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youle_app_ios_v2/ylgamehall/Source/Resource/SubGameDownloader.swift
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joywayerandClaude Opus 4.7 7be7a2abbc 子游戏 zip 升级链路完整对齐 msext(持久化目录 + advance + 版本比对)
之前新外壳的 SubGameDownloader 只看 index.html 是否存在,缺这两个关键行为:
- gamefilepath 持久化(msext NSUserDefaults["game_name"] → gamefilepath)
- 远端 game_version > 本地 version.xml 时升级 + 目录末尾追加 "1"
  (msext gameController.m:1414 等价 [NSString stringWithFormat:@"%@1", gamefilepath])

本次完整补齐:

1. 新增 SubGameDirectoryStore:UserDefaults 持久化 directory → actualDir 映射
   - current(forKey:) / advance(forKey:) / saveInitialIfNeeded(forKey:)
   - nonisolated 让 actor / MainActor 都能直接调

2. SubGameDownloader 三分支决策(msext gameController.m:1239-1255 + uplevel: 等价):
   - 目录不存在(首装)→ 下载到 currentDir,不 advance
   - 目录存在 + 远端 > 本地 → advance + 下载到新目录
   - 远端 ≤ 本地 → 复用 currentDir
   API 改为按入参(directoryKey / gameStart / remoteVersion / remoteZipURL)调用,
   返回 Outcome.actualDirectory 暴露实际生效目录名。

3. LocalAudioHandler.register 的 assetsRoot 改 @MainActor closure
   srcIsloop 每次调用时取最新值,让子游戏升级(effectiveGameDir 末尾追加 "1")
   后下一次 srcIsloop 自动用新目录路径。

4. SubGameViewController 引入 effectiveGameDir:
   - init 时同步从 SubGameDirectoryStore 读初始值(首次=request.gameDir)
   - boot pipeline 内调 ensureReady,从 outcome 同步升级后的新目录名
   - loadFileURL / AppDataWriter / srcIsloop closure 全部走 effectiveGameDir
   - resolveBoot 返回 (lobbyResolved, subGameResolved) 完整 ResolvedVersion,
     给 ensureReady 用 gameVersion 做版本比对

5. WebContainerViewController 大厅侧 LocalAudioHandler 改 closure 形式(路径不变)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 23:04:57 +08:00

