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# ylgamehall
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进贤聚友棋牌 iOS 新外壳(greenfield 重写)。原生外壳 + 内置 H5(`gamehall.zip` 解压到沙盒)+ WebViewJavascriptBridge 桥接,企业签 / 超级签 / TF 渠道分发,**不上架 App Store**。
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> 同仓库 `../daoqi/` 是已上线多年的旧外壳 `msext`(Objective-C / MRC / iOS 9.0+),作为本项目的"工作参照实现"。本项目按现代 iOS 标准重写,但 **H5 端零修改** 是不可妥协的第一准则。
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---
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## 技术栈
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| 项 | 值 |
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|---|---|
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| 语言 | Swift 6.0(`SWIFT_APPROACHABLE_CONCURRENCY=YES`,`SWIFT_DEFAULT_ACTOR_ISOLATION=MainActor`) |
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| UI | SwiftUI + UIKit 互操作(按需) |
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| 最低 iOS | 15.6 |
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| 设备 | iPhone + iPad,仅横屏,`UIRequiresFullScreen=true` |
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| Xcode | 26.5+(`objectVersion=77`,File System Synchronized Group) |
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| 工程入口 | `ylgamehall.xcodeproj`(**无 CocoaPods**,不使用 workspace) |
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| 依赖管理 | SPM(首选)+ Vendor `.xcframework`(闭源 SDK) |
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| Bundle ID | `com.skyapp.ylgamehall` |
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| 并发模型 | Swift async/await + actor 隔离(**不使用 Combine**) |
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### SPM 依赖
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- `ZIPFoundation` — H5 zip 解压
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- `HappyDNS` — 七牛 SDK 配套
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- `Qiniu`(`qiniu/objc-sdk` v8.9.x) — 七牛对象存储
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### Vendor 闭源 SDK
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放在 `Vendor/<SDKName>/`,每个目录附 `README.md` 记录版本来源:
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- `Vendor/WechatSDK/` — 微信开放平台
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- `Vendor/AMap/` — 高德定位
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- `Vendor/OpenCoreAMR/` — AMR 编解码(`libopencore-amrnb.a` / `libopencore-amrwb.a`)
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---
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## 目录结构
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```
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ylgamehall/
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├── CLAUDE.md # AI 助手协作约定(第一权威)
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├── README.md # 本文件
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├── ylgamehall.xcodeproj # Xcode 工程
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├── ylgamehall/ # App target
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│ ├── AppDelegate.swift
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│ ├── SceneDelegate.swift
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│ ├── Info.plist
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│ ├── ylgamehall-Bridging-Header.h
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│ ├── Assets.xcassets
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│ ├── Base.lproj/ # LaunchScreen.storyboard
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│ ├── Resources/
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│ │ ├── gamehall.zip # 内置 H5 包
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│ │ ├── ChannelConfig.plist # 渠道配置(gameid / channel / agent / market 等)
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│ │ ├── AppSecrets.plist # SDK 凭证(微信 AppID / 高德 Key / 七牛 等)
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│ │ └── JS/
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│ │ └── WebViewJavascriptBridge.js
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│ └── Source/
