明确 docs/res/ 是项目维护者的私人原始素材池,与项目架构无关;项目 代码 / 构建脚本 / Xcode 工程都不感知它的存在,需要时从中拷一份到 项目按现代实践规划的位置。原 ADR-004「Resources/ 在仓库根 + Build Phase 引入」语义已崩塌(gamehall.zip / Images.xcassets / Res/ 均被挪入 docs/res/),修订为「项目内资源目录由各 Phase 按需落地」: 静态 Bundle 资源走 ylgamehall/Resources/、原生 Asset Catalog 走 ylgamehall/Assets.xcassets/、渠道注入产物走 ylgamehall/ChannelInjection/ (.gitignore + Scripts/inject_channel.sh 生成)、闭源 SDK 走 Vendor/。 - CLAUDE.md 原「Resources/ 目录约定」节改写为「docs/res/ 与项目 资源的关系」,禁止把 docs/res 当项目资源目录使用 - Design §7.0 整节重写为「项目资源目录约定」三小节(docs/res 与项目无关 / 项目内资源目录在 Phase 实施时按需落地 / 渠道注入 运行时路径) - Plan ADR-004 修订为「项目资源目录由各 Phase 按需落地」;ADR-002 / §2.2 / Phase 1.1.a-d / 1.5 同步调整为 docs/res → ylgamehall/Resources 的拷贝模型;Phase 1 任务清单细化渠道注入由 Scripts/inject_channel.sh 生成 - 物理迁移:仓库根 Resources/gamehall.zip / Images.xcassets / Res/ 全部 rename 到 docs/res/(git rename detection 自动识别)
2505 lines
108 KiB
Markdown
2505 lines
108 KiB
Markdown
# Daoqi iOS 外壳新项目实施设计
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> 配套文档:[`H5-Native-Contract.md`](./H5-Native-Contract.md) (契约,必须 1:1 落地)
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> 本文档:实现蓝图,开发团队拿到即可启动
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> 写作日期:2026-06-21
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---
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## 项目性质声明(读前必读)
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本文档描述的是一个 **greenfield 全新 iOS 项目** 的完整架构设计。
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请用"从零开始建一个新 iOS App"的姿态阅读:
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- 文件结构、命名、模块边界、技术栈、并发模型、依赖选型 — 完全独立设计,按 Swift / iOS 现代最佳实践
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- 一切原生内部实现追求 **架构优雅、高效、高性能、专业、成熟**
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- 不背任何历史包袱,不复刻任何既有 iOS 项目的代码
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- 整体姿态:**架构师从零起设计一个新 App**,而不是"工程师维护/重构一个老 App"
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### 设计中需要"照搬"什么
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只有以下三类外部契约要求新项目按既定形式落地,其它一切自由:
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| 契约类型 | 来源 | 必须照搬什么 | 文档位置 |
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|---------|------|------------|---------|
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| H5 契约 | H5 端业务代码 | 桥接口名 / 参数字段名 / 数据结构 / JS 协议 / 初始化字面值 | `H5-Native-Contract.md` |
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| 服务端契约 | 后台 API | 签名算法 / 字段顺序 / URL 路径 / 错误码 | 本文档 §6 |
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| 三方 SDK 契约 | 微信/QQ/高德/Agora/七牛 SDK 文档 | 注册顺序 / 文件类型 flag / 回调签名 | 本文档 §4 §14 |
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**判断某项是否属于契约的方法**:问"外部能否感知"。能感知 → 照搬;不能 → 自由设计。
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### 渐进集成原则(未启用 SDK 处理方式)
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部分桥接 handler 当前业务**暂未使用**(子游戏视频房间、闲聊分享、Bugly 监控等)。新项目首版**不集成这些 SDK**,但 **handler 仍然必须注册**,内部 stub 实现 —— 立即调 `responseCallback` 返回契约要求的字面值,不做实际业务,不依赖任何未集成的 SDK。
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理由:
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- H5 端代码不知道哪些 SDK 没集成,它仍然会调 `createRoom` / `friendsSharetypeUrlToptitleDescript(sharetype=3)` 等。若 handler 不注册,H5 会走"bridge handler not found"错误分支,业务流程中断
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- Stub handler 保证契约不被违反,即使功能没启用也不会引起 H5 端报错
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- 未来某天业务启动这些功能时,只需把 stub 换成真实 SDK 调用,**契约边界不需要任何改动**
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详细的 stub 清单见 §5 / §8 / §14。
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---
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## 0. TL;DR
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| 项 | 决策 |
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|----|------|
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| 语言 | **Swift 5.10+**(Swift 6 strict concurrency 渐进开启) |
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| 最低系统 | **iOS 14.0**(覆盖 99.5% 现役设备,删掉所有 iOS <9 旧路径) |
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| UI 层 | **UIKit + Storyboard 极少**,以代码 UI 为主;不引入 SwiftUI(WebView 容器场景不受益) |
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| 并发 | **async/await + Actor**,弃用 Combine 与 GCD 散落用法 |
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| Web 渲染 | **WKWebView** 单例 + ProcessPool 复用 |
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| H5 桥 | 自研 Swift 桥(实现 WebViewJavascriptBridge 的 JS 端协议作为契约边界)+ 弹层注入 `window.settings.*` polyfill |
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| 网络 | **URLSession + async/await + Codable**,自研 HTTPClient,Endpoint 协议化 |
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| 持久化 | UserDefaults + FileManager;**不引入 CoreData/SQLite** |
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| 依赖管理 | **纯 SPM + Vendor `.xcframework` 手动**(完全不引入 CocoaPods 工具链);开源 / 官方 SPM 走 SPM,闭源二进制无 SPM 的走 Vendor 手动 |
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| 架构 | **Modular Clean Architecture** + **Coordinator 路由** |
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| 监控 | **默认接入 Sentry**(崩溃 + 性能 + breadcrumb);提供编译开关 `SENTRY_ENABLED` 作为关闭逃生口 |
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| 包名 / Target | 与现 `msext` 解耦,新名 `Daoqi`(支持企业签 / 超签 / TF 同包并存) |
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| 上架 | 由项目方业务决定;设计层面不预设(若上架则补 PrivacyInfo.xcprivacy / ATT 文案,模块化解耦不影响其它代码) |
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---
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## 1. 设计目标 & 非目标
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### 1.1 目标
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1. **契约零偏差** — H5 不改一行代码,在新外壳上行为与现网一致(以 `H5-Native-Contract.md` §10 验收清单为准)
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2. **架构优雅** — 模块边界清晰,单一职责;新增桥接接口/SDK 只动一处
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3. **高性能** — 启动 < 1.5 s 进大厅 H5;桥接消息往返 < 16 ms(单帧);视频房间 1080p@30 稳定
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4. **专业成熟** — 包含完整的崩溃监控/日志/单测/集成测/CI 流程;团队随时可换人维护
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5. **可演进** — 新增渠道/功能不需要回改既有模块;SDK 可热替换(如 Agora → 自研)
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### 1.2 非目标(避免过度设计)
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- 不做 ARM64 之外的架构(armv7/armv7s 已无现役设备)
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- 不做 iPadOS 适配优化(产品定位是 iPhone)
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- 不引入 SwiftUI(纯 WebView 容器,SwiftUI 不会更快也不会更优雅)
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- 不做 Combine + RxSwift 任何一种响应式流(用 async/await 足矣)
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- 不做云原生 / 后端服务(范畴外)
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---
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## 2. 模块化架构
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### 2.1 顶层依赖图
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```
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┌──────────────────────────────────────────────┐
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│ App │ 入口、Coordinator、生命周期
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└──────────────────────────────────────────────┘
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│ │ │
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▼ ▼ ▼
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┌─────────────────┐ ┌──────────────┐ ┌─────────────┐
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│ Features │ │ Core │ │ SDKs │
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│ (Lobby/SubGame │ │ (Bridge/Net/ │ │ (WeChat/ │
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│ /Overlay/...) │ │ Resource) │ │ Agora/...) │
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└─────────────────┘ └──────────────┘ └─────────────┘
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│ │ │
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└──────────────┴──────────────┘
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│
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▼
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┌──────────────────────┐
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│ Foundation │ 纯工具、扩展、协议
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└──────────────────────┘
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```
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**依赖方向严格自上而下**,任意一层不引用同层兄弟模块、不反向依赖。
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### 2.2 SPM 包结构
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按 Swift Package Manager 切分,每个目录是一个 SPM target:
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```
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Daoqi/
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├── Package.swift # 顶层 SPM 配置(多 target)
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├── Sources/
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│ ├── App/ # 入口
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│ ├── AppCoordinator/ # 路由
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│ ├── Lobby/ # 大厅 feature
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│ ├── SubGame/ # 子游戏 feature
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│ ├── Overlay/ # 弹层 feature
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│ ├── BridgeCore/ # H5 桥核心(协议+消息总线)
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│ ├── BridgeHandlers/ # 桥 handler 注册(纯函数)
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│ ├── WebViewKit/ # WKWebView 封装、JS 注入
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│ ├── NetworkKit/ # HTTPClient、SGGateway facade
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│ ├── ResourceKit/ # gamehall.zip 解压、渠道注入、目录管理
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│ ├── AudioKit/ # 录音/播放/AMR-WAV 转码
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│ ├── ShareKit/ # 分享统一入口
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│ ├── LoginKit/ # 微信授权
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│ ├── LocationKit/ # 高德定位
