子游戏 zip 升级链路完整对齐 msext(持久化目录 + advance + 版本比对)
之前新外壳的 SubGameDownloader 只看 index.html 是否存在,缺这两个关键行为:
- gamefilepath 持久化(msext NSUserDefaults["game_name"] → gamefilepath)
- 远端 game_version > 本地 version.xml 时升级 + 目录末尾追加 "1"
(msext gameController.m:1414 等价 [NSString stringWithFormat:@"%@1", gamefilepath])
本次完整补齐:
1. 新增 SubGameDirectoryStore:UserDefaults 持久化 directory → actualDir 映射
- current(forKey:) / advance(forKey:) / saveInitialIfNeeded(forKey:)
- nonisolated 让 actor / MainActor 都能直接调
2. SubGameDownloader 三分支决策(msext gameController.m:1239-1255 + uplevel: 等价):
- 目录不存在(首装)→ 下载到 currentDir,不 advance
- 目录存在 + 远端 > 本地 → advance + 下载到新目录
- 远端 ≤ 本地 → 复用 currentDir
API 改为按入参(directoryKey / gameStart / remoteVersion / remoteZipURL)调用,
返回 Outcome.actualDirectory 暴露实际生效目录名。
3. LocalAudioHandler.register 的 assetsRoot 改 @MainActor closure
srcIsloop 每次调用时取最新值,让子游戏升级(effectiveGameDir 末尾追加 "1")
后下一次 srcIsloop 自动用新目录路径。
4. SubGameViewController 引入 effectiveGameDir:
- init 时同步从 SubGameDirectoryStore 读初始值(首次=request.gameDir)
- boot pipeline 内调 ensureReady,从 outcome 同步升级后的新目录名
- loadFileURL / AppDataWriter / srcIsloop closure 全部走 effectiveGameDir
- resolveBoot 返回 (lobbyResolved, subGameResolved) 完整 ResolvedVersion,
给 ensureReady 用 gameVersion 做版本比对
5. WebContainerViewController 大厅侧 LocalAudioHandler 改 closure 形式(路径不变)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
18fd782156
commit
7be7a2abbc
@@ -0,0 +1,44 @@
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//
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// SubGameDirectoryStore.swift
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// ylgamehall
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//
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// 子游戏目录名持久化映射:H5 传的 Gamedirectory(也是 gameStart 同名)→ 实际沙盒
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// 目录名。与 daoqi msext gameController.m:1414 / 2183-2188 等价:
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// - 首次安装:actualDir = directory,写入 NSUserDefaults
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// - 每次 zip 升级(远端 game_version > 本地 version.xml):actualDir 末尾追加 "1",
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// 新版本解压到新目录,旧目录残留在沙盒(msext 同款"追加而非原子替换"策略)
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//
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// 存储约定:UserDefaults key = "ylgh.subGameDir.<directory>",value = 实际目录名
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//
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import Foundation
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/// UserDefaults 线程安全,所有方法 nonisolated 让 actor / MainActor / 后台线程都能直接调用。
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public enum SubGameDirectoryStore {
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private static let keyPrefix = "ylgh.subGameDir."
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/// 当前实际目录名。已持久化 → 返回持久化值;未持久化 → 返回 directory 本身
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/// (对应 msext NSUserDefaults 缺 key 时 gamefilepath = gamename 的默认)。
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nonisolated public static func current(forKey directory: String) -> String {
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UserDefaults.standard.string(forKey: keyPrefix + directory) ?? directory
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}
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/// 触发升级:末尾追加 "1",写回 UserDefaults,返回新值。
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/// msext gameController.m:1414 等价 `gamefilepath = [NSString stringWithFormat:@"%@1", gamefilepath]`。
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@discardableResult
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nonisolated public static func advance(forKey directory: String) -> String {
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let next = current(forKey: directory) + "1"
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UserDefaults.standard.set(next, forKey: keyPrefix + directory)
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return next
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}
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/// 首次访问时把 directory 自身写入(与 msext gameController.m:2187
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/// SaveDefaultInfo 等价)。后续 advance 会基于此值追加。
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nonisolated public static func saveInitialIfNeeded(forKey directory: String) {
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let k = keyPrefix + directory
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if UserDefaults.standard.string(forKey: k) == nil {
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UserDefaults.standard.set(directory, forKey: k)
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}
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}
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}
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@@ -2,15 +2,21 @@
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// SubGameDownloader.swift
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// ylgamehall
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//
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// 子游戏 zip 下载 + 解压:与 msext gameController.m:1340-1401 等价。
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// - 缓存命中(`{Caches}/{gameDir}/{gameStart}/index.html` 已在)→ 直接复用
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// - 缓存未命中 → URLSession 下载 → 解压到 staging → 原子 rename
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// 子游戏 zip 下载 + 解压 + 升级。与 daoqi msext gameController.m 路径等价:
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//
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// 与 LobbyZipUpgrader 思路一致;不复用是因为目录路径/版本判定/缓存策略不同
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// (子游戏只看是否存在,不比版本号;msext 子游戏升级走另一条 uplevel 路径,
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// 本项目暂未接入 — 待业务确认远端是否真有 sub-game 版本下发)。
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// 1) 目录不存在(首装):
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// 下载 → 解压 → rename 到 `{Caches}/{currentDir}/`,currentDir 不变
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// (msext: line 1243-1245 + uplevel:YES → downFileFromServer)
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//
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// 详见 docs/Development-Plan.md §5.6 / §6.7。
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// 2) 目录存在 + 远端 game_version > 本地 version.xml(升级):
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// advance directory(末尾追加 "1" → newDir,写 UserDefaults)→ 下载 →
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// 解压 → rename 到 `{Caches}/{newDir}/`,旧目录残留
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// (msext: gameController.m:1410-1428 uplevel:download: 路径)
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//
