子游戏跳转链路修复 + H5 音频统一可用

修复后子游戏 SwitchOverGameData 跳转完全可用,行为对齐 daoqi msext:

【zip URL 解析】H5 字段 gamedownloadurl 实为 gameid(msext gameController.m:544
注释"游戏ID")。RemoteConfigClient 新增 lastParsed 缓存 + current() getter;
SubGameViewController.resolveBoot 做两次 VersionResolver.resolve:
  - lobby 视角(gameId=bc.gameId)→ ResolvedVersion 传 AppDataWriter 算
    app_appversion 审核标志(msext result_state 等价)
  - sub-game 视角(gameId=H5 传的 gameid)→ 真实 game_zip 下载 URL

之前 SubGameDownloader 直接把 token 当 URL 用,URLSession 报 -1002
unsupported URL;AppDataWriter resolvedVersion 始终 nil 导致子游戏 app_appversion
永远 0、丢失审核切换能力。

【push 前停大厅背景音】AppCoordinator.showSubGame 节流通过后、push 前调
AudioPlayer.stopAllBackground(msext NewRootVC.m:549-552 等价)。

【H5 音频】
- AVAudioSession.setCategory(.playback) 在 AppDelegate 启动期设置,让原生
  + WKWebView 内 <audio> 都不受静音键影响(msext RootVC.m:1302 等多处等价)
- WKWebViewConfiguration.mediaTypesRequiringUserActionForPlayback = [],子游戏
  push 后立即 loadFileURL 自播背景音不再被 WebKit 静默拦截
- LocalAudioHandler.register 增 assetsRoot 参数,srcIsloop 按容器各自的 H5
  根目录拼 assets/wav/{src}(msext gameController.m:364 等价,大厅 / 子游戏
  音频文件在各自 zip 内不重叠)。修前所有路径都指向大厅根,子游戏读不到自己的
  音频文件,AVAudioPlayer 报 OSStatus 2003334207 (wht?
  kAudioFileUnsupportedFileTypeError)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
joywayer
2026-06-23 21:33:46 +08:00
co-authored by Claude Opus 4.7
parent 053232ed26
commit e50dfb75af
7 changed files with 118 additions and 20 deletions
+6
View File
@@ -4,6 +4,7 @@
// //
import UIKit import UIKit
import AVFoundation
@main @main
final class AppDelegate: UIResponder, UIApplicationDelegate { final class AppDelegate: UIResponder, UIApplicationDelegate {
@@ -12,6 +13,11 @@ final class AppDelegate: UIResponder, UIApplicationDelegate {
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
application.applicationSupportsShakeToEdit = true application.applicationSupportsShakeToEdit = true
// AVAudioSession 默认 category 是 .soloAmbient,静音键开启时不响。
// msext RootVC.m:1302 / fourviewVC.m:325 等多处显式设为 .playback,
// 让 H5 <audio> 和 AVAudioPlayer 都不受静音键影响(用户用音量键控制)。
try? AVAudioSession.sharedInstance().setCategory(.playback)
// 微信 SDK 1.8.2 内部仍调已弃用的 -[UIApplication openURL:],iOS 17+ SDK // 微信 SDK 1.8.2 内部仍调已弃用的 -[UIApplication openURL:],iOS 17+ SDK
// 链接的 app 会被系统强制返回 NO。必须在 WXApi.registerApp 之前 swizzle。 // 链接的 app 会被系统强制返回 NO。必须在 WXApi.registerApp 之前 swizzle。
WXOpenURLShim.install() WXOpenURLShim.install()
@@ -4,10 +4,14 @@
// //
// H5 → Native handler:srcIsloop — 本地音频播放(背景循环 / 按钮单次) // H5 → Native handler:srcIsloop — 本地音频播放(背景循环 / 按钮单次)
// 契约:docs/H5-Native-Contract.md §3.1 [3] // 契约:docs/H5-Native-Contract.md §3.1 [3]
// 原项目:daoqi/msext NewRootVC.m initJSdata 关联 buttunPlayer / backgroundPlayer // 原项目:
