Phase 3.A:srcIsloop 本地音频 + 3.B/3.C/3.D handler stub
3.A 本地音频完整落地(与 msext NewRootVC initJSdata 等价):
Source/Audio/AudioPlayer.swift(@MainActor 状态机):
- playOnce(url) 单次按钮音;buttonPlayers 数组保活池避免多次点击
互相打断(duration + 0.5s 后清理)
- loopBackground(url, type:) 循环背景音;numberOfLoops = -1 +
backgroundType 记录用于同名停止
- stopBackground(type:) 同名校验后才停止(msext 同款语义)
Source/Bridge/Handlers/LocalAudioHandler.swift:
- 注册 srcIsloop handler(@MainActor enum)
- 入参 src + isloop,按 0/1/-1 分支调 AudioPlayer.shared 对应方法
- audioFileURL 路径:{Caches}/{gamedir}/{gamestart}/assets/wav/{src}
与 msext NewRootVC 路径约定 1:1(H5 zip 内 assets/wav 子目录)
- audioFileURL 标 nonisolated 因 SandboxPaths 是 nonisolated 静态
- cb 字面 "Response from srcIsloop" 严格保持
Source/Bridge/Handlers/RemoteAudioHandler.swift(3.B/3.C/3.D stub):
- prepareaudio + mediaTypeAudio 仅 cb 维持契约,无真实业务
- 待 Phase 3.B(opencore-amr .a 接入)+ 3.C(七牛 SPM + token)+
3.D(远端播放)完整后升级
- 按 CLAUDE.md 原则 A:H5 调啥就得有人接,即使是 stub
WebContainerViewController.registerBridgeHandlers 接入:
- LocalAudioHandler.register(完整实现)
- RemoteAudioHandler.register(stub)
Plan §5 Phase 3.1 勾选;3.2 真机验证留待 H5 提供音频文件后做。
Verification-Checklist.md 新增 Phase 3 章节:
- H. 本地音频(E.14-E.16 srcIsloop 三个 isloop 值)
- I. prepareaudio / mediaTypeAudio stub(E.17 E.18)
BuildProject 通过
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
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commit
0602b9d4b6
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//
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// LocalAudioHandler.swift
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// ylgamehall
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//
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// H5 → Native handler:srcIsloop — 本地音频播放(背景循环 / 按钮单次)
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// 契约:docs/H5-Native-Contract.md §3.1 [3]
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// 原项目:daoqi/msext NewRootVC.m initJSdata 关联 buttunPlayer / backgroundPlayer
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//
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// 本地音频文件路径:`{Caches}/{gamedir}/{gamestart}/assets/wav/{src}`
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// 与 SandboxPaths.lobbyIndex 同一根目录下 assets/wav 子目录
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//
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import Foundation
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@MainActor
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public enum LocalAudioHandler {
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public static func register(on bridge: any BridgeProtocol) {
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// 【3】srcIsloop — 本地音频播放
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// 入参 src : string 音频文件名(位于 lobbyAssets/assets/wav/{src})
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// 入参 isloop : int 0 单次 / 1 循环背景 / -1 停同名循环
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// cb: "Response from srcIsloop"
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bridge.register("srcIsloop") { data, callback in
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defer { callback?(.string("Response from srcIsloop")) }
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guard let obj = data?.asObject,
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let src = obj["src"]?.asString,
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let isloop = obj["isloop"]?.asInt
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else {
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return
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}
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let url = audioFileURL(src: src)
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switch isloop {
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case 0:
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await AudioPlayer.shared.playOnce(url)
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case 1:
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await AudioPlayer.shared.loopBackground(url, type: src)
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case -1:
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await AudioPlayer.shared.stopBackground(type: src)
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default:
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break
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}
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}
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}
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/// `{lobbyAssets}/assets/wav/{src}` —— 与 msext NewRootVC 路径约定一致。
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/// H5 业务调用前会先用 zip 升级(gamehall.zip 内含 assets/wav/*.wav 音频文件)。
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nonisolated private static func audioFileURL(src: String) -> URL {
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SandboxPaths.lobbyIndex
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.deletingLastPathComponent() // {Caches}/{gamedir}/{gamestart}/
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.appendingPathComponent("assets")
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.appendingPathComponent("wav")
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.appendingPathComponent(src)
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}
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}
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//
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// RemoteAudioHandler.swift
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// ylgamehall
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//
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// H5 → Native handler stub:prepareaudio / mediaTypeAudio
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// 契约:docs/H5-Native-Contract.md §3.1 [4][5] + §3.2 [7][8][9]
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//
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// Phase 3.A 阶段为 stub(仅 cb 维持契约,让 H5 启动不报 "no handler");
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// Phase 3.B AMR 转码 + Phase 3.C 录音上传 + Phase 3.D mediaTypeAudio 真实播放
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// 完整接入后升级为真实现。
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//
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// 按 CLAUDE.md 原则 A 第一准则:H5 调啥就得有人接,即使没真实业务也要注册。
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//
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import Foundation
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public enum RemoteAudioHandler {
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public static func register(on bridge: any BridgeProtocol) {
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// 【4】prepareaudio — 启动麦克风录音
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// 入参忽略;cb: "Response from prepareaudio"
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// 完整实现(Phase 3.C):权限检查 + AVAudioRecorder + WAV→AMR + 七牛上传 +
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// 反向 callback getaudiourl({audiourl, time}) + 子游戏额外 recordSuccess
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// stub 仅 cb 维持契约
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bridge.register("prepareaudio") { _, callback in
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callback?(.string("Response from prepareaudio"))
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}
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// 【5】mediaTypeAudio — 远程语音回放
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// 入参 audiourl: string;user: string
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// cb: "Response from mediaTypeAudio"
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// 完整实现(Phase 3.D):voicePlaying 总开关短路 + 下载 AMR + AMR→WAV +
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// AVAudioPlayer 播放 + 反向 callback gameui_play_voice(user) /
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// gameui_stop_voice(user)
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// stub 仅 cb 维持契约(不下载、不播放)
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bridge.register("mediaTypeAudio") { _, callback in
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callback?(.string("Response from mediaTypeAudio"))
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}
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}
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}
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