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// 3) 目录存在 + 远端 ≤ 本地:直接复用 currentDir
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// (msext: initView)
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//
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// 与 LobbyZipUpgrader 思路一致;不复用是因为目录持久化 + advance 策略 sub-game 专有。
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//
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import Foundation
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@@ -21,10 +27,18 @@ public actor SubGameDownloader {
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public static let shared = SubGameDownloader()
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public enum Outcome: Sendable {
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/// 缓存命中,未下载
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case alreadyExists
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/// 完成下载 + 解压(zipBytes 为下载字节数,便于日志 / 测试)
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case downloaded(zipBytes: Int64)
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/// 缓存命中、远端版本未提升 → 直接复用 currentDir
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case alreadyExists(actualDirectory: String)
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/// 完成下载 + 解压。`fromVersion = 0` 表示首装。
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case upgraded(actualDirectory: String, from: Int, to: Int, zipBytes: Int64)
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/// 实际生效的子游戏目录名(持久化值,可能与 H5 传的 directory 不同)。
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public var actualDirectory: String {
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switch self {
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case .alreadyExists(let dir): return dir
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case .upgraded(let dir, _, _, _): return dir
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}
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}
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}
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public enum DownloadError: Error, Sendable {
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@@ -39,9 +53,8 @@ public actor SubGameDownloader {
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public init() {}
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/// URLSession 配置:60s 单请求 / 300s 总体(zip 体量约 1-10 MB)。
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/// 每次 ensureReady 用此 config 临时建 session,绑 download delegate 接收
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/// didWriteData 进度回调;ad-hoc delegate(`session.download(from:delegate:)`)
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/// 不会触发 URLSessionDownloadDelegate 的 download-specific 方法,必须走 session 级。
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/// 每次下载用此 config 临时建 session,绑 download delegate 接收 didWriteData
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/// 进度回调;ad-hoc delegate 不会触发 download-specific 方法,必须走 session 级。
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nonisolated private static var defaultConfig: URLSessionConfiguration {
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let cfg = URLSessionConfiguration.default
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cfg.timeoutIntervalForRequest = 60
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@@ -49,27 +62,83 @@ public actor SubGameDownloader {
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return cfg
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}
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/// 确保 `{Caches}/{request.gameDir}/{request.gameStart}/index.html` 已就绪。
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/// 准备子游戏 H5 资源。
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///
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/// - Parameters:
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/// - request: SwitchOverGameData 解出的入参
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/// - onProgress: 0…1 进度,URLSession delegate 后台线程派发;UI 层负责 hop MainActor
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/// - Returns: `.alreadyExists` 命中缓存;`.downloaded(zipBytes:)` 完成下载
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/// - directoryKey: H5 传的 Gamedirectory 字面值,作为 UserDefaults 持久化 key
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/// - gameStart: H5 子游戏入口(msext 的 self.game_name,与 directoryKey 同名)
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/// - remoteVersion: 远端 ResolvedVersion.gameVersion(VersionResolver 算出的)
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/// - remoteZipURL: 远端 ResolvedVersion.gameZip 真实下载 URL
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/// - onProgress: 0…1 进度回调,URLSession delegate 后台线程派发
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/// - Returns: Outcome,外层据其 `actualDirectory` 构造 loadFileURL 路径
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public func ensureReady(
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request: SubGameRequest,
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directoryKey: String,
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gameStart: String,
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remoteVersion: Int,
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remoteZipURL: String,
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onProgress: @escaping @Sendable (Double) -> Void = { _ in }
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) async throws -> Outcome {
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// 首次访问把 directory 自身写入 UserDefaults(msext gameController.m:2187 等价)
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SubGameDirectoryStore.saveInitialIfNeeded(forKey: directoryKey)
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let currentDir = SubGameDirectoryStore.current(forKey: directoryKey)
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let fm = FileManager.default
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let indexPath = SandboxPaths.subGameIndex(request.gameDir, request.gameStart).path
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if fm.fileExists(atPath: indexPath) {
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return .alreadyExists
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let indexPath = SandboxPaths.subGameIndex(currentDir, gameStart).path
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let indexExists = fm.fileExists(atPath: indexPath)
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// 分支 1:目录不存在(首装)—— msext line 1242-1246 等价。
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// 下载到 currentDir,不 advance(advance 是升级路径专有)。
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if !indexExists {
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let zipBytes = try await download(
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to: currentDir,
