Files
youle_app_ios_v2/ylgamehall/Source/Resource/LobbyZipUpgrader.swift
T
joywayerandClaude Opus 4.7 fd9976c4b9 下载进度回调改 session-level delegate(ad-hoc 不触发 didWriteData)
LobbyZipUpgrader 和 SubGameDownloader 之前用 `session.download(from:delegate:)`
的 iOS 15+ async API,把 DownloadProgressDelegate 作为 ad-hoc delegate 传入。
该 API 的 delegate 参数实际只收 URLSessionTaskDelegate 回调,**不会**触发
URLSessionDownloadDelegate.didWriteData,所以 0…1 进度从未上报,splash 进度条
一直停在 0,只有末尾兜底的 onProgress(1.0) 跑一下,看起来"一出现就 100%"。

改为每次下载临时新建一个 URLSession,把 progressDelegate 在 init 时绑到
session 级别(带独立 OperationQueue),下载结束 defer invalidateAndCancel
释放。delegate 现在能收到 didWriteData,真实字节比例上报,进度条 0→1 平滑。

副作用:删除 actor 字段 `session` 与可注入的 `init(session:)`,改用静态
`defaultConfig: URLSessionConfiguration` 复用超时配置(无外部调用方使用过自定义
session init)。

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 21:34:38 +08:00

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//
// LobbyZipUpgrader.swift
// ylgamehall
//
// H5 zip 升级:下载远端 game_zip → 临时目录解压 → 原子 rename 到 lobbyRoot。
// 详见 docs/Development-Plan.md ADR-008-G / Design §6.3.4 / msext NewRootVC.m:1789-1869。
//
import Foundation
import ZIPFoundation
public actor LobbyZipUpgrader {
public static let shared = LobbyZipUpgrader()
public enum Outcome: Sendable {
/// 本地版本已是最新(含远端 gameZip 为空 / 版本号未提升的情况),未做任何下载
case noop
/// 完成升级。`from → to` 是版本号变化。
case upgraded(from: Int, to: Int)
}
public enum UpgradeError: Error, Sendable {
case badGameZipURL(String)
case downloadFailed(any Error)
case httpStatus(Int)
case unzipFailed(any Error)
case stagingMoveFailed(any Error)
}
public init() {}
/// URLSession 配置:60s 单请求 / 300s 总体(zip 约 11 MB4G 约 10s)。
/// 每次 upgradeIfNeeded 用此 config 临时建 session,绑 download delegate 接收
/// didWriteData 进度回调;ad-hoc delegate`session.download(from:delegate:)`
/// 不会触发 URLSessionDownloadDelegate 的 download-specific 方法,必须走 session 级。
nonisolated private static var defaultConfig: URLSessionConfiguration {
let cfg = URLSessionConfiguration.default
cfg.timeoutIntervalForRequest = 60
cfg.timeoutIntervalForResource = 300
return cfg
}
/// 比较远端 game_version 与本地 version.xml。需要升级则下载 + 解压 + 原子 rename。
///
/// - Parameters:
/// - resolved: VersionResolver.resolve(...) 的结果
/// - onProgress: 下载进度回调 0.0…1.0,由 URLSession delegate 在后台线程派发;
/// UI 层负责把闭包 hop 到 MainActor。默认 no-op 兼容仅做版本对比的烟雾测试。
/// - Returns: `.noop` 已是最新;`.upgraded(from:to:)` 完成升级
public func upgradeIfNeeded(
resolved: ResolvedVersion,
onProgress: @escaping @Sendable (Double) -> Void = { _ in }
) async throws -> Outcome {
let localGameVersion = LocalVersionReader.localGameVersion
guard resolved.gameVersion > localGameVersion,
let zipURLString = resolved.gameZip,
let zipURL = URL(string: zipURLString)
else {
return .noop
}
// 1. 下载到 tmpURLSession 默认管理临时位置),delegate 上报 0…1 进度。
// delegate 必须在 URLSession init 时绑定,否则 didWriteData 不会被调用
// async API `download(from:delegate:)` 的 ad-hoc delegate 只收 task-level 回调)。
let progressDelegate = DownloadProgressDelegate(onProgress: onProgress)
let opQueue = OperationQueue()
opQueue.maxConcurrentOperationCount = 1
let session = URLSession(
configuration: Self.defaultConfig,
delegate: progressDelegate,
delegateQueue: opQueue
)
defer { session.invalidateAndCancel() }
let downloadedURL: URL
let response: URLResponse
do {
(downloadedURL, response) = try await session.download(from: zipURL)
} catch {
throw UpgradeError.downloadFailed(error)
}
if let http = response as? HTTPURLResponse,
!(200..<300).contains(http.statusCode) {
throw UpgradeError.httpStatus(http.statusCode)
}
// 下载完成兜底报 1.0:部分 server 不发 Content-Length 或末尾片段晚到,
// 不显式补这一下,进度条可能停在 99% 直到解压结束才跳走
onProgress(1.0)
// 2. 解压到隔离 staging 目录
let staging = SandboxPaths.caches
.appendingPathComponent("lobby-staging-\(UUID().uuidString)")
let fm = FileManager.default
do {
try fm.createDirectory(at: staging, withIntermediateDirectories: true)
try fm.unzipItem(at: downloadedURL, to: staging)
} catch {
try? fm.removeItem(at: staging)
throw UpgradeError.unzipFailed(error)
}
try? fm.removeItem(at: downloadedURL)
// 3. 原子 rename:删旧 lobbyRoot → 把 staging 移到位
// msext "removeItem + ZipArchive overWrite:YES" 半途崩溃留半残;
// 我们 staging 完整解压后再 rename,半途崩溃只留 staging,下次启动可清)
let lobbyRoot = SandboxPaths.lobbyRoot
do {
if fm.fileExists(atPath: lobbyRoot.path) {
try fm.removeItem(at: lobbyRoot)
}
// 父目录确保存在(Library/Caches 永远存在,无需创建中间路径)
try fm.moveItem(at: staging, to: lobbyRoot)
} catch {
try? fm.removeItem(at: staging)
throw UpgradeError.stagingMoveFailed(error)
}
return .upgraded(from: localGameVersion, to: resolved.gameVersion)
}
}
/// URLSession 下载进度桥接:把 `didWriteData` 的 byte 计数换算成 0…1,回调上层。
///
/// 之所以放在文件内私有:仅 LobbyZipUpgrader 用,不构成对外 API。
/// `@unchecked Sendable`URLSessionDownloadDelegate 协议本身不带 Sendable
/// 我们的状态仅是一个 `@Sendable` 闭包,无可变共享,标记安全。
private final class DownloadProgressDelegate: NSObject,
URLSessionDownloadDelegate,
@unchecked Sendable {
private let onProgress: @Sendable (Double) -> Void
init(onProgress: @escaping @Sendable (Double) -> Void) {
self.onProgress = onProgress
super.init()
}
func urlSession(_ session: URLSession,
downloadTask: URLSessionDownloadTask,
didWriteData bytesWritten: Int64,
totalBytesWritten: Int64,
totalBytesExpectedToWrite: Int64) {
guard totalBytesExpectedToWrite > 0 else { return }
let p = Double(totalBytesWritten) / Double(totalBytesExpectedToWrite)
onProgress(min(max(p, 0), 1))
}
/// 必须实现的协议方法。async download API 内部已接管下载文件落地,
/// 这里无需把文件搬到任何位置。
func urlSession(_ session: URLSession,
downloadTask: URLSessionDownloadTask,
didFinishDownloadingTo location: URL) {
// no-op
}
}