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│ ├── DeviceKit/ # 设备信息/电池/网络/振动
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│ ├── VideoRoomKit/ # Agora 封装
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│ ├── AnalyticsKit/ # Sentry(默认启用) / JAnalytics 极光(暂不集成,Noop 占位)
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│ ├── Logger/ # 统一日志
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│ └── Foundation+/ # 通用扩展
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├── Vendor/ # 闭源 SDK(.framework / .a)
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│ ├── WechatSDK.framework # 启用
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│ ├── AMapLocationKit.framework # 启用
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│ └── libopencore-amr*.a # 启用
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│ # 暂不集成(对应代码模块用 Noop 占位):
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│ # - JAnalytics.framework # 启用用户统计时再放入
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│ # - XianliaoSDK.framework # 启用闲聊分享时再放入
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│ # - AgoraRtcKit.framework # 启用视频房间时再放入(或改用 SPM)
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├── Resources/
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│ ├── gamehall.zip
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│ ├── Info.plist
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│ ├── Daoqi.entitlements
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│ ├── Assets.xcassets
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│ └── ChannelInjection/ # 11 个渠道注入目录,打包脚本生成
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│ ├── qiniudomain/
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│ ├── gameid/
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│ ├── channel/
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│ ├── gamedir/
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│ ├── gamestart/
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│ ├── gameconfig/
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│ ├── market/
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│ ├── agent/
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│ ├── appversion/
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│ ├── other/
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│ └── appleconfig/
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├── Tests/ # 单测
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│ ├── BridgeCoreTests/
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│ ├── ResourceKitTests/
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│ ├── NetworkKitTests/
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│ └── ...
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├── UITests/ # XCUI 集成测
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├── Scripts/ # 打包/渠道注入脚本
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│ ├── inject_channel.sh
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│ ├── archive.sh
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│ └── version_bump.sh
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└── Daoqi.xcworkspace # Xcode 工作区
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```
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> **切分粒度提示**:上述 17 个 SPM target 是初始规划,M0 立项时跑一次 `xcodebuild -scheme Daoqi clean build` baseline 测量。若 clean build 时间 > 60s,把强耦合模块合并:`Lobby` / `SubGame` / `Overlay` 合为 `Containers`;`DeviceKit` 并入 `Foundation+`;`AudioKit` 与 `ShareKit` 看依赖深度可保持独立或合并。**目标稳态 8-10 个 target**,以日常开发体验为先。
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### 2.3 模块职责矩阵
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| 模块 | 暴露能力 | 内部依赖 |
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|------|---------|---------|
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| `BridgeCore` | `BridgeProtocol`、`BridgeMessage`、`BridgeBus`(actor) | Foundation+ |
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| `WebViewKit` | `BridgedWebView`(包装 WKWebView+消息桥), `JSInjector` | BridgeCore, ResourceKit, Foundation+ |
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| `BridgeHandlers` | `LobbyHandlers`、`SubGameHandlers`、`OverlayHandlers` | BridgeCore, 各 Kit(AudioKit/ShareKit/...) |
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| `Lobby` / `SubGame` / `Overlay` | ViewController + Coordinator | WebViewKit, BridgeHandlers |
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| `NetworkKit` | `HTTPClient`(async), `GameAPIClient`(签名 + Endpoint) | Foundation+ |
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| `ResourceKit` | `BundleConfig`(渠道读取), `ResourceUnzipper`, `SandboxPaths` | Foundation+ |
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| `AudioKit` | `AudioRecorder`, `AudioPlayer`, `VoiceCoder`(AMR↔WAV) | ResourceKit, NetworkKit |
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| `ShareKit` | `ShareCenter`(协议) → `WeChatShare` 启用 / `XianliaoShare` 暂以 `NoopSharePlatform` 替代 | SDK Wrappers |
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| `LoginKit` | `WeChatAuth`(async OAuth) | SDK Wrappers, NetworkKit |
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| `LocationKit` | `LocationService` | AMapKit Wrapper |
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| `DeviceKit` | `DeviceInfo`, `BatteryMonitor`, `NetworkMonitor`, `Vibrator`, `Pasteboard` | Foundation+ |
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| `VideoRoomKit` | `VideoRoom`(协议) → `NoopVideoRoom` 当前启用 / `AgoraVideoRoom` 留蓝图 | (Agora SDK 暂未引入) |
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| `AnalyticsKit` | `CrashReporter`(协议) → `SentryCrashReporter` 启用 / `Tracker`(协议) → `NoopAnalytics` 当前启用 / `JAnalyticsTracker` 留蓝图 | SDK Wrappers |
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---
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### 2.4 WebContainer 容器模型与生命周期
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大厅 / 子游戏 / 弹层在新架构中是**同一种 `WebContainer` 的不同角色**,共享基类,差异只在注入的 handler 集合和入口 URL:
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```
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WebContainerViewController(基类 ~200 行)
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├── WKWebView + ProcessPool 复用
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├── BridgeBus 创建与公共 handler 注册委托
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├── JSInjector(app_data.js / app_battery.js / app_network.js)
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├── 生命周期 → 桥事件(appservice / getBattery / getnetwork)
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├── 摇一摇 motionEnded → shakeEnd
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└── 外部订阅生命周期管理(suspend/resume)
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▲
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│ 继承 + 注入
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┌────┴────────────────────┐
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▼ ▼ ▼
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Lobby SubGame Overlay
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(20 handler) (23 handler) (3 handler)
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+ 大厅 URL + 子游戏 URL + 外链 URL
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+ VideoRoom + JSExport polyfill
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+ CallCenter
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+ RecordUploader
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```
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#### 2.4.1 状态保持原则:push 不销毁
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大厅 → 子游戏使用 `UINavigationController.pushViewController`,**大厅 VC + WebView + Bridge + JS 上下文全程保留**在 navigation stack 里。子游戏 → 大厅用 `popViewController`,大厅状态原封不动恢复。
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理由:
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- H5 端业务隐式依赖大厅状态(列表滚动、玩家余额、待办通知等)
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- `getWebdata` callback 要求大厅 handler 一直注册着,新建大厅会丢数据
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- 返回瞬时(无 loadFileURL 黑屏)
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#### 2.4.2 外部订阅暂停 — 避免桥事件双发
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旧架构隐患:大厅和子游戏都监听 `enterForeground` / 电池 / 网络 等通知,前后台切换时**两个都响应**,H5 收到双倍桥事件。
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新架构方案:WebContainer 用 viewWillAppear / viewWillDisappear 管理外部订阅生命周期,**任何时刻只有最顶层可见 VC 向 H5 派发桥事件**:
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```swift
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public class WebContainerViewController: UIViewController {
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private let externalSubs: ExternalSubscriptions // 注入
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override func viewWillAppear(_ animated: Bool) {
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super.viewWillAppear(animated)
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externalSubs.resume()
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// resume 内部:bind battery/network/lifecycle 监听
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// 立即派发一次当前状态(避免 H5 错过暂停期间的变化)
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}
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override func viewWillDisappear(_ animated: Bool) {
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super.viewWillDisappear(animated)
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externalSubs.suspend()
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// suspend 内部:unbind 所有监听,WebView 不释放,JS 继续运行
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}
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}
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@MainActor
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final class ExternalSubscriptions {
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weak var bridge: BridgeProtocol?