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zipURLString: remoteZipURL,
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onProgress: onProgress
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)
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return .upgraded(
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actualDirectory: currentDir,
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from: 0,
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to: remoteVersion,
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zipBytes: zipBytes
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)
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}
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guard !request.downloadURL.isEmpty else {
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// 分支 2 / 3:目录存在 —— 读本地 version.xml,按远端对比。
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let localVer = LocalVersionReader.subGameVersion(dir: currentDir, start: gameStart)
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guard remoteVersion > localVer else {
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// 分支 3:远端 ≤ 本地 → 复用(msext: initView 直接加载)
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return .alreadyExists(actualDirectory: currentDir)
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}
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// 分支 2:升级 —— advance 后下载到新目录。
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// msext gameController.m:1414-1422 等价
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let newDir = SubGameDirectoryStore.advance(forKey: directoryKey)
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let zipBytes = try await download(
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to: newDir,
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zipURLString: remoteZipURL,
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onProgress: onProgress
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)
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return .upgraded(
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actualDirectory: newDir,
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from: localVer,
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to: remoteVersion,
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zipBytes: zipBytes
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)
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}
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// MARK: - 私有:下载 + 解压 + rename 一体化
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/// 下载远端 zip → 解压到 staging → 原子 rename 到 `{Caches}/{actualDirectory}/`。
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/// 返回下载字节数。
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private func download(
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to actualDirectory: String,
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zipURLString: String,
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onProgress: @escaping @Sendable (Double) -> Void
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) async throws -> Int64 {
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guard !zipURLString.isEmpty else {
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throw DownloadError.missingDownloadURL
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}
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guard let zipURL = URL(string: request.downloadURL) else {
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throw DownloadError.badDownloadURL(request.downloadURL)
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guard let zipURL = URL(string: zipURLString) else {
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throw DownloadError.badDownloadURL(zipURLString)
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}
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// 1. 下载到 tmp。delegate 必须在 URLSession init 时绑定,否则
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@@ -98,6 +167,7 @@ public actor SubGameDownloader {
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}
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onProgress(1.0)
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let fm = FileManager.default
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let zipBytes = (try? fm.attributesOfItem(atPath: downloadedURL.path)[.size] as? NSNumber)?
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.int64Value ?? 0
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@@ -113,21 +183,21 @@ public actor SubGameDownloader {
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}
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try? fm.removeItem(at: downloadedURL)
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// 3. 原子 rename:删旧 subGameRoot → 把 staging 移到位
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// msext 行为:zip 内部已含 `{gameStart}/` 子目录,解压到 staging 后
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// 再整体 move 到 `{Caches}/{gameDir}/`,结果就是 `{gameDir}/{gameStart}/index.html`
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let subGameRoot = SandboxPaths.subGameRoot(request.gameDir)
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// 3. 原子 rename:删旧目标 → 把 staging 移到位
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// zip 内部已含 `{gameStart}/` 子目录,解压到 staging 后整体 move 到
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// `{Caches}/{actualDirectory}/`,结果就是 `{actualDirectory}/{gameStart}/index.html`
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let target = SandboxPaths.subGameRoot(actualDirectory)
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do {
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if fm.fileExists(atPath: subGameRoot.path) {
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try fm.removeItem(at: subGameRoot)
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if fm.fileExists(atPath: target.path) {
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try fm.removeItem(at: target)
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}
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try fm.moveItem(at: staging, to: subGameRoot)
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try fm.moveItem(at: staging, to: target)
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} catch {
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try? fm.removeItem(at: staging)
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throw DownloadError.stagingMoveFailed(error)
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}
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return .downloaded(zipBytes: zipBytes)
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return zipBytes
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}
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}
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