// // SubGameViewController.swift // ylgamehall // // 子游戏 H5 承载容器:BridgedWebView 全屏铺满 + Splash + boot pipeline。 // 与 WebContainerViewController(大厅)共享同款 BridgedWebView + SplashOverlay 样式, // 但 boot 流程更短(不拉远端配置、不做 IPA 升级、不做 lobby zip 升级),仅: // 1) 确保子游戏 H5 已就绪(commit B: SubGameDownloader.ensureReady) // 2) 写 app_*.js(containerRole = .subGame) // 3) loadFileURL 子游戏 index.html // // 详见 docs/H5-Native-Implementation-Design.md §2.4.3 / §6.4。 // import UIKit import WebKit public final class SubGameViewController: UIViewController { // MARK: - 入参(从 SwitchOverGameData 解析) 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() private let splash = SplashOverlay() // MARK: - Handlers private let shakeHandler = ShakeHandler() // MARK: - .subGameDidReturn 观察者(overlay pop 回子游戏时反向 callback getWebdata) private var subGameReturnObserver: NSObjectProtocol? // MARK: - Init 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) } @available(*, unavailable) required init?(coder: NSCoder) { fatalError("SubGameViewController requires SubGameRequest") } // MARK: - Lifecycle public override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .black setupBridgedWebView() setupSplash() bridgedWebView.webView.navigationDelegate = self registerBridgeHandlers() Task { @MainActor in await runBootPipeline() } } /// 注册子游戏 handler。大部分与大厅共用同一注册器(无状态 enum register), /// 但 SwitchOverGameData 不再注册(子游戏不能 push 更深一层,符合 §2.4.3 栈深 ≤ 2)。 /// backgameData 在 commit C 接入。 private func registerBridgeHandlers() { let bridge = bridgedWebView.bridge VibratorHandler.register(on: bridge) ClipboardHandler.register(on: bridge) shakeHandler.register(on: bridge) VoicePlayingHandler.register(on: bridge) DeviceInfoHandler.register(on: bridge) BrowserHandler.register(on: bridge) OpenSaomaHandler.register(on: bridge) StartLocationHandler.register(on: bridge) // 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: { [weak self] in guard let self else { return SandboxPaths.caches } return SandboxPaths.subGameIndex(self.effectiveGameDir, self.request.gameStart) .deletingLastPathComponent() } ) // 子游戏 isSubGame=true:录音上传成功后额外触发 recordSuccess 反向 callback // (对齐 daoqi gameController.m:2310;大厅 NewRootVC 无此 callHandler) RemoteAudioHandler.register( on: bridge, hostVC: { [weak self] in self }, isSubGame: true ) AccreditLoginHandler.register(on: bridge) FriendsShareHandler.register(on: bridge, mode: .subGame) // 子游戏路径:SharePanel 三选一 + 朋友圈兜底(对齐 msext gameController.m 活路径) // OpenurlTitleData 在子游戏中也可能调(threeView 弹层 push 自子游戏页),保留 stub OpenurlTitleDataHandler.register(on: bridge) // 子游戏专属:backgameData(退出回大厅 + 反向 callback getWebdata) BackGameDataHandler.register(on: bridge) // 视频房间 3 件套 stub(业务暂未启用,仅维持桥契约不让 H5 报 "no handler") // 未来接 Agora 时把 VideoRoomHandlers 内 3 个 stub 展开实现,注册点不变。 VideoRoomHandlers.register(on: bridge) } // MARK: - 摇一摇支持 public override var canBecomeFirstResponder: Bool { true } public override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) setupExternalSubscriptions() } public override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) becomeFirstResponder() } public override func viewWillDisappear(_ animated: Bool) { super.viewWillDisappear(animated) teardownExternalSubscriptions() } public override func motionEnded(_ motion: UIEvent.EventSubtype, with event: UIEvent?) { shakeHandler.handleMotionEnded(motion) } public override var supportedInterfaceOrientations: UIInterfaceOrientationMask { .landscape } public override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation { .landscapeRight } public override var prefersStatusBarHidden: Bool { false } // MARK: - WebView 全屏布局(与大厅同款,等价 daoqi msext gameController.m // 全屏 WKWebView 路径) private func setupBridgedWebView() { bridgedWebView.translatesAutoresizingMaskIntoConstraints = false view.addSubview(bridgedWebView) NSLayoutConstraint.activate([ bridgedWebView.topAnchor.constraint(equalTo: view.topAnchor), bridgedWebView.bottomAnchor.constraint(equalTo: view.bottomAnchor), bridgedWebView.leadingAnchor.constraint(equalTo: view.leadingAnchor), bridgedWebView.trailingAnchor.constraint(equalTo: view.trailingAnchor) ]) } private func setupSplash() { splash.translatesAutoresizingMaskIntoConstraints = false view.addSubview(splash) NSLayoutConstraint.activate([ splash.topAnchor.constraint(equalTo: view.topAnchor), splash.bottomAnchor.constraint(equalTo: view.bottomAnchor), splash.leadingAnchor.constraint(equalTo: view.leadingAnchor), splash.trailingAnchor.constraint(equalTo: view.trailingAnchor) ]) splash.update(text: "加载子游戏...", progress: nil) } // MARK: - Boot pipeline private func runBootPipeline() async { splash.isHidden = false splash.update(text: "加载子游戏...", progress: nil) do { try await runBootPipelineSteps() } catch { showFatalAlert(error: error) } } 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;走 VersionResolver // 单链 4 层 fallback(agent → game → channel → market)的同一套实现。 // // 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 game_version 和 game_zip URL // 与 msext gameController.uplevel: 等价 let (lobbyResolved, subGameResolved) = try await resolveBoot() let subGameZipURL = subGameResolved.gameZip ?? "" // 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) 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( text: String(format: "下载子游戏 %d%%", Int(p * 100)), progress: p ) } } ) // 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: effectiveGameDir) ) try writer.writeInitial() try writer.writeBattery(BatteryMonitor.shared.currentLevel) try writer.writeNetwork(NetworkMonitor.shared.currentCode) // 3. 加载子游戏 H5(Phase 1.F:从 loadFileURL 迁到 AppSchemeHandler) // URL:ylgame://h5/subgame/