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private let battery = BatteryMonitor()
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private let network = NetworkMonitor()
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private let lifecycle = AppLifecycleObserver()
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func resume() {
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battery.onChange = { [weak bridge] level in
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bridge?.call("getBattery", data: .string(String(format: "%.2f", level)), callback: nil)
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}
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network.onChange = { [weak bridge] state in
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bridge?.call("getnetwork", data: .string(state.rawValue), callback: nil)
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}
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lifecycle.onChange = { [weak bridge] state in
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bridge?.call("appservice", data: .string(state == .background ? "1" : "2"), callback: nil)
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}
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battery.start(); network.start(); lifecycle.start()
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// 立即派发一次,补齐暂停期间的状态
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battery.emitNow(); network.emitNow()
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}
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func suspend() {
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battery.stop(); network.stop(); lifecycle.stop()
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// 解绑回调,避免在子游戏 push 上来后大厅仍收到事件
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}
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}
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```
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#### 2.4.3 栈深约束 ≤ 2 — 防止内存堆栈
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旧架构隐患:H5 连续调 SwitchOverGameData 时,navigation stack 不断增长(`[Lobby, SubA, SubB, SubC, ...]`),内存爆炸。
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新架构方案:Coordinator 在路由时显式判断:
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```swift
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@MainActor
|
|
final class AppCoordinator {
|
|
private let nav: UINavigationController
|
|
|
|
/// 进入子游戏:保证 nav stack 最多两层(Lobby + 当前 SubGame)
|
|
func showSubGame(_ params: SwitchGameParams) {
|
|
if nav.topViewController is SubGameViewController {
|
|
nav.popViewController(animated: false) // 先退出当前子游戏
|
|
}
|
|
let vc = SubGameViewController(params: params, coordinator: self)
|
|
nav.pushViewController(vc, animated: true)
|
|
}
|
|
|
|
/// 打开弹层(Overlay 是浮层,允许 [Lobby, SubGame, Overlay] 三层)
|
|
func showOverlay(_ params: OverlayParams) {
|
|
let vc = OverlayViewController(params: params, coordinator: self)
|
|
nav.pushViewController(vc, animated: true)
|
|
}
|
|
|
|
func popToLobby() { nav.popToRootViewController(animated: true) }
|
|
}
|
|
```
|
|
|
|
→ 任意 H5 操作下,navigation stack 最多 3 层(Lobby + SubGame + Overlay),内存占用可预测。
|
|
|
|
#### 2.4.4 WebView 数据隔离策略
|
|
|
|
新架构主张大厅 / 子游戏 / 弹层共用同一个 `WKProcessPool` 加速启动,但**默认共享 Cookie 和 LocalStorage**(因为它们都属于同一个 dataStore)。这在不同源 H5 间可能产生意外串扰。
|
|
|
|
策略:
|
|
- **大厅 + 子游戏** 共用 `WKWebsiteDataStore.default()`(都是项目自家 H5,共享业务态合理 — 比如登录态、用户偏好等)
|
|
- **弹层 Overlay**(加载第三方外链时)使用 `WKWebsiteDataStore.nonPersistent()` 私有 store,Cookie / LocalStorage 不写盘,**不污染主业务态**
|
|
|
|
```swift
|
|
extension WKWebsiteDataStore {
|
|
static let businessStore = WKWebsiteDataStore.default() // 大厅 + 子游戏
|
|
static let overlayStore = WKWebsiteDataStore.nonPersistent() // 弹层外链
|
|
}
|
|
```
|
|
|
|
OverlayViewController 在 WKWebViewConfiguration 上设置 `websiteDataStore = .overlayStore` 即可隔离。
|
|
|
|
#### 2.4.5 副作用清单:进入 / 退出子游戏的强制动作
|
|
|
|
无论 H5 端逻辑如何变化,以下副作用由 Coordinator + Handler 在路由时**强制完成**,不允许 H5 端遗漏:
|
|
|
|
| 时机 | 强制副作用 |
|
|
|------|----------|
|
|
| 大厅 → 子游戏(SwitchOverGameData) | ① `audio.stopBackground()` ② `WXApiManager` delegate 切上下文(详见 §8.4) |
|
|
| 子游戏 → 大厅(backgameData) | ① `audio.stopBackground()` ② `videoRoom.leave()` ③ 通过 `.subGameDidReturn` 通知 LobbyHandlers 回调 `getWebdata` |
|
|
| 进入 Overlay(OpenurlTitleData) | ① 节流(3 秒内重复打开吞掉) |
|
|
| 退出 Overlay(settings.finishweb / settings.backgameData) | ① 弹层 backgameData 同样发 `.subGameDidReturn` 通知,LobbyHandlers / SubGameHandlers 监听并 callback `getWebdata` 给当前 active 容器的 H5 |
|
|
|
|
---
|
|
|
|
## 3. H5 桥接核心实现
|
|
|
|
### 3.1 设计要点
|
|
|
|
WVJB 的 JS 端协议很简单:页面加载完成后,JS 会执行 `_setupWebViewJavascriptBridge`,把队列 message 通过 `iframe src` 或 `console.log` 通知原生。新外壳**自己实现 WVJB-JS 端的协议**,而不是引用 OC 版 WebViewJavascriptBridge 库:
|
|
|
|
- 优点:纯 Swift、无 OC 依赖、可严格并发安全、单元测试容易
|
|
- 落地路径:把 WebViewJavascriptBridge 的 JS 端代码(`WebViewJavascriptBridge.js.txt`)作为 WKUserScript 注入到 WKWebView,原生侧自研 `WKScriptMessageHandler` 接收并分发消息
|
|
|
|
### 3.2 协议骨架
|
|
|
|
```swift
|
|
// BridgeCore/BridgeProtocol.swift
|
|
public protocol BridgeProtocol: AnyObject, Sendable {
|
|
/// 注册一个 H5 → Native handler。重复名覆盖。
|
|
func register(_ name: String, handler: @escaping BridgeHandler)
|
|
|
|
/// 主动调用 H5 端的 handler。callback 可选。
|
|
func call(_ name: String, data: BridgeData?, callback: BridgeCallback?)