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│ ├── Audio/ # AMR 编解码、录音 / 播放、录音浮窗
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│ ├── Bridge/ # WebViewJavascriptBridge + 各 Handler
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│ │ └── Handlers/ # 39 项 H5↔Native 桥接 handler
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│ ├── Coordinator/ # AppCoordinator 启动流水线
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│ ├── Location/ # 高德定位封装
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│ ├── Login/ # 微信登录
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│ ├── Network/ # RemoteConfig、版本解析、七牛上传
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│ ├── Resource/ # 沙盒路径、H5 zip 升级、解压、子游戏下载
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│ ├── SDK/ # 微信 / 高德 SDK 包装
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│ ├── Share/ # 微信 / QQ / 抖音分享 + 分享面板
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│ └── WebView/ # WKWebView 容器、Splash、子游戏 VC
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├── Vendor/ # 闭源 SDK
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│ ├── WechatSDK/
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│ ├── AMap/
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│ └── OpenCoreAMR/
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└── docs/ # 项目文档(见下节)
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└── res/ # 维护者私人素材池(项目代码不感知)
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```
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---
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## 文档体系
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所有架构决策、契约定义、执行计划、验收清单都在 `docs/` 下。**任何代码修改前先读对应文档**。
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| 文档 | 角色 | 何时读 |
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|------|------|--------|
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| [`CLAUDE.md`](./CLAUDE.md) | 项目协作约定、契约边界声明、两条核心原则 | **每次对话先读** |
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| [`docs/H5-Native-Contract.md`](./docs/H5-Native-Contract.md) | H5 ↔ 原生 桥接**契约**(黑盒可观察行为) | 涉及桥接接口必读 |
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| [`docs/H5-Native-Implementation-Design.md`](./docs/H5-Native-Implementation-Design.md) | 新外壳实施蓝图(架构、模块、代码骨架) | 实现新外壳必读 |
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| [`docs/Development-Plan.md`](./docs/Development-Plan.md) | 开发执行计划(Phase 0–10、依赖图、进度追踪) | 排期 / 进度更新必读 |
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| [`docs/Verification-Checklist.md`](./docs/Verification-Checklist.md) | 功能验证清单(统一验收的操作手册) | 阶段验收时勾选 |
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| [`docs/SDK-Integration-Guide.md`](./docs/SDK-Integration-Guide.md) | 微信 / 高德 / opencore-amr / 七牛 接入手册 | 接 SDK 时按章节落地 |
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| [`docs/H5-Debug-Guide.md`](./docs/H5-Debug-Guide.md) | H5 端调试(Safari Web Inspector) | 调试 H5 console / Network / 断点时 |
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| `../daoqi/` | 原项目 `msext` 工作参照实现 | 遇到行为差异 / 渠道注入 / SDK 时序等不确定问题时优先参考 |
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> 文档优先级冲突时:**Contract > Design > Plan**。
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---
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## 核心原则(两条,原则 A 是第一准则)
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### 原则 A:H5 端零修改(不可妥协)
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H5 端 **一行代码、一个字符、一个文件名、一个调用时机都不许改**。遇到契约边界冲突时,**回到原 msext 老路**、由原生 Swift 端硬扛,哪怕代码看起来"不现代"。
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必须 1:1 与现网一致的五类内容:
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1. 桥接接口名(handler 字符串,含历史驼峰 / 下划线大小写)
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2. 参数字段名(含 `"title "` 末尾空格、`Province` 大写 P 等历史包袱)
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3. 参数数据结构(类型、嵌套、fallback)
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4. H5 端注册方式(`WebViewJavascriptBridge` JS 协议 / 弹层 `window.settings.xxx`)
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5. 空实现接口也必须保留注册(`opensaoma`、`getGameplay` 等)
