The api only consists of a few functions:
liveupdate.add_mount()
liveupdate.remove_mount()
liveupdate.get_mounts()
.If you are using more than one live update archive, it is recommended to loop over each mount at startup and determine if the mount should still be used.
This is important as the content may be not be valid for the engine anymore, due to file format changes.
local function remove_old_mounts()
local mounts = liveupdate.get_mounts() -- table with mounts
-- Each mount has: mount.uri, mount.priority, mount.name
for _,mount in ipairs(mounts) do
-- This requires the file name to be unique, so that we don't get a file from a different archive
-- This data is created by the developer as a way to specify meta data for the archive
local version_data = sys.load_resource("/version_" .. mount.name .. ".json")
if version_data then
version_data = json.decode(version_data)
else
version_data = {version = 0} -- if it has no version file, it's likely an old/invalid archive
end
-- verify the archive version against the version supported by the game
if version_data.version < sys.get_config_int("game.minimum_lu_version") then
-- it was invalid, so we'll unmount it!
liveupdate.remove_mount(mount.name)
end
end
end
A collection proxy that has been excluded from bundling works as a normal collection proxy, with one important difference. Sending it a load
message while it still has resources not available in the bundle storage will cause it to fail.
So before we send it a load
, we need to check if there are any missing resources. If there are, we have to download the archive containing those assets and then store it.
The following example code assumes that the resources are available via the url specified in the setting game.http_url
.
-- You'll need to track which archive contains which content
-- In this example, we only use a single liveupdate archive, containing all missing resource.
-- If you are using multiple archive, you need to structure the downloads accordingly
local lu_infos = {
liveupdate = {
name = "liveupdate",
priority = 10,
}
}
local function get_lu_info_for_level(level_name)
if level_name == "level1" then
return lu_infos['liveupdate']
end
end
local function mount_zip(self, name, priority, path, callback)
liveupdate.add_mount(name, "zip:" .. path, priority, function(_uri, _path, _status) -- <1>
callback(_uri, _path, _status)
end)
end
function init(self)
self.http_url = sys.get_config_string("game.http_url", nil) -- <2>
local level_name = "level1"
local info = get_lu_archive_for_level(level_name) -- <3>
msg.post("#", "load_level", {level = "level1", info = info }) -- <4>
end
function on_message(self, message_id, message, sender)
if message_id == hash("load_level") then
local missing_resources = collectionproxy.missing_resources("#" .. message.level) -- <5>
if #missing_resources then
msg.post("#", "download_archive", message) -- <6>
else
msg.post("#" .. message.level, "load")
end
elseif message_id == hash("download_archive") then
local zip_filename = message.info.name .. ".zip"
local download_path = sys.get_save_file("mygame", zip_filename)
local url = self.http_url .. "/" .. zip_filename
-- Make the request. You can use credentials
http.request(url, "GET", function(self, id, response) -- <7>
if response.status == 200 or response.status == 304 then
mount_zip(self, message.info.name, message.info.priority, download_path, function(uri, path, status) -- <8>
msg.post("#", "load_level", message) -- try to load the level again
end)
else
print("Failed to download archive ", download_path, "from", url, ":", get_status_string(status))
end
end, nil, nil, {path=download_path})
elseif message_id == hash("proxy_loaded") then -- the level is loaded, and we can enable it
msg.post(sender, "init")
msg.post(sender, "enable")
end
end
liveupdate.add_mount()
mounts a single archive using a specified name, priority and a zip file. The data is then immediately available for loading (there is no need to restart the engine).
The mount info is stored and will be automatically re-added upon next engine restart (no need to call liveupdate.add_mount() again on the same mount)download_path
With the loading code in place, we can test the application. However, running it from the editor will not download anything. This is because Live update is a bundle feature. When running in the editor environment no resources are ever excluded. To make sure everything works fine, we need to create a bundle.
Did you spot an error or do you have a suggestion? Please let us know on GitHub!
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