Files
youle_app_ios_v2/ylgamehall/Source/WebView/SubGameViewController.swift
T
joywayerandClaude Opus 4.7 57d4d93781 SplashOverlay 抽公共组件 + 进度条配色统一
大厅 / 子游戏之前各有一份 private SplashOverlay:lobby 版含错误态 UI(拉远端
配置失败 splash 上提示重试 / 前往设置);sub-game 版只有 image + label +
progressView,配色规则不同(width 0.45 vs 0.7,progressTintColor 不设)。

抽到 Source/WebView/SplashOverlay.swift 共用组件:
- 含完整加载 UI + 错误态 UI(sub-game 不调 showError,但保留兜底)
- 进度条 progressTintColor = .black,trackTintColor = .systemGray5(实色浅灰)
  之前 lobby 用 .systemBlue + label.withAlphaComponent(0.15) 半透明轨道,
  黑色填充推过半透明轨道时视觉上像"颜色逐渐加深";改实色轨道后是干脆的
  "黑滑过灰",无加深错觉
- progressView.setProgress(animated: true) 保留补间,让快下载也能看到平滑增长

WebContainer / SubGame 删除各自的 private SplashOverlay 类定义,引用同一份。

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 21:34:25 +08:00

367 lines
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Swift
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//
// 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_*.jscontainerRole = .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: - 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
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 = 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)
AccreditLoginHandler.register(on: bridge)
FriendsShareHandler.register(on: bridge)
// 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;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
// - lobbyResolvedgameId = bc.gameId)→ 给 AppDataWriter 算 app_appversion 审核标志
// 与 msext NewRootVC 算 result 后 initinfo 传给 gameController 等价
// - subGameResolvedgameId = 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)
splash.update(text: "准备子游戏...", progress: nil)
_ = try await SubGameDownloader.shared.ensureReady(
request: resolvedRequest,
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
)
}
}
)
// 2. 写 4 个 app_*.jscontainerRole = .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)。
let writer = AppDataWriter(
bundleConfig: .shared,
resolvedVersion: lobbyResolved,
containerRole: .subGame(name: request.gameStart, dir: request.gameDir)
)
try writer.writeInitial()
try writer.writeBattery(BatteryMonitor.shared.currentLevel)
try writer.writeNetwork(NetworkMonitor.shared.currentCode)
// 3. 加载子游戏 H5allowingReadAccessTo 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)
bridgedWebView.webView.loadFileURL(
indexURL,
allowingReadAccessTo: SandboxPaths.subGameRoot(request.gameDir)
)
}
/// 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 URLmsext 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)
//
// 子游戏栈顶时挂钩 battery / network / appservice。大厅 push 子游戏后大厅
// viewWillDisappear 已 teardown,避免双发。子游戏 pop 时 teardown,大厅
// viewWillAppear 重新 setup。
//
// 与大厅一致:业务期变化不重写文件,evaluateJavaScript 重新赋值 window.app_*。
private func setupExternalSubscriptions() {
NetworkMonitor.shared.start()
BatteryMonitor.shared.start()
AppLifecycleObserver.shared.start()
// 仅子游戏挂电话状态监听(大厅不订阅,与 msext gameController 同款边界)
PhoneStateMonitor.shared.start()
let bridge = bridgedWebView.bridge
let webView = bridgedWebView.webView
BatteryMonitor.shared.onChange = { level in
let value = String(format: "%.2f", level)
Task { @MainActor in
_ = try? await webView.evaluateJavaScript("window.app_getbattery=\(value);")
}
bridge.call("getBattery", data: .string(value), callback: nil)
}
NetworkMonitor.shared.onChange = { code in
Task { @MainActor in
_ = try? await webView.evaluateJavaScript("window.app_getnetwork=\(code);")
}
bridge.call("getnetwork", data: .string("\(code)"), callback: nil)
}
AppLifecycleObserver.shared.onBackground = {
bridge.call("appservice", data: .string("1"), callback: nil)
}
AppLifecycleObserver.shared.onForeground = {
bridge.call("appservice", data: .string("2"), callback: nil)
}
// 电话状态 — 契约 §3.1 14]:来电 "2" / 挂断 "0"
PhoneStateMonitor.shared.onChange = { state in
bridge.call("phonestate", data: .string(state), callback: nil)
}
// overlayPhase 7pop 回子游戏时反向 callback getWebdata。挂在子游戏栈顶
// 期间生效;overlay push 上来时 viewWillDisappear → teardown 自动解绑,避免双发。
subGameReturnObserver = NotificationCenter.default.addObserver(
forName: .subGameDidReturn,
object: nil,
queue: .main
) { note in
let data = (note.userInfo?["data"] as? String) ?? ""
MainActor.assumeIsolated {
bridge.call("getWebdata", data: .string(data), callback: nil)
}
}
}
private func teardownExternalSubscriptions() {
BatteryMonitor.shared.onChange = nil
NetworkMonitor.shared.onChange = nil
AppLifecycleObserver.shared.onBackground = nil
AppLifecycleObserver.shared.onForeground = nil
PhoneStateMonitor.shared.onChange = nil
PhoneStateMonitor.shared.stop()
if let token = subGameReturnObserver {
NotificationCenter.default.removeObserver(token)
subGameReturnObserver = nil
}
}
// MARK: - Error alert
private func showFatalAlert(error: Error) {
let alert = UIAlertController(
title: "加载失败",
message: "\(error)",
preferredStyle: .alert
)
alert.addAction(UIAlertAction(title: "返回大厅", style: .default) { [weak self] _ in
self?.navigationController?.popViewController(animated: true)
})
present(alert, animated: true)
}
}
// MARK: - WKNavigationDelegate
extension SubGameViewController: WKNavigationDelegate {
public func webView(_ webView: WKWebView, didFinish navigation: WKNavigation!) {
UIView.animate(withDuration: 0.3, animations: { [weak self] in
self?.splash.alpha = 0
}, completion: { [weak self] _ in
self?.splash.removeFromSuperview()
})
}
}