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详见 [`docs/H5-Native-Contract.md`](./docs/H5-Native-Contract.md)。
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### 原则 B:原生内部自由重构
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原生内部一切自由——技术栈、模块结构、状态管理、SDK 选型、并发模型按现代 iOS 标准重新设计,不照搬旧项目实现细节。
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**冲突时无条件选 A**:原生多一层适配 / 一段"看似过时"的代码可接受;契约破裂不可接受。
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---
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## 构建
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### 前置
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- macOS + Xcode 26.5+
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- 项目方提供的 SDK 凭证(按 [`docs/SDK-Integration-Guide.md`](./docs/SDK-Integration-Guide.md) 填到 `Resources/AppSecrets.plist`)
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- Vendor 闭源 SDK 二进制(按 `Vendor/<SDK>/README.md` 放置)
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### 构建步骤
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```bash
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open ylgamehall.xcodeproj
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```
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Xcode → Product → Run(或 ⌘R)。
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> **不要**新建 `Podfile` / `.xcworkspace`。本项目通过 SPM + Vendor 两层管理依赖,禁止引入 CocoaPods(ADR-006)。
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### 渠道配置
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`ylgamehall/Resources/ChannelConfig.plist` 是渠道注入入口(替代 msext 时代的"空目录名注入"机制):
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| key | 说明 |
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|---|---|
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| `gameid` | 游戏 ID |
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| `channel` / `gamedir` | 渠道标识 / H5 解压子目录名 |
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| `gamestart` | H5 启动入口目录名(默认 `gamehall`) |
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| `gameconfig` | RemoteConfig 拉取地址 |
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| `market` | 市场标识 |
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| `agent` | 代理标识 |
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| `appversion` | 当前外壳版本号(用于 RemoteConfig 升级判断) |
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---
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## 提交与协作
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- commit message 使用中文短句,描述"做了什么 + 为什么"
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- 改动通过最小验证(BuildProject / 关键路径手测 / 单测)后可直接 commit,不必每次确认
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- 涉及桥接接口名 / 参数字段名 / 数据结构的改动必须在 commit message 中明示 **"契约影响"** 并附 [`docs/H5-Native-Contract.md`](./docs/H5-Native-Contract.md) 对应章节
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- 每完成一个 Phase 子项立即同步勾选 [`docs/Development-Plan.md`](./docs/Development-Plan.md) §5 / §8
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- 不在未授权情况下执行 `git push --force` / `git reset --hard` / `git rebase` 等不可逆操作
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---
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## 验收
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新外壳完成后,**在不修改 H5 任何一行代码** 的前提下,逐项跑 [`docs/H5-Native-Contract.md`](./docs/H5-Native-Contract.md) §10 的 26 项验收清单。任意一项 H5 表现与现网(`../daoqi/msext`)不一致即视为契约违反。
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@@ -379,9 +379,9 @@ window.rootViewController = NavgationController
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**流程**:
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1. 下载 AMR 到本地
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2. `VoiceConverter ConvertAmrToWav` 转 WAV
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3. `AVAudioPlayer` 播放
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3. `AVAudioPlayer` 播放(若当前已有语音在播,先停旧、给 H5 发 `gameui_stop_voice(被打断 user)` 再起新播放)
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4. 开始播放时 callback H5:`gameui_play_voice(user)` (见 §3.2 [7])
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5. 播放结束 callback H5:`gameui_stop_voice(user)` (见 §3.2 [8])
