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>
367 lines
14 KiB
Swift
367 lines
14 KiB
Swift
//
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// SubGameViewController.swift
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// ylgamehall
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//
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// 子游戏 H5 承载容器:BridgedWebView 全屏铺满 + Splash + boot pipeline。
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// 与 WebContainerViewController(大厅)共享同款 BridgedWebView + SplashOverlay 样式,
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// 但 boot 流程更短(不拉远端配置、不做 IPA 升级、不做 lobby zip 升级),仅:
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// 1) 确保子游戏 H5 已就绪(commit B: SubGameDownloader.ensureReady)
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// 2) 写 app_*.js(containerRole = .subGame)
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// 3) loadFileURL 子游戏 index.html
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//
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// 详见 docs/H5-Native-Implementation-Design.md §2.4.3 / §6.4。
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//
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import UIKit
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import WebKit
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public final class SubGameViewController: UIViewController {
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// MARK: - 入参(从 SwitchOverGameData 解析)
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private let request: SubGameRequest
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// MARK: - UI
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private let bridgedWebView = BridgedWebView()
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private let splash = SplashOverlay()
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// MARK: - Handlers
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private let shakeHandler = ShakeHandler()
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// MARK: - .subGameDidReturn 观察者(overlay pop 回子游戏时反向 callback getWebdata)
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private var subGameReturnObserver: NSObjectProtocol?
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// MARK: - Init
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public init(request: SubGameRequest) {
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self.request = request
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super.init(nibName: nil, bundle: nil)
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}
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@available(*, unavailable)
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required init?(coder: NSCoder) {
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fatalError("SubGameViewController requires SubGameRequest")
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}
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// MARK: - Lifecycle
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public override func viewDidLoad() {
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super.viewDidLoad()
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view.backgroundColor = .black
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setupBridgedWebView()
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setupSplash()
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bridgedWebView.webView.navigationDelegate = self
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registerBridgeHandlers()
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Task { @MainActor in
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await runBootPipeline()
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}
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}
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/// 注册子游戏 handler。大部分与大厅共用同一注册器(无状态 enum register),
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/// 但 SwitchOverGameData 不再注册(子游戏不能 push 更深一层,符合 §2.4.3 栈深 ≤ 2)。
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/// backgameData 在 commit C 接入。
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private func registerBridgeHandlers() {
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let bridge = bridgedWebView.bridge
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VibratorHandler.register(on: bridge)
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ClipboardHandler.register(on: bridge)
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shakeHandler.register(on: bridge)
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VoicePlayingHandler.register(on: bridge)
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DeviceInfoHandler.register(on: bridge)
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BrowserHandler.register(on: bridge)
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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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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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)
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RemoteAudioHandler.register(on: bridge)
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AccreditLoginHandler.register(on: bridge)
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FriendsShareHandler.register(on: bridge)
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// OpenurlTitleData 在子游戏中也可能调(threeView 弹层 push 自子游戏页),保留 stub
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OpenurlTitleDataHandler.register(on: bridge)
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// 子游戏专属:backgameData(退出回大厅 + 反向 callback getWebdata)
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BackGameDataHandler.register(on: bridge)
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// 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")
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// 未来接 Agora 时把 VideoRoomHandlers 内 3 个 stub 展开实现,注册点不变。
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VideoRoomHandlers.register(on: bridge)
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}
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// MARK: - 摇一摇支持
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public override var canBecomeFirstResponder: Bool { true }
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public override func viewWillAppear(_ animated: Bool) {
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super.viewWillAppear(animated)
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setupExternalSubscriptions()
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}
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public override func viewDidAppear(_ animated: Bool) {
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super.viewDidAppear(animated)
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becomeFirstResponder()
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}
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public override func viewWillDisappear(_ animated: Bool) {
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super.viewWillDisappear(animated)
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teardownExternalSubscriptions()
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}
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public override func motionEnded(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
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shakeHandler.handleMotionEnded(motion)
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}
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public override var supportedInterfaceOrientations: UIInterfaceOrientationMask { .landscape }
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public override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation { .landscapeRight }
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public override var prefersStatusBarHidden: Bool { false }
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// MARK: - WebView 全屏布局(与大厅同款,等价 daoqi msext gameController.m
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// 全屏 WKWebView 路径)
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private func setupBridgedWebView() {
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bridgedWebView.translatesAutoresizingMaskIntoConstraints = false
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view.addSubview(bridgedWebView)
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NSLayoutConstraint.activate([
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bridgedWebView.topAnchor.constraint(equalTo: view.topAnchor),
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bridgedWebView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
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bridgedWebView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
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bridgedWebView.trailingAnchor.constraint(equalTo: view.trailingAnchor)
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])
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}
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private func setupSplash() {
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splash.translatesAutoresizingMaskIntoConstraints = false
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view.addSubview(splash)
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NSLayoutConstraint.activate([
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splash.topAnchor.constraint(equalTo: view.topAnchor),
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splash.bottomAnchor.constraint(equalTo: view.bottomAnchor),
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splash.leadingAnchor.constraint(equalTo: view.leadingAnchor),
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splash.trailingAnchor.constraint(equalTo: view.trailingAnchor)
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])
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splash.update(text: "加载子游戏...", progress: nil)
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}
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// MARK: - Boot pipeline
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private func runBootPipeline() async {
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splash.isHidden = false
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splash.update(text: "加载子游戏...", progress: nil)
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do {
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try await runBootPipelineSteps()
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} catch {
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showFatalAlert(error: error)
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}
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}
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private func runBootPipelineSteps() async throws {
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// 0. H5 传过来的 SwitchOverGameData.gamedownloadurl **字段名是 url 但语义是 gameid**
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// (msext gameController.m:544 注释明确写"游戏ID")。真实 zip 下载地址要按
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// gameid 去启动期缓存的 RemoteConfig 里查 `game_zip` 字段;msext 走 uplevel:
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// chulishengji 算法,新外壳直接复用 VersionResolver 同一套实现。
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//
