 +08:00

188 lines
6.2 KiB
C#
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using Axibug;
using Axibug.Runtime;
using System.Collections.Generic;
using System.IO;
using System.Security.Cryptography;
using UnityEngine;
using static Axibug.Utility;
namespace Game
{
public class UpdateComponent : GameComponent
{
private float _process = 0;
public float ProcessValue { get { return _process; } }
public bool CheckVersionList()
{
//1 判断 版本号 是不是需要重新下载新的版本? 1.0 2.0
string[] arr1 = HotData.curHot.version_local.Split('.');
string[] arr2 = HotData.curHot.version_remote.Split('.');
if (HotData.curHot.filename == HotPlatform.versionTxt)
{
if (arr1.Length == arr2.Length && arr1.Length == 2)
{
if (arr1[0] != arr2[0])
{
//@Test 暂时不实现此功能
Log.Info($"请下载最新版本...local: {HotData.curHot.version_local} /remote: {HotData.curHot.version_remote}");
//网络错误,提示是否重新下载
AppEntry.ShowMessageBox("系统提示", "当前游戏版本过旧,是否前往更新", "确定", "退出",
() => { GotoUpdateApp(); },
() => { AppEntry.QuitGame(); });
return false;
}
}
}
#if UNITY_IOS
//1 如果是送检版本 不需要热更新
if (Application.version == HotData.xml.versionCheck || HotData.xml.versionCheck == "0.0")
{
//开始加载
HotData.curHot.state = 1;
HotData.curHot.diffCount = 0;
HotData.curHot.diff.Clear();
Debug.Log("送检版本 beginLoad..." + HotData.xml.versionCheck);
return false;
}
#endif
//如果没有本地文件,直接返回
//if (HotData.curHot.local.Count == 0)
//{
// _process = 1;
// HotData.curHot.diff = new List<FileData>(HotData.curHot.remote.Values);
// return true;
//}
//2 查找差分文件
HotData.curHot.curBytes = 0;
HotData.curHot.totalBytes = 0;
int idx = 0;
foreach (var d in HotData.curHot.remote.Values)
{
idx++;
_process = (float)idx / HotData.curHot.remote.Count;
FileData jd = null;
HotData.curHot.local.TryGetValue(d.filename, out jd);
//从本地版本文件查找
if (jd != null)
{
//如果有,并且哈希和文件长度一样
if (jd.hash == d.hash && jd.length == d.length)
{
//默认本地路径为Application.persistentDataPath路径不再判断StreamAssets路径
string path = Utility.Path.GetUpdateWriteFilePath(d.filename);
bool isexitst = File.Exists(path);
//最后判断文件是否存在,如果在,就不需要更新
if (isexitst)
continue;
}
}
else
{
if (!HadFile(d))
continue;
}
//没有的文件是否删除?
HotData.curHot.totalBytes += d.length;
HotData.curHot.diff.Add(d);
}
HotData.curHot.diffCount = HotData.curHot.diff.Count;
return HotData.curHot.diffCount > 0;
}
private bool HadFile(FileData d)
{
//如果本地版本文件里不存在
string path = Utility.Path.GetUpdateWriteFilePath(d.filename);
bool isexitst = File.Exists(path);
//判断文件是否存在,如果在
if (isexitst)
{
string filemd5 = string.Empty;
int fileLen = 0;
try
{
//计算md5
using (var fileStream = File.OpenRead(path))
{
fileLen = (int)fileStream.Length;
var md5 = MD5.Create();
var fileMD5Bytes = md5.ComputeHash(fileStream);//计算指定Stream 对象的哈希值
filemd5 = System.BitConverter.ToString(fileMD5Bytes).Replace("-", "").ToLower();//将byte[]装换成字符串
}
}
catch (System.Exception ex) { }
//并且哈希和文件长度一样,则不需要下载
if (d.hash == filemd5 && d.length == fileLen)
return false;
}
return true;
}
private void GotoUpdateApp()
{
string url = null;
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
url = AppEntry.BuiltinData.BuildInfo.WindowsAppUrl;
#elif UNITY_IOS
url = AppEntry.BuiltinData.BuildInfo.IOSAppUrl;
#elif UNITY_ANDROID
url = AppEntry.BuiltinData.BuildInfo.AndroidAppUrl;
#endif
if (!string.IsNullOrEmpty(url))
{
UnityEngine.Application.OpenURL(url);
}
}
public string GetByteLengthString(long byteLength)
{
if (byteLength < 1024L) // 2 ^ 10
{
return Text.Format("{0} Bytes", byteLength);
}
if (byteLength < 1048576L) // 2 ^ 20
{
return Text.Format("{0:F2} KB", byteLength / 1024f);
}
if (byteLength < 1073741824L) // 2 ^ 30
{
return Text.Format("{0:F2} MB", byteLength / 1048576f);
}
if (byteLength < 1099511627776L) // 2 ^ 40
{
return Text.Format("{0:F2} GB", byteLength / 1073741824f);
}
if (byteLength < 1125899906842624L) // 2 ^ 50
{
return Text.Format("{0:F2} TB", byteLength / 1099511627776f);
}
if (byteLength < 1152921504606846976L) // 2 ^ 60
{
return Text.Format("{0:F2} PB", byteLength / 1125899906842624f);
}
return Text.Format("{0:F2} EB", byteLength / 1152921504606846976f);
}
}
}