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5. 播放结束 / 被打断 callback H5:`gameui_stop_voice(user)` (见 §3.2 [8])
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##### 【6】 `voicePlaying` — 语音播放总开关
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@@ -563,7 +563,7 @@ window.rootViewController = NavgationController
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| 5 | `shakeEnd` | motionEnded 摇一摇结束 | `nil` | ✓ | ✓ |
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| 6 | `getlocationinfo` | 定位成功/失败 | 见下方表 B | ✓ | ✓ |
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| 7 | `gameui_play_voice` | mediaTypeAudio 开始播放(且 voicePlaying=1 时)| 字符串 user_id | ✓ | ✓ |
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| 8 | `gameui_stop_voice` | mediaTypeAudio AVAudioPlayer 播放结束 | 字符串 user_id(最近一次 mediaTypeAudio 的 user 字段)| ✓ | ✓ |
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| 8 | `gameui_stop_voice` | mediaTypeAudio AVAudioPlayer 播放结束 / 被新一次 mediaTypeAudio 打断 / 解码失败 | 字符串 user_id(**该次结束 / 被打断的语音**所绑定的 user,不是入参里最新的 user — 与 daoqi 旧实现语义不同,详见下方 `gameui_stop_voice` 行为说明)| ✓ | ✓ |
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| 9 | `getaudiourl` | 录音 + 上传成功(七牛或旧 PostFile)| `{ "audiourl": "<七牛 URL>", "time": "<秒数字符串>" }` | ✓ | ✓ |
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| 10 | `sharelogin` | 微信授权 OAuth 拿到 userinfo 后 | 见下方表 C | ✓ | ✓ |
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| 11 | `sharesuccess` | 分享完成(微信 SendMessageToWXResp / 闲聊 finishBlock)| `{ "success": "2", "type": "<sharefriend 原值如 '1' 或 '2'>" }` | ✓ | ✓ |
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@@ -586,6 +586,21 @@ H5 端 N 年来收到的实际语义就是:**`"2"` = 进入后台、`"1"` =
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(顺带:原 msext 还有一条 iOS<9 UIWebView 路径 `RootVC.m:516-543` / `fourviewVC.m:1254-1282`,发的值反过来:进入后台 → `"1"` / 回到前台 → `"2"`。该路径在新外壳最低 iOS 15.6 下完全不可达,**不能作为对齐依据**,请忽略。)
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**`gameui_stop_voice` 行为说明**(与 daoqi 旧实现的有意差异,用户反馈驱动):
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daoqi `NewRootVC.m:1736-1748` / `gameController.m:1288-1308` 把 `voicePlayer` / `self.User_id` 都作为 VC 成员变量。覆盖式播放(前一条还在播,第二条到来)的代码路径:
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1. `self.User_id = userid;` 先覆盖最新 user
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2. `voicePlayer = [[AVAudioPlayer alloc]...]` 直接换 ivar(MRC 下旧 player 实际泄漏继续在播)
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3. 旧 player 自然播完触发 `audioPlayerDidFinishPlaying:` → 调 `stopradio` → `callHandler:@"gameui_stop_voice" data:self.User_id`
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结果:旧消息对应的 `gameui_stop_voice` 发出去的 user_id **实际是新消息的 user_id**;H5 收不到旧消息的停止动画信号,旧动画一直转,新消息那条反而停了。
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新外壳实现(`VoicePlayer.swift`)把 user 与 player 一一绑定(`currentUser`):
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- 覆盖式 play 时**主动**停旧 player,并用旧 player 绑定的 user 触发一次 `gameui_stop_voice`,再起新播放 + `gameui_play_voice(新 user)`
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- 自然结束 / 解码失败:用结束那个 player 绑定的 user 发 `gameui_stop_voice`,不再读"最近一次入参"
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H5 端无需任何改动:仍然按照"收到 `gameui_stop_voice(user)` 就停这个 user 的动画"处理即可,只是信号现在会更准。验证场景:H5 连发两条 `mediaTypeAudio`(user A → user B,A 还没播完 B 就来),现在 H5 会先收 `gameui_stop_voice(A)` 再收 `gameui_play_voice(B)`,B 播完再收 `gameui_stop_voice(B)`。daoqi 旧路径下 A 那次停止信号永远收不到。
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**表 A — `getphoneinfo`**:
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```json
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{
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@@ -78,7 +78,7 @@
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| `AppDelegate.swift` | `AMapWrapper.bootstrap()` → 真实调隐私合规 3 步 + apiKey |
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| `SceneDelegate.swift` | `openURLContexts` → 真实调 `WXApi.handleOpen(url, delegate:)` |
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| `AccreditLoginHandler` | `accreditlogin` → 真实拉起微信授权 → 反向 callback `sharelogin` 7 字段(Province 大写 P) |
