axmol/extensions/assets-manager/AssetsManagerEx.h

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/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __AssetsManagerEx__
#define __AssetsManagerEx__
#include "base/CCEventDispatcher.h"
#include "platform/CCFileUtils.h"
#include "CCEventAssetsManagerEx.h"
#include "Downloader.h"
#include "Manifest.h"
#include "extensions/ExtensionMacros.h"
#include "extensions/ExtensionExport.h"
#include "json/document.h"
#include <string>
#include <unordered_map>
#include <vector>
NS_CC_EXT_BEGIN
/**
* @brief This class is used to auto update resources, such as pictures or scripts.
*/
class CC_EX_DLL AssetsManagerEx : public Ref
{
public:
friend class Downloader;
friend int downloadProgressFunc(Downloader::ProgressData *ptr, double totalToDownload, double nowDownloaded, double totalToUpLoad, double nowUpLoaded);
//! Update states
enum class State
{
UNCHECKED,
PREDOWNLOAD_VERSION,
DOWNLOADING_VERSION,
VERSION_LOADED,
PREDOWNLOAD_MANIFEST,
DOWNLOADING_MANIFEST,
MANIFEST_LOADED,
NEED_UPDATE,
UPDATING,
UP_TO_DATE,
FAIL_TO_UPDATE
};
const static std::string VERSION_ID;
const static std::string MANIFEST_ID;
const static std::string BATCH_UPDATE_ID;
/** @brief Create function for creating a new AssetsManagerEx
@param manifestUrl The url for the local manifest file
@param storagePath The storage path for downloaded assetes
@warning The cached manifest in your storage path have higher priority and will be searched first,
only if it doesn't exist, AssetsManagerEx will use the given manifestUrl.
*/
static AssetsManagerEx* create(const std::string &manifestUrl, const std::string &storagePath);
/** @brief Check out if there is a new version of manifest.
* You may use this method before updating, then let user determine whether
* he wants to update resources.
*/
void checkUpdate();
/** @brief Update with the current local manifest.
*/
void update();
/** @brief Reupdate all failed assets under the current AssetsManagerEx context
*/
void downloadFailedAssets();
/** @brief Gets the current update state.
*/
State getState() const;
/** @brief Gets storage path.
*/
const std::string& getStoragePath() const;
/** @brief Function for retrieve the local manifest object
*/
const Manifest* getLocalManifest() const;
/** @brief Function for retrieve the remote manifest object
*/
const Manifest* getRemoteManifest() const;
CC_CONSTRUCTOR_ACCESS:
AssetsManagerEx(const std::string& manifestUrl, const std::string& storagePath);
virtual ~AssetsManagerEx();
protected:
std::string basename(const std::string& path) const;
std::string get(const std::string& key) const;
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void initManifests(const std::string& manifestUrl);
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void loadLocalManifest(const std::string& manifestUrl);
void prepareLocalManifest();
void setStoragePath(const std::string& storagePath);
void adjustPath(std::string &path);
void dispatchUpdateEvent(EventAssetsManagerEx::EventCode code, const std::string &message = "", const std::string &assetId = "", int curle_code = 0, int curlm_code = 0);
void downloadVersion();
void parseVersion();
void downloadManifest();
void parseManifest();
void startUpdate();
void updateSucceed();
bool decompress(const std::string &filename);
void decompressDownloadedZip();
/** @brief Update a list of assets under the current AssetsManagerEx context
*/
void updateAssets(const Downloader::DownloadUnits& assets);
/** @brief Retrieve all failed assets during the last update
*/
const Downloader::DownloadUnits& getFailedAssets() const;
/** @brief Function for destorying the downloaded version file and manifest file
*/
void destroyDownloadedVersion();
/** @brief Call back function for error handling,
the error will then be reported to user's listener registed in addUpdateEventListener
@param error The error object contains ErrorCode, message, asset url, asset key
@warning AssetsManagerEx internal use only
* @js NA
* @lua NA
*/
virtual void onError(const Downloader::Error &error);
/** @brief Call back function for recording downloading percent of the current asset,
the progression will then be reported to user's listener registed in addUpdateProgressEventListener
@param total Total size to download for this asset
@param downloaded Total size already downloaded for this asset
@param url The url of this asset
@param customId The key of this asset
@warning AssetsManagerEx internal use only
* @js NA
* @lua NA
*/
virtual void onProgress(double total, double downloaded, const std::string &url, const std::string &customId);
/** @brief Call back function for success of the current asset
the success event will then be send to user's listener registed in addUpdateEventListener
@param srcUrl The url of this asset
@param customId The key of this asset
@warning AssetsManagerEx internal use only
* @js NA
* @lua NA
*/
virtual void onSuccess(const std::string &srcUrl, const std::string &storagePath, const std::string &customId);
private:
//! The event of the current AssetsManagerEx in event dispatcher
std::string _eventName;
//! Reference to the global event dispatcher
EventDispatcher *_eventDispatcher;
//! Reference to the global file utils
FileUtils *_fileUtils;
//! State of update
State _updateState;
//! Downloader
std::shared_ptr<Downloader> _downloader;
//! The reference to the local assets
const std::unordered_map<std::string, Manifest::Asset> *_assets;
//! The path to store downloaded resources.
std::string _storagePath;
//! The local path of cached version file
std::string _cacheVersionPath;
//! The local path of cached manifest file
std::string _cacheManifestPath;
//! The local path of cached temporary manifest file
std::string _tempManifestPath;
//! The path of local manifest file
std::string _manifestUrl;
//! Local manifest
Manifest *_localManifest;
//! Local temporary manifest for download resuming
Manifest *_tempManifest;
//! Remote manifest
Manifest *_remoteManifest;
//! Whether user have requested to update
bool _waitToUpdate;
//! All assets unit to download
Downloader::DownloadUnits _downloadUnits;
//! All failed units
Downloader::DownloadUnits _failedUnits;
//! All files to be decompressed
std::vector<std::string> _compressedFiles;
//! Download percent
float _percent;
//! Download percent by file
float _percentByFile;
//! Indicate whether the total size should be enabled
int _totalEnabled;
//! Indicate the number of file whose total size have been collected
int _sizeCollected;
//! Total file size need to be downloaded (sum of all file)
double _totalSize;
//! Downloaded size for each file
std::unordered_map<std::string, double> _downloadedSize;
//! Total number of assets to download
int _totalToDownload;
//! Total number of assets still waiting to be downloaded
int _totalWaitToDownload;
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//! Marker for whether the assets manager is inited
bool _inited;
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};
NS_CC_EXT_END
#endif /* defined(__AssetsManagerEx__) */