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
@@ -21,6 +21,16 @@ public final class SubGameViewController: UIViewController {
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private let request: SubGameRequest
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// MARK: - 实际生效的子游戏目录名
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//
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// init 时从 SubGameDirectoryStore 同步读:首次 = request.gameDir,已升级 = 末尾追加
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// 若干 "1" 的持久化值(msext gameController.m:1414 等价的 advance 链)。
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// boot pipeline 内 SubGameDownloader.ensureReady 若触发升级(远端 game_version >
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// 本地 version.xml),返回的 actualDirectory 会更新本属性。所有资源路径(loadFileURL /
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// AppDataWriter / srcIsloop assets/wav)必须走它,而不是 request.gameDir。
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private var effectiveGameDir: String
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// MARK: - UI
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private let bridgedWebView = BridgedWebView()
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@@ -38,6 +48,8 @@ public final class SubGameViewController: UIViewController {
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public init(request: SubGameRequest) {
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self.request = request
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// 同步读持久化目录名,registerBridgeHandlers 的 closure 捕获 self 即可读到当前值
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self.effectiveGameDir = SubGameDirectoryStore.current(forKey: request.gameDir)
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super.init(nibName: nil, bundle: nil)
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}
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@@ -78,11 +90,18 @@ public final class SubGameViewController: UIViewController {
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OpenSaomaHandler.register(on: bridge)
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StartLocationHandler.register(on: bridge)
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// assetsRoot = 子游戏 H5 根目录(msext gameController.m:364 等价)
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// assetsRoot 闭包 = 子游戏 H5 根目录(msext gameController.m:364 等价)。
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// 用 closure 是因为 effectiveGameDir 在 boot pipeline 升级路径下会变化,
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// 必须运行时读最新值,否则升级后 srcIsloop 仍指旧目录。
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LocalAudioHandler.register(
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on: bridge,
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assetsRoot: SandboxPaths.subGameIndex(request.gameDir, request.gameStart)
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.deletingLastPathComponent()
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assetsRoot: { [weak self] in
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guard let self else {
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return SandboxPaths.caches
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}
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return SandboxPaths.subGameIndex(self.effectiveGameDir, self.request.gameStart)
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.deletingLastPathComponent()
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}
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)
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RemoteAudioHandler.register(on: bridge)
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@@ -176,20 +195,21 @@ public final class SubGameViewController: UIViewController {
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// 需要做两次 resolve:
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// - lobbyResolved(gameId = bc.gameId)→ 给 AppDataWriter 算 app_appversion 审核标志
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// 与 msext NewRootVC 算 result 后 initinfo 传给 gameController 等价
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// - subGameResolved(gameId = H5 传的 gameid)→ 拿真实 game_zip URL
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// - subGameResolved(gameId = H5 传的 gameid)→ 拿 game_version 和 game_zip URL
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// 与 msext gameController.uplevel: 等价
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let (lobbyResolved, subGameZipURL) = try await resolveBoot()
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let resolvedRequest = SubGameRequest(
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gameDir: request.gameDir,
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gameStart: request.gameStart,
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downloadURL: subGameZipURL,
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webData: request.webData
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)
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let (lobbyResolved, subGameResolved) = try await resolveBoot()
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let subGameZipURL = subGameResolved.gameZip ?? ""
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// 1. 确保子游戏 zip 已下载解压(缓存命中直接复用,未命中下载 + 解压 + 原子 rename)
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// 1. 准备子游戏 zip(msext gameController.m:1239-1255 等价):
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// - 目录不存在(首装):下载到 currentDir
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// - 目录存在 + 远端 > 本地:advance + 下载到新目录
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// - 远端 ≤ 本地:复用 currentDir
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splash.update(text: "准备子游戏...", progress: nil)
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_ = try await SubGameDownloader.shared.ensureReady(
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request: resolvedRequest,
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let outcome = try await SubGameDownloader.shared.ensureReady(
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directoryKey: request.gameDir,
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gameStart: request.gameStart,
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remoteVersion: subGameResolved.gameVersion,
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remoteZipURL: subGameZipURL,
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onProgress: { [weak self] p in
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Task { @MainActor in
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self?.splash.update(
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@@ -200,14 +220,20 @@ public final class SubGameViewController: UIViewController {
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}
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)