// - 大厅 daoqi/msext NewRootVC.m 用 lobby gamedir/gamestart
// - 子游戏 daoqi/msext gameController.m:359-419 用 self.gamefilepath/self.game_name
// 两边各自注册,路径根不同。新外壳保留同一 enum 注册器,但调用方注入 assetsRoot。
// //
// 本地音频文件路径:`{Caches}/{gamedir}/{gamestart}/assets/wav/{src}` // 音频文件实际路径:`{assetsRoot}/assets/wav/{src}`
// 与 SandboxPaths.lobbyIndex 同一根目录下 assets/wav 子目录 // - lobby:assetsRoot = SandboxPaths.lobbyIndex.deletingLastPathComponent()
// - subGame:assetsRoot = SandboxPaths.subGameIndex(dir,name).deletingLastPathComponent()
// //
import Foundation import Foundation
@@ -15,9 +19,14 @@ import Foundation
@MainActor @MainActor
public enum LocalAudioHandler { public enum LocalAudioHandler {
public static func register(on bridge: any BridgeProtocol) { /// 注册 srcIsloop handler。
/// - Parameters:
/// - bridge: 桥接器
/// - assetsRoot: 该容器(lobby / subGame)的 H5 资源根目录;
/// 音频文件实际路径会拼接 `assets/wav/{src}` 在该根下查找。
public static func register(on bridge: any BridgeProtocol, assetsRoot: URL) {
// 【3】srcIsloop — 本地音频播放 // 【3】srcIsloop — 本地音频播放
// 入参 src : string 音频文件名(位于 lobbyAssets/assets/wav/{src}) // 入参 src : string 音频文件名(位于 {assetsRoot}/assets/wav/{src})
// 入参 isloop : int 0 单次 / 1 循环背景 / -1 停同名循环 // 入参 isloop : int 0 单次 / 1 循环背景 / -1 停同名循环
// cb: "Response from srcIsloop" // cb: "Response from srcIsloop"
bridge.register("srcIsloop") { data, callback in bridge.register("srcIsloop") { data, callback in
@@ -30,7 +39,10 @@ public enum LocalAudioHandler {
return return
} }
let url = audioFileURL(src: src) let url = assetsRoot
.appendingPathComponent("assets")
.appendingPathComponent("wav")
.appendingPathComponent(src)
switch isloop { switch isloop {
case 0: case 0:
@@ -44,14 +56,4 @@ public enum LocalAudioHandler {
} }
} }
} }
/// `{lobbyAssets}/assets/wav/{src}` —— 与 msext NewRootVC 路径约定一致。
/// H5 业务调用前会先用 zip 升级(gamehall.zip 内含 assets/wav/*.wav 音频文件)。
nonisolated private static func audioFileURL(src: String) -> URL {
SandboxPaths.lobbyIndex
.deletingLastPathComponent() // {Caches}/{gamedir}/{gamestart}/
.appendingPathComponent("assets")
.appendingPathComponent("wav")
.appendingPathComponent(src)
}
} }
@@ -85,6 +85,10 @@ public final class AppCoordinator {
} }
lastSwitchAt = Date() lastSwitchAt = Date()
// push 子游戏前停大厅背景音(msext NewRootVC.m:549-552 等价)。
// AudioPlayer 是 app 内单一背景音通道,stop 后子游戏可自由 loopBackground 覆盖。
AudioPlayer.shared.stopAllBackground()
let subGame = SubGameViewController(request: request) let subGame = SubGameViewController(request: request)
nav.pushViewController(subGame, animated: true) nav.pushViewController(subGame, animated: true)
return true return true
@@ -176,6 +176,11 @@ public actor RemoteConfigClient {
private let urlBuilder: @Sendable () -> URL? private let urlBuilder: @Sendable () -> URL?