|
|
}
|
|
|
|
public typealias BridgeHandler = @Sendable (BridgeData?, BridgeCallback?) async -> Void
|
|
public typealias BridgeCallback = @Sendable (BridgeData?) -> Void
|
|
|
|
public enum BridgeData: Sendable {
|
|
case string(String)
|
|
case number(Double)
|
|
case bool(Bool)
|
|
case null
|
|
case array([BridgeData])
|
|
case object([String: BridgeData])
|
|
|
|
// 字段访问语法糖
|
|
public subscript(key: String) -> BridgeData? { ... }
|
|
public var asString: String? { ... }
|
|
public var asInt: Int? { ... }
|
|
}
|
|
```
|
|
|
|
### 3.3 关键实现
|
|
|
|
```swift
|
|
// WebViewKit/BridgedWebView.swift
|
|
@MainActor
|
|
public final class BridgedWebView: UIView {
|
|
public let webView: WKWebView
|
|
public let bridge: BridgeBus
|
|
|
|
public init(config: WebViewConfig) {
|
|
let cfg = WKWebViewConfiguration()
|
|
cfg.processPool = SharedProcessPool.shared // 进程池复用
|
|
cfg.preferences.javaScriptEnabled = true
|
|
cfg.preferences.javaScriptCanOpenWindowsAutomatically = false
|
|
cfg.preferences.minimumFontSize = 10
|
|
cfg.allowsInlineMediaPlayback = true
|
|
|
|
// 注入 WVJB-JS 协议
|
|
let userScript = WKUserScript(
|
|
source: JSInjector.wvjbProtocol,
|
|
injectionTime: .atDocumentStart,
|
|
forMainFrameOnly: true)
|
|
cfg.userContentController.addUserScript(userScript)
|
|
|
|
self.webView = WKWebView(frame: .zero, configuration: cfg)
|
|
self.bridge = BridgeBus(webView: webView, controller: cfg.userContentController)
|
|
super.init(frame: .zero)
|
|
layout()
|
|
|
|
// 契约 §4.1:与现网保持的 ScrollView 配置
|
|
webView.scrollView.contentInsetAdjustmentBehavior = .never // iOS 11+
|
|
webView.scrollView.bounces = false
|
|
webView.scrollView.showsVerticalScrollIndicator = false
|
|
webView.scrollView.showsHorizontalScrollIndicator = false
|
|
webView.scrollView.isScrollEnabled = false // ⚠️ 契约要求,漏则 H5 上下滑动失控
|
|
}
|
|
}
|
|
|
|
// BridgeCore/BridgeBus.swift
|
|
@MainActor
|
|
public final class BridgeBus: BridgeProtocol {
|
|
private var handlers: [String: BridgeHandler] = [:]
|
|
private weak var webView: WKWebView?
|
|
private var pendingCallbacks: [String: BridgeCallback] = [:]
|
|
private var callbackCounter = 0
|
|
|
|
public func register(_ name: String, handler: @escaping BridgeHandler) {
|
|
handlers[name] = handler
|
|
}
|
|
|
|
public func call(_ name: String, data: BridgeData?, callback: BridgeCallback?) {
|
|
var payload: [String: Any] = ["handlerName": name]
|
|
if let data = data { payload["data"] = data.jsonObject }
|
|
if let callback = callback {
|
|
callbackCounter += 1
|
|
let cbId = "objc_cb_\(callbackCounter)"
|
|
pendingCallbacks[cbId] = callback
|
|
payload["callbackId"] = cbId
|
|
}
|
|
let json = try! JSONSerialization.data(withJSONObject: payload)
|
|
let js = "WebViewJavascriptBridge._handleMessageFromObjC('\(json.base64)')"
|
|
webView?.evaluateJavaScript(js)
|
|
}
|
|
|
|
// 接收 H5 → Native
|
|
func didReceive(_ message: [String: Any]) async {
|
|
guard let name = message["handlerName"] as? String else { return }
|
|
let data = (message["data"]).map(BridgeData.from)
|
|
let cbId = message["callbackId"] as? String
|
|
let cb: BridgeCallback? = cbId.map { id in
|
|
{ [weak self] resp in self?.call(id, data: resp, callback: nil) }
|
|
}
|
|
if let handler = handlers[name] {
|
|
await handler(data, cb)
|
|
} else {
|
|
Log.warn("Bridge: no handler for \(name)")
|
|
cb?(nil)
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
### 3.4 弹层桥(window.settings polyfill)
|
|
|
|
H5 弹层页约定使用 `window.settings.xxx(...)` 同步调用形式(契约边界)。新项目弹层 WebView 用 WKWebView,通过注入一段 polyfill 把 `window.settings` 转换为 `WKScriptMessageHandler` 消息:
|
|
|
|
```swift
|
|
// WebViewKit/OverlayBridge.swift
|
|
public enum OverlayBridge {
|
|
public static let polyfill = """
|
|
window.settings = {
|
|
backgameData: function(data) {
|
|
window.webkit.messageHandlers.overlayBackgameData.postMessage(String(data));
|
|
},
|
|
browser: function(url) {
|
|
window.webkit.messageHandlers.overlayBrowser.postMessage(String(url));
|
|
},
|
|
finishweb: function() {
|
|
window.webkit.messageHandlers.overlayFinishweb.postMessage("");
|
|
}
|
|
};
|
|
"""
|
|
}
|
|
```
|
|
|
|
3 个 `WKScriptMessageHandler` 在 OverlayViewController 内注册即可。
|
|
|
|
### 3.5 性能优化
|
|
|
|
- **ProcessPool 复用**:大厅、子游戏、弹层共用同一个 `WKProcessPool`,Cookie/Cache 共享,避免重复初始化(800 ms → 50 ms)
|
|
- **JS 注入用 `WKUserScript`**:而不是 `evaluateJavaScript`,在 document load 之前就完成,避免 race
|
|
- **桥消息批处理**:H5 端 message queue 累积一帧再 flush,减少 evaluateJavaScript 次数
|
|
- **结构化日志**:Bridge 全链路用 `os_log` 类型化,Release 自动去 `.debug` 级别
|
|
|
|
### 3.6 WebView 进程崩溃恢复
|
|
|
|
iOS 系统在内存压力下会 kill `WKWebView` 的 Web Content Process,UI 上表现为**整个 WebView 变成白屏**,JS 全停,但 native 这边的 `WKWebView` 对象本身还在 — 系统不会自动回调 navigation delegate,如果不主动处理,用户看到的就是一个永久白屏的页面。
|
|
|
|
WebContainerViewController 必须实现 `webViewWebContentProcessDidTerminate:`:
|
|
|
|
```swift
|
|
extension WebContainerViewController: WKNavigationDelegate {
|
|
|
|
