PGRData/Script/launch/XLaunchDlcManager.lua

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local UnityPlayerPrefs = CS.UnityEngine.PlayerPrefs
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local KEY_GAME_DOWNLOAD_RECORD = "KEY_GAME_DOWNLOAD_RECORD"
local KEY_LAUNCH_DOWNLOAD_RECORD = "KEY_LAUNCH_DOWNLOAD_RECORD"
local KEY_DOWNLOADED = "KEY_DOWNLOADED"
local DLC_NEED_DOWNLOAD_KEY = "DLC_NEED_DOWNLOAD_KEY"
local HAS_SELECT_DOWNLOAD_PART_KEY = "HAS_SELECT_DOWNLOAD_PART_KEY"
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local HAS_SELECT_ALL_DOWNLOAD_KEY = "HAS_SELECT_ALL_DOWNLOAD_KEY"
local CsApplication = CS.XApplication
local CsLog = CS.XLog
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---@class XLaunchDlcManager 分包资源-启动管理类
local M = {}
local XLaunchDlcManager = M
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local DlcIdList = {}
local ApplicationIndexTable = {}
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local GameDownloadRecord = {} -- 游戏内已选择的下载
local LaunchDownloadRecord = {} -- 热更时已选择的下载
local DownloadedDic = {} -- 已下载
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local DlcIndexInfo = {}
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local NeedLaunchTest = CS.XResourceManager.NeedLaunchTest
local IsInGame = false
local DLC_BASE_INDEX = 0 -- 基础资源包索引
local DLC_COMMON_INDEX = -1 -- 通用资源包索引
local STATE_DEFAULT = 0 -- 未开始下载
local STATE_START = 1 -- 已开始(选择)下载
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local DownloadedMap = {}
local PathModule = nil
local FileModule = nil
local VersionModule = nil
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local IsInit = false
--====启动逻辑接口 begin=====
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M.Init = function(dlcIndexTable)
if IsInit then
return
end
IsInit = true
for dlcId, info in pairs(dlcIndexTable) do
table.insert(DlcIdList, dlcId)
end
--print("[DLC] ====XLaunchDlcManager.Init:" .. tostring(XLaunchDlcManager))
for i, dlcId in pairs(DlcIdList) do
LaunchDownloadRecord[dlcId] = UnityPlayerPrefs.GetInt(KEY_LAUNCH_DOWNLOAD_RECORD .. dlcId, STATE_DEFAULT)
GameDownloadRecord[dlcId] = UnityPlayerPrefs.GetInt(KEY_GAME_DOWNLOAD_RECORD .. dlcId, STATE_DEFAULT)
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local downloadState = UnityPlayerPrefs.GetInt(KEY_DOWNLOADED .. dlcId, STATE_DEFAULT)
DownloadedDic[dlcId] = downloadState
-- print("[DLC] Init Downloaded DLC:" .. dlcId .. ",state:"..tostring(downloadState) .. ", LaunchDownloadRecord[dlcId]:" .. LaunchDownloadRecord[dlcId] .. ", GameDownloadRecord[dlcId]:" .. GameDownloadRecord[dlcId])
end
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end
M.SetDownloadedMap = function(downloadedMap)
-- local logTab = {}
-- local count = 0
-- for dlcId, need in pairs(downloadedMap) do
-- count = count + 1
-- table.insert(logTab, dlcId .. ":" .. tostring(need))
-- end
-- CsLog.Debug("[DLC] downloadedMap: count:" .. count ..", " .. tostring(table.concat(logTab, ";")))
CsLog.Debug("[DLC] downloadedMap next:" .. tostring((next(downloadedMap))))
DownloadedMap = downloadedMap
end
M.AddDownloadedMap = function(updateTable)
local count = 0
for name, info in pairs(updateTable) do
if not DownloadedMap[name] then
count = count + 1
end
DownloadedMap[name] = true
end
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CsLog.Debug("[DLC] AddDownloadedMap, Count: " .. count)
end
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-- 目前仅游戏内以Traditional下载方式时调用
M.SetDownloadedFile = function(name, downloaded)
DownloadedMap[name] = downloaded
-- CsLog.Debug("[DLC] SetDownloadedFile, downloaded:"..tostring(downloaded) .. ", file name " .. name)
end
M.SetDlcIndexInfo = function(dlcId, dlcIndexInfo) -- 记录size后即可丢弃
DlcIndexInfo[dlcId] = dlcIndexInfo
end
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M.IsNameDownloaded = function(name)
return DownloadedMap[name]
end
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-- 是否需要下载
M.CheckNeedDownload = function(dlcId, needShowSelect)
if LaunchDownloadRecord[dlcId] == STATE_START then
if needShowSelect then
return false
end
return true
end
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if IsInGame then
return GameDownloadRecord[dlcId] == STATE_START
end
return false
end
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-- 修正下载记录
M.SetDlcDownloadedRecord = function(dlcId, downloaded)
DownloadedDic[dlcId] = downloaded and STATE_START or STATE_DEFAULT
UnityPlayerPrefs.SetInt(KEY_DOWNLOADED .. dlcId, downloaded and STATE_START or STATE_DEFAULT)
end
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-- 修正下载记录(仅本次)
M.FixDownloadedDlc = function(dlcId, downloaded)
-- print(".. FixDownloadedDlc dlcId:" .. dlcId .. ", downloaded:" .. tostring(downloaded) .. "\n" .. debug.traceback())
DownloadedDic[dlcId] = downloaded and STATE_START or STATE_DEFAULT