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| `WechatShare` | `share()` → 真实调 `WXApi.send(SendMessageToWXReq)` |
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| `WechatShare` | `share()` / `shareLobby()` → 剪贴板 + 引导框 + `weixin://` 跳转(不依赖 SDK 的分享 API,与 QQ / 抖音同款交互) |
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| `StartLocationHandler` | `startlocation` → 真实调 `AMapLocationManager.requestLocation` → 反向 callback `getlocationinfo` 9 字段(latitude/longitude string, province 小写 p) |
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| `BackGameDataHandler` | 子游戏 backgameData 退出时自动清 `WXApi.delegate = nil` + `LocationService.stop()` |
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@@ -236,10 +236,10 @@ bridge.register("prepareaudio") { _, callback in
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|---|---|---|
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| `Vendor/WechatSDK/WechatOpenSDK.xcframework` | ⏳ 等用户放置 | 项目方从腾讯开放平台下 `OpenSDK2.0.5+_NoPay.zip` 解压 → 放进 `Vendor/WechatSDK/` → 按 §A.1 Embed & Sign |
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| `Source/SDK/WeChat/WeChatSDK.swift` | ✅ 已写 | `register()` + `handleOpenURL` 包 canImport |
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| `Source/SDK/WeChat/WeChatManager.swift` | ✅ 已写 | authorize / shareLink async wrapper + WXApiDelegate |
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| `Source/SDK/WeChat/WeChatManager.swift` | ✅ 已写 | authorize async wrapper + WXApiDelegate(分享路径已剥离,走剪贴板见 `WechatShare`) |
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| `Source/Login/WeChatAuth.swift` | ✅ 已写 | OAuth2 客户端直拼 sns/oauth2 + userinfo + 7 字段 |
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| `Source/Bridge/Handlers/AccreditLoginHandler.swift` | ✅ 已升级 | 真实拉起授权 + sharelogin 反向 callback(Province 大写 P) |
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| `Source/Share/WechatShare.swift` | ✅ 已升级 | 真实链接分享(type=2/3 截图待 Phase 4.F) |
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| `Source/Share/WechatShare.swift` | ✅ 已改造 | 剪贴板 + 引导框 + `weixin://` 跳转(与 QQ / 抖音一致,不依赖微信 SDK 分享 API) |
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| `Source/Bridge/Handlers/BackGameDataHandler.swift` | ✅ 已加钩子 | `WXApi.delegate = nil` 子游戏 pop 时清理 |
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| `AppDelegate.swift` | ✅ 已加注册 | `WeChatSDK.register()` |
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| `SceneDelegate.swift` | ✅ 已加 openURL | `WeChatSDK.handleOpenURL(ctx.url)` |
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@@ -248,8 +248,8 @@ bridge.register("prepareaudio") { _, callback in
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### 1.4 验收(用户 Xcode 加完 framework 后跑)
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- [ ] H5 调 `bridge.callHandler('accreditlogin')` → 拉起微信 → 同意授权 → 大厅 H5 收 `sharelogin({openid,...,Province})`,**Province 大写 P**
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- [ ] H5 调 `bridge.callHandler('friendsSharetypeUrlToptitleDescript', {sharefriend:"2", ...})` → 拉起微信朋友圈
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- [ ] H5 调 `sharefriend:"1"` → SharePanel 三按钮,点微信 → 拉起微信好友选择
|
||||
- [ ] H5 调 `bridge.callHandler('friendsSharetypeUrlToptitleDescript', {sharefriend:"2", ...})` → 写剪贴板 + 弹引导框 → 点"立即打开微信"跳转到微信首页(用户自行粘贴到朋友圈)
|
||||
- [ ] H5 调 `sharefriend:"1"` → SharePanel 三按钮,点微信 → 写剪贴板 + 弹引导框 → 跳微信首页(用户自行粘贴到对话框)
|
||||
- [ ] **关键回归**:截图分享 / QQ 分享 / 抖音分享路径不受影响
|
||||
|
||||
### 1.5 风险
|
||||
|
||||
@@ -261,12 +261,11 @@ public enum RemoteAudioHandler {
|
||||
return // 参数不全 → 不触发 cb(对齐 daoqi 入参空时走到 file 不存在 return)
|
||||
}
|
||||
|
||||
// 2. 记录 lastUserId(无论是否实际播放都更新,对齐 daoqi
|
||||
// `self.User_id = userid;` 总是执行的行为)
|
||||
VoicePlayer.shared.recordIncomingUser(user)
|
||||
|
||||
// 3. 注册 VoicePlayer.onFinish(每次 mediaTypeAudio 更新,绑定当前 bridge;
|
||||
// [weak bridge] 让 bridge 释放后 onFinish 自动失效)
|
||||
// 2. 注册 VoicePlayer.onFinish(每次 mediaTypeAudio 更新,绑定当前 bridge;
|
||||
// [weak bridge] 让 bridge 释放后 onFinish 自动失效)。
|
||||
// onFinish 触发时机:自然结束 / 解码失败 / 被新一次 play 打断;