func webViewWebContentProcessDidTerminate(_ webView: WKWebView) {
|
|
Log.warn("WKWebView content process terminated, attempting reload")
|
|
crashReporter.captureMessage("WebContentTerminated:\(self.containerRole)", level: .warning)
|
|
|
|
let now = Date()
|
|
recentTerminations.append(now)
|
|
recentTerminations = recentTerminations.filter { now.timeIntervalSince($0) < 60 }
|
|
|
|
if recentTerminations.count >= 3 {
|
|
// 1 分钟内连续 3 次崩溃 → 不再自动 reload,弹错误页让用户主动重试
|
|
showFatalErrorView()
|
|
return
|
|
}
|
|
|
|
// 退避:第 1 次立即,第 2 次 1s,第 3 次 3s
|
|
let delay = TimeInterval(recentTerminations.count - 1) * (recentTerminations.count - 1)
|
|
DispatchQueue.main.asyncAfter(deadline: .now() + delay) { [weak webView] in
|
|
webView?.reload()
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
要点:
|
|
- **必须 reload**,不能依赖系统自动恢复(WebKit 故意不自动 reload,让 App 自己决定策略)
|
|
- **崩溃次数退避**:连续多次崩溃通常意味着真实 bug 或低内存,无限 reload 会陷入循环。1 分钟 ≥ 3 次切到 fallback UI
|
|
- **Sentry 上报**:每次崩溃都打 breadcrumb,持续高崩溃率应该触发告警
|
|
- **大厅 / 子游戏 / 弹层都受这条覆盖**,因为它们都继承自 WebContainerViewController
|
|
|
|
---
|
|
|
|
## 4. 启动流程重新设计
|
|
|
|
### 4.1 整体时序(目标 < 1.5 s 进 H5)
|
|
|
|
```
|
|
SceneDelegate.scene(_:willConnectTo:options:) T=0
|
|
│
|
|
├─► (并行) BundleConfig.preload() T=0 ← 渠道注入读取
|
|
│ ↓ 同步读 11 个目录名,纯内存,~5 ms
|
|
│
|
|
├─► (并行) SDK 注册 T=0
|
|
│ • WeChat ~10 ms
|
|
│ • AMap (privacy + key) ~15 ms
|
|
│ • crashReporter.start() ~20 ms(Sentry 默认启用)
|
|
│ (JAnalytics 极光 / Xianliao 闲聊 / Agora 声网 / Bugly 当前未集成,见 §14.2)
|
|
│ 并发 Task,await 全部完成
|
|
│
|
|
├─► Window 创建 + LobbyViewController push T=50ms
|
|
│
|
|
▼
|
|
LobbyViewController.viewDidLoad
|
|
│
|
|
├─► (并行) ResourceUnzipper.ensureReady() T=50ms
|
|
│ • 检查 Library/Caches/{gamedir}/{gamestart}/version.xml
|
|
│ • 不存在 → 异步解压 gamehall.zip(后台队列)
|
|
│ • 存在 → 直接通过
|
|
│
|
|
├─► (并行) BridgedWebView 创建 + 注册 20 handler T=50ms
|
|
│ • 同步,~30 ms
|
|
│
|
|
▼ ▼
|
|
await Both T=300ms (假设首次解压 250ms,缓存命中 < 50ms)
|
|
│
|
|
├─► JSInjector.writeAppData(...) T=300ms
|
|
│ • app_data.js / app_battery.js / app_network.js
|
|
│
|
|
├─► webView.loadFileURL(...) T=320ms
|
|
│ • file:// 加载,WebKit 内部 ~500 ms 到 DOMContentLoaded
|
|
│
|
|
▼
|
|
DOMContentLoaded → JS 桥握手完成 T < 1.5s
|
|
```
|
|
|
|
### 4.2 关键代码
|
|
|
|
```swift
|
|
// App/SceneDelegate.swift
|
|
final class SceneDelegate: UIResponder, UIWindowSceneDelegate {
|
|
var window: UIWindow?
|
|
|
|
func scene(_ scene: UIScene, willConnectTo session: UISceneSession,
|
|
options: UIScene.ConnectionOptions) {
|
|
guard let scene = scene as? UIWindowScene else { return }
|
|
|
|
Task { @MainActor in
|
|
await Bootstrapper.shared.run() // 并发 SDK 注册
|
|
let lobby = LobbyViewController()
|
|
let nav = NavigationController(rootViewController: lobby)
|
|
window = UIWindow(windowScene: scene)
|
|
window?.rootViewController = nav
|
|
window?.makeKeyAndVisible()
|
|
}
|
|
}
|
|
}
|
|
|
|
// App/Bootstrapper.swift
|
|
@MainActor
|
|
final class Bootstrapper {
|
|
static let shared = Bootstrapper()
|
|
private(set) var isReady = false
|
|
|
|
func run() async {
|
|
async let cfg: Void = BundleConfig.preload()
|
|
async let sdks: Void = registerSDKs()
|
|
_ = await (cfg, sdks)
|
|
isReady = true
|
|
}
|
|
|
|
private func registerSDKs() async {
|
|
await withTaskGroup(of: Void.self) { group in
|
|
group.addTask { WeChatSDK.registerFull(appId: AppIDs.weChat) } // 含 contentFlag
|
|
// JAnalytics(极光) / XianliaoSDK(闲聊) / Agora(声网) 暂不集成(§14.2)
|
|
// — 对应模块用 Noop 占位,首版不参与启动注册
|
|
group.addTask { AMapWrapper.configure() }
|
|
group.addTask { crashReporter.start() } // SentryCrashReporter by default; Noop if SENTRY_ENABLED=0
|
|
}
|
|
}
|
|
}
|
|
|
|
// SDK/WeChat/WeChatSDK.swift
|
|
public enum WeChatSDK {
|
|
/// 完整注册:WXApi + 文件类型支持
|
|
/// (registerAppSupportContentFlag 必须包含 DOC/DOCX/PPT/PPTX/XLS/XLSX/PDF 等
|
|
/// 否则微信分享对应文件类型的回包识别失败 — 此为微信 SDK 契约)
|
|
public static func registerFull(appId: String) {
|
|
WXApi.registerApp(appId, enableMTA: true)
|
|
let typeFlag: UInt64 =
|
|
MMAPP_SUPPORT_TEXT | MMAPP_SUPPORT_PICTURE | MMAPP_SUPPORT_LOCATION
|
|
| MMAPP_SUPPORT_VIDEO | MMAPP_SUPPORT_AUDIO | MMAPP_SUPPORT_WEBPAGE
|
|
| MMAPP_SUPPORT_DOC | MMAPP_SUPPORT_DOCX | MMAPP_SUPPORT_PPT
|
|
| MMAPP_SUPPORT_PPTX | MMAPP_SUPPORT_XLS | MMAPP_SUPPORT_XLSX
|
|
| MMAPP_SUPPORT_PDF
|
|
WXApi.registerAppSupportContentFlag(typeFlag)
|
|
}
|
|
}
|
|
```
|
|
|
|
> ⚠️ 漏 `registerAppSupportContentFlag` 会导致微信分享 PDF/DOCX/PPT/XLS 等业务文件回包识别失败 — 这是微信 SDK 的契约要求,任何 iOS App 接入分享都必须设置。
|
|
|
|
### 4.2.1 启动期容易遗漏的契约点
|
|
|
|
以下几项是 **H5 / SDK 契约要求**,在 Bootstrapper 或 SceneDelegate 内必须显式完成。容易遗漏是因为它们看起来是"散落小事",但任一漏掉都会破坏 H5 业务:
|
|
|
|
| 配置项 | 为什么必须 | 新项目落地 |
|
|
|--------|----------|-----------|
|
|
| `UIApplication.shared.applicationSupportsShakeToEdit = true` | 不设则 `motionEnded:withEvent:` 收不到摇一摇 → H5 调 `startshake` 后没有 `shakeEnd` 回调,业务断链 | SceneDelegate `sceneDidBecomeActive` 一次性设置 |
|
|