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//
// SubGameDownloader.swift
// ylgamehall
//
// 子游戏 zip 下载 + 解压 + 升级。与 daoqi msext gameController.m 路径等价:
//
// 1) 目录不存在(首装):
// 下载 → 解压 → rename 到 `{Caches}/{currentDir}/`currentDir 不变
// msext: line 1243-1245 + uplevel:YES → downFileFromServer
//
// 2) 目录存在 + 远端 game_version > 本地 version.xml(升级):
// advance directory(末尾追加 "1" → newDir,写 UserDefaults)→ 下载 →
// 解压 → rename 到 `{Caches}/{newDir}/`,旧目录残留
// msext: gameController.m:1410-1428 uplevel:download: 路径)
//
// 3) 目录存在 + 远端 ≤ 本地:直接复用 currentDir
// msext: initView
//
// 与 LobbyZipUpgrader 思路一致;不复用是因为目录持久化 + advance 策略 sub-game 专有。
//
import Foundation
import ZIPFoundation
public actor SubGameDownloader {
public static let shared = SubGameDownloader()
public enum Outcome: Sendable {
/// 缓存命中、远端版本未提升 → 直接复用 currentDir
case alreadyExists(actualDirectory: String)
/// 完成下载 + 解压。`fromVersion = 0` 表示首装。
case upgraded(actualDirectory: String, from: Int, to: Int, zipBytes: Int64)
/// 实际生效的子游戏目录名(持久化值,可能与 H5 传的 directory 不同)。
public var actualDirectory: String {
switch self {
case .alreadyExists(let dir): return dir
case .upgraded(let dir, _, _, _): return dir
}
}
}
public enum DownloadError: Error, Sendable {
case missingDownloadURL
case badDownloadURL(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 体量约 1-10 MB)。
/// 每次下载用此 config 临时建 session,绑 download delegate 接收 didWriteData
/// 进度回调;ad-hoc delegate 不会触发 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
}
/// 准备子游戏 H5 资源。
///
/// - Parameters:
/// - directoryKey: H5 传的 Gamedirectory 字面值,作为 UserDefaults 持久化 key
/// - gameStart: H5 子游戏入口(msext 的 self.game_name,与 directoryKey 同名)
/// - remoteVersion: 远端 ResolvedVersion.gameVersionVersionResolver 算出的)
/// - remoteZipURL: 远端 ResolvedVersion.gameZip 真实下载 URL
/// - onProgress: 0…1 进度回调,URLSession delegate 后台线程派发
/// - Returns: Outcome,外层据其 `actualDirectory` 构造 loadFileURL 路径
public func ensureReady(
directoryKey: String,
gameStart: String,
remoteVersion: Int,
remoteZipURL: String,
onProgress: @escaping @Sendable (Double) -> Void = { _ in }
) async throws -> Outcome {
// 首次访问把 directory 自身写入 UserDefaultsmsext gameController.m:2187 等价)
SubGameDirectoryStore.saveInitialIfNeeded(forKey: directoryKey)
let currentDir = SubGameDirectoryStore.current(forKey: directoryKey)
let fm = FileManager.default
let indexPath = SandboxPaths.subGameIndex(currentDir, gameStart).path
let indexExists = fm.fileExists(atPath: indexPath)
// 分支 1:目录不存在(首装)—— msext line 1242-1246 等价。
// 下载到 currentDir,不 advanceadvance 是升级路径专有)。
if !indexExists {
let zipBytes = try await download(
to: currentDir,
zipURLString: remoteZipURL,
onProgress: onProgress
)
return .upgraded(
actualDirectory: currentDir,
from: 0,
to: remoteVersion,
zipBytes: zipBytes
)
}
// 分支 2 / 3:目录存在 —— 读本地 version.xml,按远端对比。
let localVer = LocalVersionReader.subGameVersion(dir: currentDir, start: gameStart)
guard remoteVersion > localVer else {
// 分支 3:远端 ≤ 本地 → 复用(msext: initView 直接加载)
return .alreadyExists(actualDirectory: currentDir)
}
// 分支 2:升级 —— advance 后下载到新目录。
// msext gameController.m:1414-1422 等价
let newDir = SubGameDirectoryStore.advance(forKey: directoryKey)
let zipBytes = try await download(
to: newDir,
zipURLString: remoteZipURL,
onProgress: onProgress
)
return .upgraded(
actualDirectory: newDir,
from: localVer,
to: remoteVersion,
zipBytes: zipBytes
)
}
// MARK: - 私有:下载 + 解压 + rename 一体化
/// 下载远端 zip → 解压到 staging → 原子 rename 到 `{Caches}/{actualDirectory}/`。
/// 返回下载字节数。
private func download(
to actualDirectory: String,
zipURLString: String,
onProgress: @escaping @Sendable (Double) -> Void
) async throws -> Int64 {
guard !zipURLString.isEmpty else {
throw DownloadError.missingDownloadURL
}
guard let zipURL = URL(string: zipURLString) else {
throw DownloadError.badDownloadURL(zipURLString)
}
// 1. 下载到 tmp。delegate 必须在 URLSession init 时绑定,否则
// URLSessionDownloadDelegate.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 DownloadError.downloadFailed(error)
}
if let http = response as? HTTPURLResponse,
!(200..<300).contains(http.statusCode) {
throw DownloadError.httpStatus(http.statusCode)
}
onProgress(1.0)
let fm = FileManager.default
let zipBytes = (try? fm.attributesOfItem(atPath: downloadedURL.path)[.size] as? NSNumber)?
.int64Value ?? 0
// 2. 解压到隔离 staging
let staging = SandboxPaths.caches
.appendingPathComponent("subgame-staging-\(UUID().uuidString)")
do {
try fm.createDirectory(at: staging, withIntermediateDirectories: true)
try fm.unzipItem(at: downloadedURL, to: staging)
} catch {
try? fm.removeItem(at: staging)
throw DownloadError.unzipFailed(error)
}
try? fm.removeItem(at: downloadedURL)
// 3. 原子 rename:删旧目标 → 把 staging 移到位
// zip 内部已含 `{gameStart}/` 子目录,解压到 staging 后整体 move 到
// `{Caches}/{actualDirectory}/`,结果就是 `{actualDirectory}/{gameStart}/index.html`
let target = SandboxPaths.subGameRoot(actualDirectory)
do {
if fm.fileExists(atPath: target.path) {
try fm.removeItem(at: target)
}
try fm.moveItem(at: staging, to: target)
} catch {
try? fm.removeItem(at: staging)
throw DownloadError.stagingMoveFailed(error)
}
return zipBytes
}
}
/// URLSession 下载进度桥接。
///
/// 与 LobbyZipUpgrader 同款实现就地复制(两处使用,不抽公共 — 三处出现时再合并)。
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))
}
func urlSession(_ session: URLSession,
downloadTask: URLSessionDownloadTask,
didFinishDownloadingTo location: URL) {
// no-op
}
}