|
||||
// payload `finishedUser` 是被结束 / 被打断那条语音绑定的 user
|
||||
// (由 VoicePlayer 内部 currentUser 跟踪),不是入参里最新的 user。
|
||||
VoicePlayer.shared.onFinish = { [weak bridge] finishedUser in
|
||||
Task { @MainActor in
|
||||
bridge?.call(
|
||||
@@ -277,7 +276,7 @@ public enum RemoteAudioHandler {
|
||||
}
|
||||
}
|
||||
|
||||
// 4. 异步下载 AMR
|
||||
// 3. 异步下载 AMR
|
||||
let amrData: Data
|
||||
do {
|
||||
let (d, _) = try await URLSession.shared.data(from: downloadURL)
|
||||
@@ -288,7 +287,7 @@ public enum RemoteAudioHandler {
|
||||
// `if (![[NSFileManager defaultManager] fileExistsAtPath:filename]) return;`)
|
||||
}
|
||||
|
||||
// 5. 写到沙盒 .amr 临时文件
|
||||
// 4. 写到沙盒 .amr 临时文件
|
||||
let tempName = VoiceRecorder.currentTimeString()
|
||||
let docs = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
|
||||
let amrLocal = docs.appendingPathComponent(tempName).appendingPathExtension("amr")
|
||||
@@ -300,7 +299,7 @@ public enum RemoteAudioHandler {
|
||||
return
|
||||
}
|
||||
|
||||
// 6. AMR → WAV 转码
|
||||
// 5. AMR → WAV 转码
|
||||
// daoqi 文件名约定:tempName + "_AmrToWav.wav"(NewRootVC.m:341)
|
||||
let wavLocal = docs
|
||||
.appendingPathComponent("\(tempName)_AmrToWav")
|
||||
@@ -317,14 +316,16 @@ public enum RemoteAudioHandler {
|
||||
transcoded = false
|
||||
}
|
||||
|
||||
// 7. voicePlaying 总开关 + 实际播放 + gameui_play_voice
|
||||
// 6. voicePlaying 总开关 + 实际播放 + gameui_play_voice
|
||||
// (仅转码成功 + 开关 enabled 时触发,对齐 daoqi
|
||||
// NewRootVC.m:343-353 if (canbofang) { play + callHandler })
|
||||
// NewRootVC.m:343-353 if (canbofang) { play + callHandler })。
|
||||
// 若当前已有正在播放的 player,VoicePlayer.play 会先停旧 player 并
|
||||
// 通过 onFinish 反向调 gameui_stop_voice 让 H5 停旧动画,再起新播放。
|
||||
let canPlay = await VoiceCenter.shared.isEnabled
|
||||
log.debug("mediaTypeAudio user=\(user, privacy: .public) transcoded=\(transcoded, privacy: .public) canPlay=\(canPlay, privacy: .public)")
|
||||
if transcoded, canPlay {
|
||||
do {
|
||||
try VoicePlayer.shared.play(wavLocal)
|
||||
try VoicePlayer.shared.play(wavLocal, user: user)
|
||||
// gameui_play_voice 数据是 user 字符串(非 dict)
|
||||
bridge.call(
|
||||
"gameui_play_voice",
|
||||
@@ -337,7 +338,7 @@ public enum RemoteAudioHandler {
|
||||
}
|
||||
}
|
||||
|
||||
// 8. 触发 mediaTypeAudio cb(对齐 daoqi NewRootVC.m:357,**总是**触发
|
||||
// 7. 触发 mediaTypeAudio cb(对齐 daoqi NewRootVC.m:357,**总是**触发
|
||||
// 即使转码失败 / canbofang=NO 都触发;仅下载失败的 return 路径不触发)
|
||||
callback?(.string("Response from mediaTypeAudio"))
|
||||
}
|
||||
|
||||
@@ -2,10 +2,11 @@
|
||||
// WeChatManager.swift
|
||||
// ylgamehall
|
||||
//
|
||||
// 微信 SDK 持久 delegate + authorize + share 异步包装。
|
||||
// 把 WXApiDelegate 的回调 → async/await,state UUID 配对多发起方。
|
||||
// 微信 SDK 持久 delegate + authorize 异步包装。
|
||||
// 把 WXApiDelegate 的 onResp 回调 → async/await,state UUID 配对多发起方。
|
||||
//
|
||||
// Design §8.5;msext WXApiManager.m 等价。
|
||||
// 注:分享路径已改走剪贴板 + 引导框(详见 WechatShare.swift),不再依赖
|
||||
// 微信 SDK 的 SendMessageToWXReq;本类只剩登录 OAuth 链路。
|
||||
//
|
||||
|
||||
import Foundation
|
||||
@@ -23,8 +24,6 @@ public final class WeChatManager: NSObject {
|
||||
|
||||
/// 待 resolve 的 authorize continuation(state UUID 配对)
|
||||
private var authPending: [String: CheckedContinuation<WXAuthCodePayload, Error>] = [:]
|
||||
/// 待 resolve 的 share continuation(FIFO 串行 — 微信回包不带配对 ID)
|
||||
private var sharePending: [CheckedContinuation<Void, Error>] = []
|
||||
|
||||
public override init() {
|
||||
super.init()
|
||||
@@ -84,125 +83,6 @@ public final class WeChatManager: NSObject {
|
||||
return top
|
||||
}
|
||||
|
||||
// MARK: - Share
|
||||
|
||||
public enum ShareScene {
|
||||
case session // 微信好友
|
||||
case timeline // 朋友圈
|
||||
}
|
||||
|
||||
/// 链接分享载荷。`mediaTagName` 对齐 msext WXApiRequestHandler `TagName:`
|
||||
/// 参数(写入 WXMediaMessage.mediaTagName,微信内部分类用)。
|
||||
/// 含 UIImage 故无法 Sendable —— 实际使用都在 MainActor 上发起,无跨 actor 风险。
|
||||
public struct ShareLink {
|
||||
public let url: String
|
||||
public let title: String
|
||||
public let desc: String
|
||||
public let thumb: UIImage?
|
||||
public let mediaTagName: String?
