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:
joywayer
2026-06-23 23:04:57 +08:00
co-authored by Claude Opus 4.7
parent 18fd782156
commit 7be7a2abbc
5 changed files with 212 additions and 60 deletions
@@ -21,6 +21,16 @@ public final class SubGameViewController: UIViewController {
private let request: SubGameRequest
// MARK: - 实际生效的子游戏目录名
//
// init 时从 SubGameDirectoryStore 同步读:首次 = request.gameDir,已升级 = 末尾追加
// 若干 "1" 的持久化值(msext gameController.m:1414 等价的 advance 链)。
// boot pipeline 内 SubGameDownloader.ensureReady 若触发升级(远端 game_version >
// 本地 version.xml),返回的 actualDirectory 会更新本属性。所有资源路径(loadFileURL /
// AppDataWriter / srcIsloop assets/wav)必须走它,而不是 request.gameDir。
private var effectiveGameDir: String
// MARK: - UI
private let bridgedWebView = BridgedWebView()
@@ -38,6 +48,8 @@ public final class SubGameViewController: UIViewController {
public init(request: SubGameRequest) {
self.request = request
// 同步读持久化目录名,registerBridgeHandlers 的 closure 捕获 self 即可读到当前值
self.effectiveGameDir = SubGameDirectoryStore.current(forKey: request.gameDir)
super.init(nibName: nil, bundle: nil)
}
@@ -78,11 +90,18 @@ public final class SubGameViewController: UIViewController {
OpenSaomaHandler.register(on: bridge)
StartLocationHandler.register(on: bridge)
// assetsRoot = 子游戏 H5 根目录(msext gameController.m:364 等价)
// assetsRoot 闭包 = 子游戏 H5 根目录(msext gameController.m:364 等价)。
// 用 closure 是因为 effectiveGameDir 在 boot pipeline 升级路径下会变化,
// 必须运行时读最新值,否则升级后 srcIsloop 仍指旧目录。
LocalAudioHandler.register(
on: bridge,
assetsRoot: SandboxPaths.subGameIndex(request.gameDir, request.gameStart)
.deletingLastPathComponent()
assetsRoot: { [weak self] in
guard let self else {
return SandboxPaths.caches
}
return SandboxPaths.subGameIndex(self.effectiveGameDir, self.request.gameStart)
.deletingLastPathComponent()
}
)
RemoteAudioHandler.register(on: bridge)
@@ -176,20 +195,21 @@ public final class SubGameViewController: UIViewController {
// 需要做两次 resolve:
// - lobbyResolved(gameId = bc.gameId)→ 给 AppDataWriter 算 app_appversion 审核标志
// 与 msext NewRootVC 算 result 后 initinfo 传给 gameController 等价
// - subGameResolved(gameId = H5 传的 gameid)→ 拿真实 game_zip URL
// - subGameResolved(gameId = H5 传的 gameid)→ 拿 game_version 和 game_zip URL
// 与 msext gameController.uplevel: 等价
let (lobbyResolved, subGameZipURL) = try await resolveBoot()
let resolvedRequest = SubGameRequest(
gameDir: request.gameDir,
gameStart: request.gameStart,
downloadURL: subGameZipURL,
webData: request.webData
)
let (lobbyResolved, subGameResolved) = try await resolveBoot()
let subGameZipURL = subGameResolved.gameZip ?? ""
// 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)
// 1. 准备子游戏 zip(msext gameController.m:1239-1255 等价):
// - 目录不存在(首装):下载到 currentDir
// - 目录存在 + 远端 > 本地:advance + 下载到新目录
// - 远端 ≤ 本地:复用 currentDir
splash.update(text: "准备子游戏...", progress: nil)
_ = try await SubGameDownloader.shared.ensureReady(
request: resolvedRequest,
let outcome = try await SubGameDownloader.shared.ensureReady(
directoryKey: request.gameDir,
gameStart: request.gameStart,
remoteVersion: subGameResolved.gameVersion,
remoteZipURL: subGameZipURL,
onProgress: { [weak self] p in
Task { @MainActor in
self?.splash.update(
@@ -200,14 +220,20 @@ public final class SubGameViewController: UIViewController {
}
)
// ensureReady 内可能 advance 了目录名,同步到本地状态。