| Info.plist `UIStatusBarHidden = NO` + `UIViewControllerBasedStatusBarAppearance = YES` | H5 设计稿基于显示状态栏的可视区域绘制,隐藏会导致布局错位 | Info.plist 直接配,各 VC 重写 `preferredStatusBarStyle` 返回 `.default` |
|
|
| 写入 NSUserDefaults: `everLaunched` / `getcompareCode=0` / `FirstBOOL=set0` / `SecondBOOL=set0` / `ThirdBOOL=set0` / `VersionInfo=1.0` | 这些 key 通过 app_data.js 暴露给 H5,key 名与初值是 H5 契约 | KVStore 在首次启动时写入;key 名直接 hardcode,不允许重命名 |
|
|
| 首次启动写 `Library/Caches/{gamedir}/{gamestart}/app_gamesname.js`,内容 `var app_gamesname=new Array('{gamestart}');` (注意 `var` 后两个空格) | H5 启动时静态 `<script>` 引入,缺则全局变量未定义 → H5 黑屏 | ResourceUnzipper 解压完成后,检测 `everLaunched=NO` 即生成此文件 |
|
|
|
|
### 4.3 URL Scheme 回调
|
|
|
|
iOS 13+ 用 `SceneDelegate`,处理顺序保持 QQ → 微信(契约 §1.2 要求,QQ 先判否则被 WXApi 吞):
|
|
|
|
```swift
|
|
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
|
|
for ctx in URLContexts {
|
|
if QQShareSDK.handle(url: ctx.url) { continue }
|
|
WeChatSDK.handle(url: ctx.url)
|
|
}
|
|
}
|
|
```
|
|
|
|
### 4.4 前后台通知命名变更
|
|
|
|
旧 `AppDelegate` 用了**反人类命名**:
|
|
- 通知名 `enterForeground` ⇒ 实际触发于"进入后台"(`applicationDidEnterBackground`)
|
|
- 通知名 `applicationWillResignActive` ⇒ 实际触发于"回到前台"(`applicationDidBecomeActive`,且节流 0.3s)
|
|
|
|
新外壳**采用正确命名**(NSNotification 是模块内通讯,不是契约边界,可以自由命名),但**桥事件不变**:
|
|
|
|
```swift
|
|
extension Notification.Name {
|
|
static let appDidEnterBackground = Notification.Name("Daoqi.appDidEnterBackground")
|
|
static let appDidBecomeActive = Notification.Name("Daoqi.appDidBecomeActive")
|
|
}
|
|
|
|
// SceneDelegate
|
|
func sceneDidEnterBackground(_ scene: UIScene) {
|
|
NotificationCenter.default.post(name: .appDidEnterBackground, object: nil)
|
|
}
|
|
func sceneDidBecomeActive(_ scene: UIScene) {
|
|
NotificationCenter.default.post(name: .appDidBecomeActive, object: nil)
|
|
}
|
|
|
|
// LobbyHandlers / SubGameHandlers 内监听并转桥
|
|
notifications.observe(.appDidEnterBackground) { [bridge] _ in
|
|
bridge.call("appservice", data: .string("1"), callback: nil) // 契约:"1"=后台
|
|
}
|
|
notifications.observe(.appDidBecomeActive) { [bridge] _ in
|
|
bridge.call("appservice", data: .string("2"), callback: nil) // 契约:"2"=前台
|
|
}
|
|
```
|
|
|
|
**0.3s 节流决策**:旧外壳在 `applicationDidBecomeActive` 里设了 `flag=NO` + 0.3s 后恢复,防止双重触发。新外壳**默认不要这个节流**,理由:
|
|
1. 节流的根因是旧代码在 `applicationDidBecomeActive` 内被多处触发,新外壳只有 SceneDelegate 一处发通知
|
|
2. 测试如果证实双触发,加节流是 1 行代码的事(`DispatchQueue.asyncAfter`),不是架构改动
|
|
3. H5 端通常对重复 `appservice("2")` 是幂等的(就是刷新 UI 状态)
|
|
|
|
如真机回归发现 H5 双触发产生问题,在 LobbyHandlers 内加 throttle 即可,不污染 SceneDelegate。
|
|
|
|
### 4.5 子游戏 → 大厅数据回传通知
|
|
|
|
旧外壳:子游戏 `backgameData` handler 发 `NSNotification "backgameDatatwo"`,大厅监听后转 `bridge.call("getWebdata", data)`。
|
|
|
|
新外壳同样是模块内通讯,**可以自由命名**。推荐用专属 `Notification.Name`:
|
|
|
|
```swift
|
|
extension Notification.Name {
|
|
static let subGameDidReturn = Notification.Name("Daoqi.subGameDidReturn")
|
|
}
|
|
|
|
// SubGameHandlers 内
|
|
private func backgameData(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("backgameData")) }
|
|
audio.stopBackground()
|
|
videoRoom.leave()
|
|
NotificationCenter.default.post(name: .subGameDidReturn,
|
|
object: data?.asString ?? "")
|
|
coordinator.popSubGame()
|
|
}
|
|
|
|
// LobbyHandlers 内
|
|
notifications.observe(.subGameDidReturn) { [bridge] note in
|
|
let payload = note.object as? String ?? ""
|
|
bridge.call("getWebdata", data: .string(payload), callback: nil)
|
|
}
|
|
```
|
|
|
|
→ 新通知名只在 `Daoqi.*` 内部模块间使用,与契约的 `backgameDatatwo` 字符串无关。但**测试用例必须验证**:子游戏调 `backgameData` → 大厅 H5 收到 `getWebdata`。
|
|
|
|
---
|
|
|
|
## 5. 桥 Handler 注册组织
|
|
|
|
### 5.1 一个 handler 一个文件
|
|
|
|
避免上千行的 VC,每个 handler 拆成纯函数:
|
|
|
|
```swift
|
|
// BridgeHandlers/Lobby/LobbyHandlers.swift
|
|
struct LobbyHandlers {
|
|
let bridge: BridgeProtocol
|
|
let audio: AudioKit
|
|
let share: ShareCenter
|
|
let login: WeChatAuth
|
|
let location: LocationService
|
|
let device: DeviceKit
|
|
let coordinator: LobbyCoordinator
|
|
|
|
func register() {
|
|
bridge.register("accreditlogin", handler: accreditLogin)
|
|
bridge.register("srcIsloop", handler: srcIsLoop)
|
|
bridge.register("prepareaudio", handler: prepareAudio)
|
|
bridge.register("mediaTypeAudio",handler: mediaTypeAudio)
|
|
bridge.register("startshake", handler: startShake)
|
|
bridge.register("stopshake", handler: stopShake)
|
|
// ... 20 个全列出
|
|
}
|
|
|
|
private func accreditLogin(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("Response from accreditlogin")) }
|
|
do {
|
|
let user = try await login.authorize()
|
|
bridge.call("sharelogin", data: .object([
|
|
"openid": .string(user.openid),
|
|
"headimgurl": .string(user.headimgurl),
|
|
"nickname": .string(user.nickname),
|
|
"sex": .string(String(user.sex)),
|
|
"city": .string(user.city),
|
|
"Province": .string(user.province), // ⚠️ 大写 P,契约要求
|
|
"unionid": .string(user.unionid)
|
|
]), callback: nil)
|
|
} catch {
|
|
Log.error("WeChat auth failed: \(error)")
|
|
}
|
|
}
|
|
// ...