|
||||
|
||||
public init(
|
||||
url: String, title: String, desc: String,
|
||||
thumb: UIImage?, mediaTagName: String? = nil
|
||||
) {
|
||||
self.url = url; self.title = title; self.desc = desc
|
||||
self.thumb = thumb; self.mediaTagName = mediaTagName
|
||||
}
|
||||
}
|
||||
|
||||
/// 图片分享载荷(type=2 截图)。
|
||||
/// - `imageData`:大图原始字节(JPEG)
|
||||
/// - `thumb`:缩略图源 — SDK `setThumbImage:` 内部压到 32KB
|
||||
/// - `messageExt`:H5 的 description;写入 `WXMediaMessage.description`
|
||||
/// 与 `.messageExt`,对齐 msext `WXApiRequestHandler sendImageData:MessageExt:`
|
||||
/// - `mediaTagName`:对齐 msext `TagName:` 参数
|
||||
public struct ShareImage {
|
||||
public let imageData: Data
|
||||
public let thumb: UIImage
|
||||
public let messageExt: String
|
||||
public let mediaTagName: String?
|
||||
|
||||
public init(
|
||||
imageData: Data, thumb: UIImage,
|
||||
messageExt: String = "", mediaTagName: String? = nil
|
||||
) {
|
||||
self.imageData = imageData
|
||||
self.thumb = thumb
|
||||
self.messageExt = messageExt
|
||||
self.mediaTagName = mediaTagName
|
||||
}
|
||||
}
|
||||
|
||||
/// 链接分享(FIFO 串行)。微信回包不携带配对 ID,连续调时按入队顺序消费。
|
||||
public func shareLink(_ link: ShareLink, scene: ShareScene) async throws {
|
||||
try await withCheckedThrowingContinuation { (cont: CheckedContinuation<Void, Error>) in
|
||||
sharePending.append(cont)
|
||||
|
||||
let media = WXWebpageObject()
|
||||
media.webpageUrl = link.url
|
||||
|
||||
let message = WXMediaMessage()
|
||||
message.title = link.title
|
||||
message.description = link.desc
|
||||
message.mediaObject = media
|
||||
if let mediaTagName = link.mediaTagName {
|
||||
message.mediaTagName = mediaTagName
|
||||
}
|
||||
if let thumb = link.thumb {
|
||||
message.setThumbImage(thumb)
|
||||
}
|
||||
|
||||
let req = SendMessageToWXReq()
|
||||
req.bText = false
|
||||
req.message = message
|
||||
switch scene {
|
||||
case .session: req.scene = Int32(WXSceneSession.rawValue)
|
||||
case .timeline: req.scene = Int32(WXSceneTimeline.rawValue)
|
||||
}
|
||||
// 1.x: sendReq BOOL 返回;分享回包通过 SceneDelegate.openURLContexts →
|
||||
// WXApi.handleOpen(url:delegate:WeChatManager.shared) → onResp 路径到达。
|
||||
// ObjC selector +sendReq:,Swift 简化为 send(_:)(去 Req 后缀)。
|
||||
// 运行时仍调 +[WXApi sendReq:]
|
||||
WXApi.send(req)
|
||||
}
|
||||
}
|
||||
|
||||
/// 图片分享(FIFO 串行,复用 sharePending)。对齐 msext WechatShareManager
|
||||
/// `sendImageData:TagName:MessageExt:Action:ThumbImage:InScene:` 的字段映射:
|
||||
/// TagName → mediaTagName
|
||||
/// MessageExt → description(接收方预览可见)+ messageExt(SDK 内部回包)
|
||||
/// ThumbImage → setThumbImage
|
||||
public func shareImage(_ img: ShareImage, scene: ShareScene) async throws {
|
||||
try await withCheckedThrowingContinuation { (cont: CheckedContinuation<Void, Error>) in
|
||||
sharePending.append(cont)
|
||||
|
||||
let media = WXImageObject()
|
||||
media.imageData = img.imageData
|
||||
|
||||
let message = WXMediaMessage()
|
||||
message.description = img.messageExt
|
||||
message.mediaObject = media
|
||||
message.setThumbImage(img.thumb)
|
||||
if !img.messageExt.isEmpty {
|
||||
message.messageExt = img.messageExt
|
||||
}
|
||||
if let mediaTagName = img.mediaTagName {
|
||||
message.mediaTagName = mediaTagName
|
||||
}
|
||||
|
||||
let req = SendMessageToWXReq()
|
||||
req.bText = false
|
||||
req.message = message
|
||||
switch scene {
|
||||
case .session: req.scene = Int32(WXSceneSession.rawValue)