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// ensureReady 内可能 advance 了目录名,同步到本地状态。
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// 此后所有资源路径(loadFileURL / AppDataWriter / srcIsloop closure)都走它。
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effectiveGameDir = outcome.actualDirectory
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// 2. 写 4 个 app_*.js(containerRole = .subGame)。BatteryMonitor / NetworkMonitor
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// 单例已由大厅启动,此处仅复用其 currentXxx。
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// resolvedVersion 必须传大厅视角的版本判定结果,让 app_appversion 审核标志
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// 与大厅一致(msext result_state 传递路径等价)。
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// containerRole.dir 传 effectiveGameDir,让 app_gamedir = msext gamefilepath
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// (升级后的"xxx1"形式),与 msext app_data.js:2160 等价。
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let writer = AppDataWriter(
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bundleConfig: .shared,
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resolvedVersion: lobbyResolved,
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containerRole: .subGame(name: request.gameStart, dir: request.gameDir)
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containerRole: .subGame(name: request.gameStart, dir: effectiveGameDir)
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)
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try writer.writeInitial()
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try writer.writeBattery(BatteryMonitor.shared.currentLevel)
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@@ -215,17 +241,17 @@ public final class SubGameViewController: UIViewController {
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// 3. 加载子游戏 H5(allowingReadAccessTo 给 subGameRoot 才能跨目录引用资源)
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splash.update(text: "进入子游戏...", progress: nil)
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let indexURL = SandboxPaths.subGameIndex(request.gameDir, request.gameStart)
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let indexURL = SandboxPaths.subGameIndex(effectiveGameDir, request.gameStart)
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bridgedWebView.webView.loadFileURL(
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indexURL,
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allowingReadAccessTo: SandboxPaths.subGameRoot(request.gameDir)
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allowingReadAccessTo: SandboxPaths.subGameRoot(effectiveGameDir)
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)
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}
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/// 子游戏启动期两次 resolve:
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/// - lobby 视角(gameId = bc.gameId)给 app_appversion 审核标志(msext result_state 等价)
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/// - sub-game 视角(gameId = H5 传的 gameid)给真实 game_zip 下载 URL(msext gameController.uplevel: 等价)
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private func resolveBoot() async throws -> (lobbyResolved: ResolvedVersion, gameZipURL: String) {
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/// - sub-game 视角(gameId = H5 传的 gameid)给 game_version + game_zip URL(msext gameController.uplevel: 等价)
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private func resolveBoot() async throws -> (lobbyResolved: ResolvedVersion, subGameResolved: ResolvedVersion) {
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guard let cfg = await RemoteConfigClient.shared.current() else {
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throw SubGameBootError.remoteConfigUnavailable
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}
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@@ -244,10 +270,17 @@ public final class SubGameViewController: UIViewController {
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marketId: bc.market,
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gameId: request.downloadURL // ← H5 字段名 url,实为 gameid
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)
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guard let zipURL = subGameResolved.gameZip, !zipURL.isEmpty else {
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// 远端必须给出 game_zip URL,否则 SubGameDownloader 首装路径无法落地。
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// 已有本地缓存且远端不需要升级时(≤本地版本),URL 空也允许 → 让 ensureReady 走复用分支。
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let zip = subGameResolved.gameZip ?? ""
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let localVer = LocalVersionReader.subGameVersion(
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dir: SubGameDirectoryStore.current(forKey: request.gameDir),
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start: request.gameStart
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)
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if zip.isEmpty && subGameResolved.gameVersion > localVer {
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throw SubGameBootError.zipURLNotFound(gameId: request.downloadURL)
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}
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return (lobbyResolved, zipURL)
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return (lobbyResolved, subGameResolved)
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}
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enum SubGameBootError: Error, CustomStringConvertible {
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@@ -74,10 +74,11 @@ public final class WebContainerViewController: UIViewController {
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StartLocationHandler.register(on: bridge) // §3.1 [20]Phase 5 完整实现,Phase 2 stub
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// Phase 3.A 本地音频 + 3.C/3.D stub
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// assetsRoot = 大厅 H5 根目录,srcIsloop 拼 assets/wav/{src} 在该根下查找
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// assetsRoot 闭包 = 大厅 H5 根目录(lobbyIndex 父目录),lobby 不做升级
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// 路径不变,但 closure 形式保持与子游戏对称
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LocalAudioHandler.register(
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on: bridge,
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assetsRoot: SandboxPaths.lobbyIndex.deletingLastPathComponent()
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assetsRoot: { SandboxPaths.lobbyIndex.deletingLastPathComponent() }
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) // §3.1 [3]srcIsloop 完整实现
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RemoteAudioHandler.register(on: bridge) // §3.1 [4][5]Phase 3.B/3.C/3.D stub
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