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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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// 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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// 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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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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onProgress: { [weak self] p in
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Task { @MainActor in
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self?.splash.update(
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text: String(format: "下载子游戏 %d%%", Int(p * 100)),
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progress: p
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)
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}
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}
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)
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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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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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)
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try writer.writeInitial()
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try writer.writeBattery(BatteryMonitor.shared.currentLevel)
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try writer.writeNetwork(NetworkMonitor.shared.currentCode)
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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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bridgedWebView.webView.loadFileURL(
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indexURL,
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allowingReadAccessTo: SandboxPaths.subGameRoot(request.gameDir)
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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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guard let cfg = await RemoteConfigClient.shared.current() else {
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throw SubGameBootError.remoteConfigUnavailable
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}
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let bc = BundleConfig.shared
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let lobbyResolved = VersionResolver.resolve(
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config: cfg,
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agentId: bc.agent,
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channelId: bc.channel,
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marketId: bc.market,
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gameId: bc.gameId
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)
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let subGameResolved = VersionResolver.resolve(
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config: cfg,
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agentId: bc.agent,
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channelId: bc.channel,
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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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throw SubGameBootError.zipURLNotFound(gameId: request.downloadURL)
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}
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return (lobbyResolved, zipURL)
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}
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enum SubGameBootError: Error, CustomStringConvertible {
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case remoteConfigUnavailable
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case zipURLNotFound(gameId: String)
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var description: String {
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switch self {
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case .remoteConfigUnavailable:
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return "远端配置未就绪,请返回大厅重试"
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case .zipURLNotFound(let id):
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return "未找到子游戏 \(id) 的下载地址"
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}
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}
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}
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// MARK: - 外部订阅生命周期(参 §2.4.2)
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//
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// 子游戏栈顶时挂钩 battery / network / appservice。大厅 push 子游戏后大厅
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// viewWillDisappear 已 teardown,避免双发。子游戏 pop 时 teardown,大厅
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// viewWillAppear 重新 setup。
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//
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// 与大厅一致:业务期变化不重写文件,evaluateJavaScript 重新赋值 window.app_*。
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private func setupExternalSubscriptions() {
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NetworkMonitor.shared.start()
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BatteryMonitor.shared.start()
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AppLifecycleObserver.shared.start()
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// 仅子游戏挂电话状态监听(大厅不订阅,与 msext gameController 同款边界)
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PhoneStateMonitor.shared.start()
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let bridge = bridgedWebView.bridge
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let webView = bridgedWebView.webView
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BatteryMonitor.shared.onChange = { level in
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let value = String(format: "%.2f", level)
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Task { @MainActor in
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_ = try? await webView.evaluateJavaScript("window.app_getbattery=\(value);")
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}
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bridge.call("getBattery", data: .string(value), callback: nil)
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}
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NetworkMonitor.shared.onChange = { code in
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Task { @MainActor in
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_ = try? await webView.evaluateJavaScript("window.app_getnetwork=\(code);")
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}
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bridge.call("getnetwork", data: .string("\(code)"), callback: nil)
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}
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AppLifecycleObserver.shared.onBackground = {
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bridge.call("appservice", data: .string("1"), callback: nil)
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}
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AppLifecycleObserver.shared.onForeground = {
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bridge.call("appservice", data: .string("2"), callback: nil)
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}
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// 电话状态 — 契约 §3.1 [14]:来电 "2" / 挂断 "0"
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PhoneStateMonitor.shared.onChange = { state in
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bridge.call("phonestate", data: .string(state), callback: nil)
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}
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// overlay(Phase 7)pop 回子游戏时反向 callback getWebdata。挂在子游戏栈顶
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// 期间生效;overlay push 上来时 viewWillDisappear → teardown 自动解绑,避免双发。
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subGameReturnObserver = NotificationCenter.default.addObserver(
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forName: .subGameDidReturn,
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object: nil,
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queue: .main
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) { note in
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let data = (note.userInfo?["data"] as? String) ?? ""
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MainActor.assumeIsolated {
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bridge.call("getWebdata", data: .string(data), callback: nil)
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}
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}
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}
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private func teardownExternalSubscriptions() {
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BatteryMonitor.shared.onChange = nil
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NetworkMonitor.shared.onChange = nil
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AppLifecycleObserver.shared.onBackground = nil
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AppLifecycleObserver.shared.onForeground = nil
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PhoneStateMonitor.shared.onChange = nil
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PhoneStateMonitor.shared.stop()
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if let token = subGameReturnObserver {
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NotificationCenter.default.removeObserver(token)
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subGameReturnObserver = nil
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}
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}
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// MARK: - Error alert
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private func showFatalAlert(error: Error) {
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let alert = UIAlertController(
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title: "加载失败",
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message: "\(error)",
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preferredStyle: .alert
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)
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alert.addAction(UIAlertAction(title: "返回大厅", style: .default) { [weak self] _ in
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self?.navigationController?.popViewController(animated: true)
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})
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present(alert, animated: true)
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}
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}
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// MARK: - WKNavigationDelegate
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extension SubGameViewController: WKNavigationDelegate {
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public func webView(_ webView: WKWebView, didFinish navigation: WKNavigation!) {
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UIView.animate(withDuration: 0.3, animations: { [weak self] in
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self?.splash.alpha = 0
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}, completion: { [weak self] _ in
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self?.splash.removeFromSuperview()
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})
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}
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}
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