|
||||
case .timeline: req.scene = Int32(WXSceneTimeline.rawValue)
|
||||
}
|
||||
// ObjC selector +sendReq:,Swift 简化为 send(_:)(去 Req 后缀)。
|
||||
// 运行时仍调 +[WXApi sendReq:]
|
||||
WXApi.send(req)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Internal: resolve callbacks
|
||||
|
||||
fileprivate func resolveAuth(state: String, code: String?, errCode: Int) {
|
||||
@@ -213,16 +93,6 @@ public final class WeChatManager: NSObject {
|
||||
cont.resume(throwing: WeChatError.authFailed(errCode))
|
||||
}
|
||||
}
|
||||
|
||||
fileprivate func resolveShare(errCode: Int) {
|
||||
guard !sharePending.isEmpty else { return }
|
||||
let cont = sharePending.removeFirst()
|
||||
if errCode == 0 {
|
||||
cont.resume(returning: ())
|
||||
} else {
|
||||
cont.resume(throwing: WeChatError.shareFailed(errCode))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - WXApiDelegate
|
||||
@@ -242,11 +112,8 @@ extension WeChatManager: WXApiDelegate {
|
||||
Task { @MainActor in
|
||||
Self.shared.resolveAuth(state: state, code: code, errCode: errCode)
|
||||
}
|
||||
} else if resp is SendMessageToWXResp {
|
||||
Task { @MainActor in
|
||||
Self.shared.resolveShare(errCode: errCode)
|
||||
}
|
||||
}
|
||||
// 分享走剪贴板路径(WechatShare),不再有 SendMessageToWXResp 回包
|
||||
}
|
||||
}
|
||||
|
||||
@@ -260,5 +127,4 @@ public struct WXAuthCodePayload: Sendable {
|
||||
public enum WeChatError: Error, Sendable {
|
||||
case sdkNotLinked
|
||||
case authFailed(Int)
|
||||
case shareFailed(Int)
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ public final class SharePanel: UIView {
|
||||
|
||||
private static let log = Logger(subsystem: "ylgamehall", category: "SharePanel")
|
||||
|
||||
private static let panelHeight: CGFloat = 200
|
||||
private static let panelHeight: CGFloat = 150
|
||||
private static let buttonSize: CGFloat = 60
|
||||
private static let animationDuration: TimeInterval = 0.25
|
||||
|
||||
|
||||
@@ -104,16 +104,20 @@ public final class WechatShare: SharePlatform {
|
||||
|
||||
// MARK: - 链接分享
|
||||
|
||||
/// title + desc + url 拼字符串 → UIPasteboard.string → 弹引导框。
|
||||
/// 三字段均空时用兜底文案"来自进贤聚友棋牌的精彩内容分享"(与 DouyinShare 同款策略)。
|
||||
/// title + "\n\n" + desc 拼字符串 → UIPasteboard.string → 弹引导框。
|
||||
/// 与 DouyinShare 文本分享 1:1 同款(不含 url,避免在微信对话框出现裸链接),
|
||||
/// 双侧都空时用兜底文案"来自进贤聚友棋牌的精彩内容分享"。
|
||||
private func shareLink(_ content: ShareContent) {
|
||||
var parts: [String] = []
|
||||
if !content.title.isEmpty { parts.append(content.title) }
|
||||
if !content.desc.isEmpty { parts.append(content.desc) }
|
||||
if !content.webpageUrl.isEmpty { parts.append(content.webpageUrl) }
|
||||
let shareText = parts.isEmpty
|
||||
? "来自进贤聚友棋牌的精彩内容分享"
|
||||
: parts.joined(separator: "\n")
|
||||
var shareText = ""
|
||||
if !content.title.isEmpty {
|
||||
shareText = content.title
|
||||
}
|
||||
if !content.desc.isEmpty {
|
||||
shareText = shareText.isEmpty ? content.desc : "\(shareText)\n\n\(content.desc)"
|
||||
}
|
||||
if shareText.isEmpty {
|
||||
shareText = "来自进贤聚友棋牌的精彩内容分享"
|
||||
}
|
||||
UIPasteboard.general.string = shareText
|
||||
Self.log.debug("WechatShare 链接已复制到剪贴板")
|
||||
|
||||
@@ -121,7 +125,7 @@ public final class WechatShare: SharePlatform {
|
||||
✅ 内容已复制到剪贴板
|
||||
|
||||
🎯 分享到好友、群聊或朋友圈步骤:
|
||||
1️⃣ 打开微信,选择好友、群聊或朋友圈
|
||||
1️⃣ 打开微信,选择好友、群聊或朋友圈
|
||||
2️⃣ 在输入框长按粘贴内容
|
||||
3️⃣ 点击发送即可分享
|
||||
"""
|
||||
|
||||
Reference in New Issue
Block a user