|
|
}
|
|
```
|
|
|
|
### 5.2 子游戏额外 handler
|
|
|
|
```swift
|
|
// BridgeHandlers/SubGame/SubGameHandlers.swift
|
|
struct SubGameHandlers {
|
|
let lobbyShared: LobbyHandlers // 共享 19 个
|
|
let videoRoom: VideoRoom // 当前注入 NoopVideoRoom(见 §8.3)
|
|
let bridge: BridgeProtocol
|
|
let callCenter: CallCenterMonitor
|
|
let recordUploader: RecordUploader
|
|
|
|
func register() {
|
|
lobbyShared.registerCommon() // 19 个共享(SwitchOverGameData 除外)
|
|
bridge.register("backgameData", handler: backgameData)
|
|
// 视频房间 3 个 handler 当前业务暂未使用,stub 实现保契约
|
|
bridge.register("createRoom", handler: createRoomStub)
|
|
bridge.register("getVideoinfo", handler: getVideoInfoStub)
|
|
bridge.register("exitRoom", handler: exitRoomStub)
|
|
// SwitchOverGameData 不注册:子游戏内不再跳子游戏
|
|
|
|
bindSubGameOnlyCallbacks()
|
|
}
|
|
|
|
// MARK: - 视频房间 stub(契约要求注册,业务暂未启用)
|
|
|
|
private func createRoomStub(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
Log.info("createRoom called (stub, video room not enabled)")
|
|
cb?(.string("createRoom"))
|
|
// 故意不做任何业务;真实现见 §8.3 AgoraVideoRoom,启用时把构造器注入换掉即可
|
|
}
|
|
|
|
private func getVideoInfoStub(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
Log.info("getVideoinfo called (stub)")
|
|
cb?(.string("getVideoinfo"))
|
|
}
|
|
|
|
private func exitRoomStub(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
Log.info("exitRoom called (stub)")
|
|
cb?(.string("exitRoom"))
|
|
}
|
|
|
|
/// 子游戏独有的 3 个反向 callback(契约 §3.2 表 [13]/[14]/[15])
|
|
/// 这是大厅页**没有**的事件源,必须在 SubGame 容器内独立挂钩
|
|
private func bindSubGameOnlyCallbacks() {
|
|
// 1) Native→H5 getVideoinfo:远端用户首帧解码后
|
|
// NoopVideoRoom 永远不会触发此回调,业务启用后自动生效,H5 无感
|
|
videoRoom.didReceiveRemoteVideo = { [weak bridge] uid in
|
|
bridge?.call("getVideoinfo", data: .string(String(uid)), callback: nil)
|
|
}
|
|
|
|
// 2) Native→H5 phonestate:CTCallCenter 状态变化(独立于视频房间,正常启用)
|
|
callCenter.onStateChange = { [weak bridge] state in
|
|
bridge?.call("phonestate", data: .string(state == .incoming ? "2" : "0"),
|
|
callback: nil)
|
|
}
|
|
|
|
// 3) Native→H5 recordSuccess:七牛上传成功(独立于视频房间,正常启用)
|
|
recordUploader.onUploaded = { [weak bridge] file in
|
|
bridge?.call("getaudiourl", data: .object([
|
|
"audiourl": .string(file.publicUrl),
|
|
"time": .string(String(file.durationSeconds))
|
|
]), callback: nil)
|
|
bridge?.call("recordSuccess", data: .object([
|
|
"fileUrl": .string(file.publicUrl),
|
|
"fileName": .string(file.fileName),
|
|
"fileKey": .string(file.qiniuKey)
|
|
]), callback: nil)
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
> ⚠️ 大厅页(LobbyHandlers)**不应**注册 phonestate / recordSuccess / getVideoinfo 这 3 个 callback,否则 H5 在大厅就收到会触发业务分支错误。**只有进入 SubGame 容器才能挂钩**。
|
|
>
|
|
> ✅ 视频房间业务启用时,只需把 `videoRoom` 依赖从 `NoopVideoRoom` 换为 `AgoraVideoRoom`(§8.3),并把 3 个 stub handler 换成真实现 — H5 端无感,契约不变。
|
|
|
|
### 5.3 反向 callback 全列在 §3.2 文档
|
|
|
|
```swift
|
|
// 反向通知 H5 的辅助 facade
|
|
extension BridgeProtocol {
|
|
func callShareSuccess(type: String) {
|
|
call("sharesuccess", data: .object([
|
|
"success": .string("2"),
|
|
"type": .string(type)
|
|
]), callback: nil)
|
|
}
|
|
|
|
func callAppService(_ state: AppState) {
|
|
call("appservice", data: .string(state == .background ? "1" : "2"), callback: nil)
|
|
}
|
|
// ... 15 个全列出
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 6. 网络层
|
|
|
|
### 6.1 现代 HTTPClient
|
|
|
|
```swift
|
|
// NetworkKit/HTTPClient.swift
|
|
public actor HTTPClient {
|
|
private let session: URLSession
|
|
|
|
public init(config: URLSessionConfiguration = .default) {
|
|
config.timeoutIntervalForRequest = 20
|
|
config.urlCache = URLCache(memoryCapacity: 8 * 1024 * 1024,
|
|
diskCapacity: 64 * 1024 * 1024)
|
|
self.session = URLSession(configuration: config)
|
|
}
|
|
|
|
public func send<T: Decodable>(_ endpoint: Endpoint<T>) async throws -> T {
|
|
var req = URLRequest(url: endpoint.url)
|
|
req.httpMethod = endpoint.method.rawValue
|
|
req.allHTTPHeaderFields = endpoint.headers
|
|
req.httpBody = endpoint.body
|
|
|
|
let (data, resp) = try await session.data(for: req)
|
|
guard let http = resp as? HTTPURLResponse, http.isSuccess else {
|
|
throw NetworkError.badStatus
|
|
}
|
|
return try endpoint.decoder.decode(T.self, from: data)
|
|
}
|
|
|
|
public func download(_ url: URL, to dest: URL,
|
|
progress: ((Double) -> Void)? = nil) async throws {
|
|
// ... 下载 zip 用,带进度
|
|
}
|
|
}
|
|
```
|
|
|
|
### 6.2 GameAPIClient(业务接口客户端)
|
|
|
|
业务接口客户端按 Swift 现代设计,使用 actor 隔离 + Endpoint 协议化 + Codable 解码。
|
|
|
|
#### 服务端契约:签名算法
|
|
|
|
服务端在校验请求签名,因此**签名算法与字段顺序是网络对外契约**,必须按现网约定实现:
|
|
|
|
- 算法:`MD5(按业务字段固定顺序拼接的 value 字符串 + salt)`
|
|
- salt:`"WERTY#$&(HJKfghjWERTYUIFGJFGHadf2222"`(项目方协调更换需先与服务端对齐)
|
|
- 字段顺序:**按业务接口约定**(每个接口有自己的字段序列),`code` 字段不参与签名,签名结果写回 `code`
|
|
|
|
Swift `Dictionary` 是无序的,直接遍历 `values` 会产生不稳定的签名 → 用有序结构 `OrderedParams` 显式持有字段顺序。
|
|
|
|
#### 全新设计:OrderedParams + GameAPIClient
|
|
|
|
```swift
|
|
// NetworkKit/OrderedParams.swift
|
|
public struct OrderedParams: Sendable, ExpressibleByDictionaryLiteral {
|
|
public private(set) var items: [(key: String, value: String)] = []
|
|
|
|
public init(dictionaryLiteral elements: (String, String)...) {
|
|
items = elements
|
|
}
|
|
|
|
public mutating func set(_ key: String, _ value: String) {
|
|
if let i = items.firstIndex(where: { $0.key == key }) {
|
|
items[i] = (key, value)
|
|
} else {
|
|
items.append((key, value))
|
|
}
|
|
}
|
|
}
|
|
|
|
// NetworkKit/GameAPIClient.swift
|
|
public actor GameAPIClient {
|
|
public static let shared = GameAPIClient()
|
|
private let client: HTTPClient
|
|
private static let salt = "WERTY#$&(HJKfghjWERTYUIFGJFGHadf2222"
|
|
|
|
