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@@ -200,12 +200,22 @@ function SUpdateManager.tryCalcUpdateResInfoLogic()
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local willDownloadFileList = {}
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for _, oneFileInfo in pairs(rVersionInfo.fileInfo) do
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local lFile = localResourceCache[oneFileInfo.fileName]
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- if lFile ~= nil and lFile.hashInfo ~= oneFileInfo.hashInfo then
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+ -- lFile == nil => add file edit file
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+ if lFile == nil or (lFile ~= nil and lFile.hashInfo ~= oneFileInfo.hashInfo) then
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willDownloadFileCount = willDownloadFileCount + 1
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willDownloadBytes = willDownloadBytes + oneFileInfo.fileSize
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willDownloadFileList[oneFileInfo.fileName] = oneFileInfo
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end
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+ -- remove file
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+ localResourceCache[oneFileInfo.fileName] = nil
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end
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+
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+ for _, removeFileInfo in pairs(localResourceCache) do
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+ willDownloadFileCount = willDownloadFileCount + 1
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+ willDownloadBytes = willDownloadBytes + removeFileInfo.fileSize
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+ willDownloadFileList[removeFileInfo.fileName] = removeFileInfo
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+ end
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+
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SUpdateManager._willDownloadBytes = willDownloadBytes
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SUpdateManager._willDownloadFileList = willDownloadFileList
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SUpdateManager._willDownloadFileCount = willDownloadFileCount
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@@ -272,7 +282,7 @@ function SUpdateManager.tryDownloadResourceLogic()
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downloadSpeed = CS.SFramework.SToolFunctionR.GetDownloadSpeed(fileDownloadBytes, CS.UnityEngine.Time.realtimeSinceStartup - downloadStartTime)
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-- update download info to show information.
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local stateMessage = string.format(
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- "Downloading: %s From %s \nPercent: %d Speed:%s",
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+ "Downloading: %s From %s \nPercent: %.2f Speed:%s",
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fileName, donwloadLink, downloadPercent * 100, downloadSpeed
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)
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eventDispatchCenter:DispatchEvent(eventDispatchCenter.EventType.UPDATE_STATE_INFO, stateMessage)
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@@ -324,7 +334,7 @@ function SUpdateManager.tryFinishLogic()
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LoadResource("scenes/start.unity")
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--LoadResource("scenes/gameb.unity")
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--CS.UnityEngine.SceneManagement.SceneManager.LoadScene("GameA")
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- CS.UnityEngine.SceneManagement.SceneManager.LoadScene("GameA")
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+ CS.UnityEngine.SceneManagement.SceneManager.LoadScene("Start")
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end
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function SUpdateManager.ProcessUpdate()
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