private let maxRetries: Int private let maxRetries: Int
/// 最近一次 `.parsed(...)` 成功的配置。子游戏跳转链路(SubGameViewController)需要按
/// H5 传的 gameid 重新跑一次 VersionResolver 拿真实 zip URL —— 没缓存就要再发请求。
/// `.shortText` 与失败路径不更新此值,保持上一份"已知好"配置可用。
private var lastParsed: RemoteConfig?
public init( public init(
session: URLSession = RemoteConfigClient.defaultSession, session: URLSession = RemoteConfigClient.defaultSession,
urlBuilder: @escaping @Sendable () -> URL? = RemoteConfigClient.defaultURLBuilder, urlBuilder: @escaping @Sendable () -> URL? = RemoteConfigClient.defaultURLBuilder,
@@ -186,6 +191,11 @@ public actor RemoteConfigClient {
self.maxRetries = maxRetries self.maxRetries = maxRetries
} }
/// 启动期 fetch 成功后保留的 RemoteConfig;nil 表示从未拉到过。
public func current() -> RemoteConfig? {
lastParsed
}
/// 默认 URLSession:每次请求 10 s 超时。 /// 默认 URLSession:每次请求 10 s 超时。
nonisolated public static var defaultSession: URLSession { nonisolated public static var defaultSession: URLSession {
let cfg = URLSessionConfiguration.default let cfg = URLSessionConfiguration.default
@@ -258,6 +268,7 @@ public actor RemoteConfigClient {
decoder.keyDecodingStrategy = .convertFromSnakeCase decoder.keyDecodingStrategy = .convertFromSnakeCase
do { do {
let parsed = try decoder.decode(RemoteConfig.self, from: data) let parsed = try decoder.decode(RemoteConfig.self, from: data)
lastParsed = parsed
return .parsed(parsed) return .parsed(parsed)
} catch { } catch {
throw RemoteConfigError.decodingFailed(error) throw RemoteConfigError.decodingFailed(error)
@@ -24,6 +24,10 @@ public final class BridgedWebView: UIView {
configuration.preferences.javaScriptCanOpenWindowsAutomatically = false configuration.preferences.javaScriptCanOpenWindowsAutomatically = false
configuration.preferences.minimumFontSize = 10 configuration.preferences.minimumFontSize = 10
configuration.allowsInlineMediaPlayback = true configuration.allowsInlineMediaPlayback = true
// H5 背景音自播:默认 .all 要求该 WKWebView 实例有 user gesture 才放行媒体,
// 大厅页用户点击过没问题;子游戏 push 后立即 loadFileURL 自播背景音被静默拦截,
// 表现为"子游戏 webview 没声音"。设空集让所有媒体都不要求 user gesture。
configuration.mediaTypesRequiringUserActionForPlayback = []
configuration.processPool = SharedProcessPool.shared configuration.processPool = SharedProcessPool.shared
// ── 在 documentStart 注入 WebViewJavascriptBridge.js ───── // ── 在 documentStart 注入 WebViewJavascriptBridge.js ─────
@@ -78,7 +78,12 @@ public final class SubGameViewController: UIViewController {
OpenSaomaHandler.register(on: bridge) OpenSaomaHandler.register(on: bridge)
StartLocationHandler.register(on: bridge) StartLocationHandler.register(on: bridge)
LocalAudioHandler.register(on: bridge) // assetsRoot = 子游戏 H5 根目录(msext gameController.m:364 等价)
LocalAudioHandler.register(
on: bridge,
assetsRoot: SandboxPaths.subGameIndex(request.gameDir, request.gameStart)
.deletingLastPathComponent()
)
RemoteAudioHandler.register(on: bridge) RemoteAudioHandler.register(on: bridge)
AccreditLoginHandler.register(on: bridge) AccreditLoginHandler.register(on: bridge)
@@ -163,10 +168,28 @@ public final class SubGameViewController: UIViewController {
} }
private func runBootPipelineSteps() async throws { private func runBootPipelineSteps() async throws {
// 0. H5 传过来的 SwitchOverGameData.gamedownloadurl **字段名是 url 但语义是 gameid**
// (msext gameController.m:544 注释明确写"游戏ID")。真实 zip 下载地址要按
