135 lines
5.6 KiB
Swift
135 lines
5.6 KiB
Swift
//
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// VoicePlayer.swift
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// ylgamehall
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//
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// 远端语音播放器:AVAudioPlayer 包装 + 反向 callback `gameui_stop_voice` 触发点。
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//
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// 契约:docs/H5-Native-Contract.md §3.1 [5]mediaTypeAudio + §3.2 [7][8]
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// gameui_play_voice / gameui_stop_voice
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//
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// ## 与原项目的行为差异(用户反馈驱动的修正)
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//
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// daoqi msext NewRootVC.m / gameController.m 把 voicePlayer / User_id 作为
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// VC 成员变量,覆盖式播放时直接 `voicePlayer = [[AVAudioPlayer alloc]...]`
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// 替换 ivar,没有触发任何停旧 player 的回调;自然结束时再用最新的
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// `self.User_id`(已被新一条消息覆盖)调 stopradio → 发给 H5 的
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// `gameui_stop_voice` payload 实际是**新一条消息的 user_id**,导致旧消息
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// 对应的 H5 语音动画永远停不掉。
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//
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// 本类把 user 与 player 一一绑定(`currentUser`):
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// - 覆盖式 play:在替换 player 之前主动 stop 旧 player 并触发
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// `onFinish(currentUser)`,让 H5 收到正确的 `gameui_stop_voice(被打断 user)`
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// - 自然结束 / 解码失败:用 `currentUser` 而非任何后写入的"最近 user"
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// 触发 onFinish,保证停的是真正结束那条
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// - 主动 stop():不触发 onFinish(保留 daoqi 语义;本项目目前也没有外部
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// 主动 stop 调用路径)
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//
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import AVFoundation
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import os.log
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public final class VoicePlayer: NSObject, AVAudioPlayerDelegate {
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public static let shared = VoicePlayer()
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private static let log = Logger(subsystem: "ylgamehall", category: "VoicePlayer")
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private var player: AVAudioPlayer?
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/// 当前正在播放的语音对应的 user。与 `player` 一一绑定:`player != nil` 时一定有值,
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/// `player == nil` 时为 nil。覆盖式 play / didFinishPlaying / decodeError 都用这个
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/// 值触发 onFinish,确保 `gameui_stop_voice` payload 与真正结束 / 被中断的语音对应。
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private var currentUser: String?
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/// 播放完成 / 被中断 / 解码失败统一回调。
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/// mediaTypeAudio handler 注册此 closure → 反向调 H5 `gameui_stop_voice`。
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/// payload 始终是与刚结束 / 被打断 player 绑定的 user(不是入参中最新的 user)。
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public var onFinish: ((String) -> Void)?
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private override init() { super.init() }
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/// 播放 wav。若当前已有正在播放的 player,先 stop 旧 player 并触发
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/// `onFinish(被打断的 user)`,让 H5 把旧动画停掉;再启动新 player。
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/// - Throws: AVAudioPlayer 创建 / 启动失败
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public func play(_ wav: URL, user: String) throws {
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// 1. 若已有 player 正在播放,主动通知"被中断",确保 H5 把旧动画停掉。
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// delegate 先置 nil 防止旧 player 的 stop / dealloc 后续异步触发
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// didFinishPlaying 又再发一次 onFinish。
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if let old = player {
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old.delegate = nil
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old.stop()
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player = nil
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if let interrupted = currentUser {
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currentUser = nil
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Self.log.debug("interrupted user=\(interrupted, privacy: .public)")
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onFinish?(interrupted)
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} else {
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currentUser = nil
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}
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}
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// 2. 创建并启动新 player
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let p = try AVAudioPlayer(contentsOf: wav)
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p.delegate = self
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guard p.prepareToPlay(), p.play() else {
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throw PlayerError.startFailed
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}
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player = p
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currentUser = user
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Self.log.debug("play \(wav.lastPathComponent, privacy: .public) user=\(user, privacy: .public)")
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}
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/// 主动停止当前播放(不触发 onFinish)。
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/// 外部清理使用(如 H5 BackGameData 退出子游戏时);
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/// 业务正常路径下不会主动调,由 didFinishPlaying 自然完成。
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public func stop() {
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player?.delegate = nil
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player?.stop()
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player = nil
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currentUser = nil
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}
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public enum PlayerError: Error, Sendable {
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case startFailed
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}
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// MARK: - AVAudioPlayerDelegate
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//
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// AVAudioPlayerDelegate 方法签名是 nonisolated(AVFoundation API 约束)。
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// 内部访问 @MainActor 隔离的状态需要跳转回主线程。
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nonisolated public func audioPlayerDidFinishPlaying(
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_ player: AVAudioPlayer,
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successfully flag: Bool
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) {
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// AVAudioPlayer 是 non-Sendable,不能直接跨 actor 边界。用 ObjectIdentifier
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// (Sendable)传递身份,handleFinish 内重新查 self.player 比对。
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let id = ObjectIdentifier(player)
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Task { @MainActor in
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self.handleFinish(playerIdentity: id, success: flag)
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}
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}
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nonisolated public func audioPlayerDecodeErrorDidOccur(
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_ player: AVAudioPlayer,
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error: (any Error)?
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) {
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let id = ObjectIdentifier(player)
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Task { @MainActor in
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self.handleFinish(playerIdentity: id, success: false)
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}
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}
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/// 处理 didFinishPlaying / decodeError。
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/// 防御覆盖式 play 时旧 player stop 触发延迟 delegate:仅当 didFinish
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/// 的 player 与当前 self.player 同身份时才清理 + 触发 onFinish。
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private func handleFinish(playerIdentity: ObjectIdentifier, success: Bool) {
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guard let current = player, ObjectIdentifier(current) == playerIdentity else { return }
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let user = currentUser
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player = nil
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currentUser = nil
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Self.log.debug("didFinish user=\(user ?? "<nil>", privacy: .public) success=\(success, privacy: .public)")
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if let user { onFinish?(user) }
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}
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}
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