// 此后所有资源路径(loadFileURL / AppDataWriter / srcIsloop closure)都走它。
effectiveGameDir = outcome.actualDirectory
// 2. 写 4 个 app_*.js(containerRole = .subGame)。BatteryMonitor / NetworkMonitor
// 单例已由大厅启动,此处仅复用其 currentXxx。
// resolvedVersion 必须传大厅视角的版本判定结果,让 app_appversion 审核标志
// 与大厅一致(msext result_state 传递路径等价)。
// containerRole.dir 传 effectiveGameDir,让 app_gamedir = msext gamefilepath
// (升级后的"xxx1"形式),与 msext app_data.js:2160 等价。
let writer = AppDataWriter(
bundleConfig: .shared,
resolvedVersion: lobbyResolved,
containerRole: .subGame(name: request.gameStart, dir: request.gameDir)
containerRole: .subGame(name: request.gameStart, dir: effectiveGameDir)
)
try writer.writeInitial()
try writer.writeBattery(BatteryMonitor.shared.currentLevel)
@@ -215,17 +241,17 @@ public final class SubGameViewController: UIViewController {
// 3. 加载子游戏 H5(allowingReadAccessTo 给 subGameRoot 才能跨目录引用资源)
splash.update(text: "进入子游戏...", progress: nil)
let indexURL = SandboxPaths.subGameIndex(request.gameDir, request.gameStart)
let indexURL = SandboxPaths.subGameIndex(effectiveGameDir, request.gameStart)
bridgedWebView.webView.loadFileURL(
indexURL,
allowingReadAccessTo: SandboxPaths.subGameRoot(request.gameDir)
allowingReadAccessTo: SandboxPaths.subGameRoot(effectiveGameDir)
)
}
/// 子游戏启动期两次 resolve:
/// - lobby 视角(gameId = bc.gameId)给 app_appversion 审核标志(msext result_state 等价)
/// - sub-game 视角(gameId = H5 传的 gameid)给真实 game_zip 下载 URL(msext gameController.uplevel: 等价)
private func resolveBoot() async throws -> (lobbyResolved: ResolvedVersion, gameZipURL: String) {
/// - sub-game 视角(gameId = H5 传的 gameid)给 game_version + game_zip URL(msext gameController.uplevel: 等价)
private func resolveBoot() async throws -> (lobbyResolved: ResolvedVersion, subGameResolved: ResolvedVersion) {
guard let cfg = await RemoteConfigClient.shared.current() else {
throw SubGameBootError.remoteConfigUnavailable
}
@@ -244,10 +270,17 @@ public final class SubGameViewController: UIViewController {
marketId: bc.market,
gameId: request.downloadURL // ← H5 字段名 url,实为 gameid
)
guard let zipURL = subGameResolved.gameZip, !zipURL.isEmpty else {
// 远端必须给出 game_zip URL,否则 SubGameDownloader 首装路径无法落地。
// 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。
let zip = subGameResolved.gameZip ?? ""
let localVer = LocalVersionReader.subGameVersion(
dir: SubGameDirectoryStore.current(forKey: request.gameDir),
start: request.gameStart
)
if zip.isEmpty && subGameResolved.gameVersion > localVer {
throw SubGameBootError.zipURLNotFound(gameId: request.downloadURL)
}
return (lobbyResolved, zipURL)
return (lobbyResolved, subGameResolved)
}
enum SubGameBootError: Error, CustomStringConvertible {
@@ -74,10 +74,11 @@ public final class WebContainerViewController: UIViewController {
StartLocationHandler.register(on: bridge) // §3.1 [20]Phase 5 完整实现,Phase 2 stub
// Phase 3.A 本地音频 + 3.C/3.D stub
// assetsRoot = 大厅 H5 根目录,srcIsloop 拼 assets/wav/{src} 在该根下查找
// assetsRoot 闭包 = 大厅 H5 根目录(lobbyIndex 父目录),lobby 不做升级
// 路径不变,但 closure 形式保持与子游戏对称
LocalAudioHandler.register(
on: bridge,
assetsRoot: SandboxPaths.lobbyIndex.deletingLastPathComponent()
assetsRoot: { SandboxPaths.lobbyIndex.deletingLastPathComponent() }
) // §3.1 [3]srcIsloop 完整实现
RemoteAudioHandler.register(on: bridge) // §3.1 [4][5]Phase 3.B/3.C/3.D stub