// gameid 去启动期缓存的 RemoteConfig 里查 `game_zip` 字段;msext 走 uplevel:
// chulishengji 算法,新外壳直接复用 VersionResolver 同一套实现。
//
// 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
// 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
)
// 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. 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)
splash.update(text: "准备子游戏...", progress: nil) splash.update(text: "准备子游戏...", progress: nil)
_ = try await SubGameDownloader.shared.ensureReady( _ = try await SubGameDownloader.shared.ensureReady(
request: request, request: resolvedRequest,
onProgress: { [weak self] p in onProgress: { [weak self] p in
Task { @MainActor in Task { @MainActor in
self?.splash.update( self?.splash.update(
@@ -179,9 +202,11 @@ public final class SubGameViewController: UIViewController {
// 2. 写 4 个 app_*.js(containerRole = .subGame)。BatteryMonitor / NetworkMonitor // 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。 // 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)。
let writer = AppDataWriter( let writer = AppDataWriter(
bundleConfig: .shared, bundleConfig: .shared,
resolvedVersion: nil, resolvedVersion: lobbyResolved,
containerRole: .subGame(name: request.gameStart, dir: request.gameDir) containerRole: .subGame(name: request.gameStart, dir: request.gameDir)
) )
try writer.writeInitial() try writer.writeInitial()
@@ -197,6 +222,48 @@ public final class SubGameViewController: UIViewController {
) )
} }
/// 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) {
guard let cfg = await RemoteConfigClient.shared.current() else {
throw SubGameBootError.remoteConfigUnavailable
}
let bc = BundleConfig.shared
let lobbyResolved = VersionResolver.resolve(
config: cfg,
agentId: bc.agent,
channelId: bc.channel,
marketId: bc.market,
gameId: bc.gameId
)
let subGameResolved = VersionResolver.resolve(
config: cfg,
agentId: bc.agent,
channelId: bc.channel,
marketId: bc.market,
gameId: request.downloadURL // ← H5 字段名 url,实为 gameid
)
guard let zipURL = subGameResolved.gameZip, !zipURL.isEmpty else {
throw SubGameBootError.zipURLNotFound(gameId: request.downloadURL)
}
return (lobbyResolved, zipURL)
}
enum SubGameBootError: Error, CustomStringConvertible {
case remoteConfigUnavailable
case zipURLNotFound(gameId: String)
var description: String {
switch self {
case .remoteConfigUnavailable:
return "远端配置未就绪,请返回大厅重试"
case .zipURLNotFound(let id):
return "未找到子游戏 \(id) 的下载地址"
}
}
}
// MARK: - 外部订阅生命周期(参 §2.4.2) // MARK: - 外部订阅生命周期(参 §2.4.2)
// //
// 子游戏栈顶时挂钩 battery / network / appservice。大厅 push 子游戏后大厅 // 子游戏栈顶时挂钩 battery / network / appservice。大厅 push 子游戏后大厅
@@ -74,7 +74,11 @@ public final class WebContainerViewController: UIViewController {
StartLocationHandler.register(on: bridge) // §3.1 [20]Phase 5 完整实现,Phase 2 stub 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 // Phase 3.A 本地音频 + 3.C/3.D stub
LocalAudioHandler.register(on: bridge) // §3.1 [3]srcIsloop 完整实现 // assetsRoot = 大厅 H5 根目录,srcIsloop 拼 assets/wav/{src} 在该根下查找
LocalAudioHandler.register(
on: bridge,
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 RemoteAudioHandler.register(on: bridge) // §3.1 [4][5]Phase 3.B/3.C/3.D stub
// Phase 4.A 登录 + 分享 stub(Phase 4.B 微信 SDK / Phase 4.C QQ URL Scheme 后升级) // Phase 4.A 登录 + 分享 stub(Phase 4.B 微信 SDK / Phase 4.C QQ URL Scheme 后升级)