end
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M.DoneDownloadInLaunch = function(dlcIds)
for dlcId, v in pairs(LaunchDownloadRecord) do
if v == STATE_START then
DownloadedDic[dlcId] = STATE_START
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UnityPlayerPrefs.SetInt(KEY_DOWNLOADED .. dlcId, STATE_START)
end
end
end
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-- 游戏内选择的dlc均设为“已下载”
M.DoneDownloadInGame = function()
print("== DoneDownloadInGame ")
for dlcId, v in pairs(GameDownloadRecord) do
if v == STATE_START then
print(" >> DoneDownloadInGame dlcID:" ..dlcId)
DownloadedDic[dlcId] = STATE_START
UnityPlayerPrefs.SetInt(KEY_DOWNLOADED .. dlcId, STATE_START)
end
end
end
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M.HasDownloadedDlc = function(id)
-- print("?? HasDownloadedDlc id:" .. id .. ", DownloadedDic[id]:" .. tostring(DownloadedDic[id]) .. "\n" .. debug.traceback())
return DownloadedDic[id] == STATE_START
end
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M.SetAllLaunchDownloadRecord = function()
for i, dlcId in pairs(DlcIdList) do
M.SetLaunchDownloadRecord(dlcId)
end
end
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-- 热更时选择下载策略
M.NeedShowSelect = function(appVer)
if NeedLaunchTest then
return true
end
if CS.XRemoteConfig.LaunchSelectType == nil or CS.XRemoteConfig.LaunchSelectType == 0 then
return false
end
return UnityPlayerPrefs.GetInt(HAS_SELECT_DOWNLOAD_PART_KEY .. appVer, STATE_DEFAULT) == STATE_DEFAULT
end
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M.DoneSelect = function(appVer)
UnityPlayerPrefs.SetInt(HAS_SELECT_DOWNLOAD_PART_KEY .. appVer, STATE_START)
end
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--- 是否是整包下载
---@param appVer string app版本
---@return boolean
--------------------------
M.IsFullDownload = function(appVer)
local state = UnityPlayerPrefs.GetInt(HAS_SELECT_ALL_DOWNLOAD_KEY .. appVer, STATE_DEFAULT)
return state == STATE_START
end
M.SetIsFullDownload = function(appVer, isFullDownload)
UnityPlayerPrefs.SetInt(HAS_SELECT_ALL_DOWNLOAD_KEY .. appVer, isFullDownload and STATE_START or STATE_DEFAULT)
end
M.SetLaunchDownloadRecord = function (id)
local state = STATE_START
CsLog.Debug("SetLaunchDownloadRecord:" .. tostring(id))
LaunchDownloadRecord[id] = state
UnityPlayerPrefs.SetInt(KEY_LAUNCH_DOWNLOAD_RECORD .. id, state)
end
--====启动逻辑接口 end=====
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--======== 游戏业务层接口 begin ====
M.SetGameDownloadRecord = function (id)
local state = STATE_START
CsLog.Debug("SetGameDownloadRecord:" .. tostring(id))
GameDownloadRecord[id] = state
UnityPlayerPrefs.SetInt(KEY_GAME_DOWNLOAD_RECORD .. id, state)
end
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--- 清除需要下载的DlcId标记
--------------------------
M.ClearGameDownloadRecord = function()
local list = {}
for dlcId, _ in pairs(GameDownloadRecord) do
UnityPlayerPrefs.DeleteKey(KEY_GAME_DOWNLOAD_RECORD .. dlcId)
table.insert(list, dlcId)
end
GameDownloadRecord = {}
CsLog.Debug("[DLC]清除需要下载的DLCId列表:" .. table.concat(list, ", "))
end
M.CheckGameNeedDownload = function(dlcId)
return not M.HasDownloadedDlc(dlcId)
end
local FileModule = nil
local VersionModule = nil
M.GetPathmodule = function()
if not PathModule then
PathModule = require("XLaunchAppPathModule")
end
return PathModule
end
---@return XLaunchFileModule
--------------------------
M.GetFilemodule = function()
if not FileModule then
local FileModuleCreator = require("XLaunchFileModule")
FileModule = FileModuleCreator()
end
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return FileModule
end
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M.GetVersionmodule = function()
if not VersionModule then
VersionModule = require("XLaunchAppVersionModule")
end
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return VersionModule
end
M.DoDownloadDlc = function(progressCb, doneCb, exitCb)
CsLog.Debug("[DLC] 加载下载模块")
local PathModule = M.GetPathmodule()
local DocFileModule = M.GetFilemodule()
local VersionModule = M.GetVersionmodule()
DocFileModule.SetIsInGame(IsInGame)
XDataCenter.DlcManager.SetFileModule(DocFileModule)
DocFileModule.Check(RES_FILE_TYPE.MATRIX_FILE, PathModule, VersionModule, doneCb, progressCb, exitCb)
end
-- 游戏内调用下载
M.DownloadDlc = function (ids, processCb, doneCb, exitCb)
IsInGame = true
for _, id in pairs(ids) do
M.SetGameDownloadRecord(id)
end
XLog.Debug("[DownloadDlc] ids:" .. table.concat(ids,","))
-- todo 下载模块,无需界面
-- CS.XUiManager.Instance:OpenWithCallback("UiLaunch", function()
M.DoDownloadDlc(processCb,
function(isPause)
XLuaUiManager.Close("UiLaunch")
if doneCb then
doneCb(isPause)
end
end,
function()
XLuaUiManager.Close("UiLaunch")
if exitCb then exitCb() end
end)
-- end)
end
M.GetIndexInfo = function()
return DlcIndexInfo
end
--======== 业务层接口 end ====
return XLaunchDlcManager