public init(client: HTTPClient = .init()) { self.client = client }
|
|
|
|
public func send<Response: Decodable>(
|
|
_ params: OrderedParams,
|
|
to path: String,
|
|
method: APIMethod = .post,
|
|
as type: Response.Type = Response.self
|
|
) async throws -> Response {
|
|
var p = params
|
|
if p.items.contains(where: { $0.key == "code" }) {
|
|
p.set("code", Self.sign(p))
|
|
}
|
|
let baseURL: URL = (method == .postTwo) ? Endpoints.serverTwo : Endpoints.server
|
|
let endpoint = Endpoint<Response>(
|
|
url: baseURL.appendingPathComponent(path),
|
|
method: method.httpMethod,
|
|
body: URLFormEncoder.encode(p),
|
|
headers: ["Content-Type": "application/x-www-form-urlencoded"])
|
|
return try await client.send(endpoint)
|
|
}
|
|
|
|
/// 服务端契约:按 items 顺序拼 value,追加 salt,MD5
|
|
static func sign(_ params: OrderedParams) -> String {
|
|
let payload = params.items
|
|
.filter { $0.key != "code" }
|
|
.map { $0.value }
|
|
.joined()
|
|
return (payload + salt).md5
|
|
}
|
|
}
|
|
|
|
// 业务接口定义:每个接口的字段顺序写在业务层
|
|
public enum BizAPI {
|
|
public static func getGroupPic(userId: String) async throws -> GroupPicResponse {
|
|
let p: OrderedParams = [
|
|
("t", "get_group_pic"),
|
|
("i", userId),
|
|
("code", "")
|
|
]
|
|
return try await GameAPIClient.shared.send(p, to: "")
|
|
}
|
|
}
|
|
```
|
|
|
|
#### 契约测试
|
|
|
|
```swift
|
|
// Tests/Contract/SigningContractTests.swift
|
|
final class SigningContractTests: XCTestCase {
|
|
func test_sign_isStableAcrossRuns() {
|
|
let p: OrderedParams = [("t","x"), ("i","100"), ("code","")]
|
|
XCTAssertEqual(GameAPIClient.sign(p), GameAPIClient.sign(p)) // 同输入同输出
|
|
}
|
|
|
|
func test_sign_matchesServerSpec() {
|
|
// 固定 fixture,与服务端工程师对齐过的 (input → expected hash)
|
|
let p: OrderedParams = [("t","get_group_pic"), ("i","100"), ("code","")]
|
|
XCTAssertEqual(GameAPIClient.sign(p), "<expected MD5>")
|
|
}
|
|
}
|
|
```
|
|
|
|
### 6.3 配置 / Zip 下载层
|
|
|
|
```swift
|
|
// ResourceKit/ConfigService.swift
|
|
public actor ConfigService {
|
|
private let client: HTTPClient
|
|
private let unzipper: ResourceUnzipper
|
|
|
|
public func syncIfNeeded() async throws {
|
|
let config = try await fetchRemoteConfig()
|
|
let local = try LocalVersion.read()
|
|
if local.gameVersion < config.gameVersion {
|
|
try await downloadAndUnzip(config.gameZipURL)
|
|
}
|
|
// 同样比较 agent / channel / market / agentlist / gamelist
|
|
}
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 7. 资源 & 渠道注入
|
|
|
|
### 7.0 项目资源目录约定
|
|
|
|
项目资源目录的最终结构**由各 Phase 实施时按需定义**,本节列出固定规则,具体目录形态在落地时决定。
|
|
|
|
#### 7.0.1 仓库内素材池 `docs/res/` 与项目无关
|
|
|
|
`docs/res/` 是项目维护者的**私人原始素材池**,**与项目架构无关**(详见 `CLAUDE.md` 「docs/res/ 与项目资源的关系」):
|
|
|
|
- 项目代码 / 构建脚本 / Xcode 工程都**不感知**它的存在,不引用任何 `docs/res/xxx` 路径
|
|
- 它的目录结构 / 命名 / 内容可由维护者任意调整,不影响构建
|
|
- git 跟踪只是为了多机同步素材,而非项目需要
|
|
|
|
需要某素材时,**从 `docs/res/` 拷一份**到项目内规划好的位置,后续维护与 `docs/res/` 不再有任何关联。
|
|
|
|
#### 7.0.2 项目内资源目录(Phase 实施时落地)
|
|
|
|
按现代 iOS 单 target + synchronized group 实践,推荐落点如下,**但具体目录在该 Phase 真正需要时再创建**(避免预先空目录):
|
|
|
|
| 落点 | 用途 | 入 Bundle 方式 |
|
|
|------|------|--------------|
|
|
| `ylgamehall/Resources/` | 静态打入 Bundle 的项目资源(`gamehall.zip` / `WebViewJavascriptBridge.js` / 本地音效 mp3 等) | synchronized group 自动收集 |
|
|
| `ylgamehall/Assets.xcassets/` | 原生 Asset Catalog(AppIcon / LaunchImage / 分享平台图标) | Xcode 默认 |
|
|
| `ylgamehall/ChannelInjection/` | 当前激活渠道的 11 个空容器目录 | `.gitignore` 忽略,由 `Scripts/inject_channel.sh` 在 build 前动态生成,synchronized group 自动收集进 Bundle |
|
|
| `Scripts/channels/<channel>.env` | 各渠道的 11 个键值对模板(git 跟踪) | 不入 Bundle |
|
|
| `Vendor/<SDK>/<SDK>.xcframework` | 闭源 SDK 二进制(微信 / QQ / 高德 / opencore-amr) | Target Build Phase「Frameworks」手动加入 |
|
|
|
|
#### 7.0.3 渠道注入运行时路径
|
|
|
|
H5 端 / 业务代码透过 `BundleConfig.readInjected(_:)` 读取渠道值,路径约定为 `Bundle.main.bundleURL.appendingPathComponent("ChannelInjection")` 下的 11 个目录;**具体注入位置由 §7.2 BundleConfig 实现细节定义**(可调整,只要 BundleConfig 与 `inject_channel.sh` 双方对齐)。
|
|
|
|
### 7.1 SandboxPaths 集中管理
|
|
|
|
```swift
|
|
// ResourceKit/SandboxPaths.swift
|
|
public enum SandboxPaths {
|
|
public static var caches: URL {
|
|
FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask)[0]
|
|
}
|
|
public static var documents: URL {
|
|
FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
|
|
}
|
|
public static var bundle: URL { Bundle.main.bundleURL }
|
|
|
|
/// {Caches}/{gamedir}/{gamestart}/index.html
|
|
public static func lobbyIndex() -> URL {
|
|
let cfg = BundleConfig.shared
|
|
return caches
|
|
.appendingPathComponent(cfg.gameDir)
|
|
.appendingPathComponent(cfg.gameStart)
|
|
.appendingPathComponent("index.html")
|
|
}
|
|
|
|
public static func subGameIndex(_ dir: String, _ start: String) -> URL {
|
|
caches.appendingPathComponent(dir)
|
|
.appendingPathComponent(start)
|
|
.appendingPathComponent("index.html")
|
|
}
|
|
}
|
|
```
|
|
|
|
### 7.2 渠道注入读取
|
|
|
|
```swift
|
|
// ResourceKit/BundleConfig.swift
|
|
public final class BundleConfig: @unchecked Sendable {
|
|
public static let shared = BundleConfig()
|
|
|
|
public private(set) var qiniuDomain = ""
|
|
public private(set) var gameId = ""
|
|
public private(set) var channel = ""
|
|
public private(set) var market = ""
|
|
public private(set) var agent = ""
|
|
public private(set) var appVersion = ""
|
|
public private(set) var gameDir = ""
|
|
public private(set) var gameStart = ""
|
|
public private(set) var gameConfig = ""
|
|
|
|
public static func preload() async {
|
|
// 异步包装,实际是同步 IO,但放在后台 queue
|
|
await Task.detached(priority: .userInitiated) {
|
|
BundleConfig.shared.qiniuDomain = readInjected("qiniudomain")
|
|
BundleConfig.shared.gameId = readInjected("gameid")
|
|
BundleConfig.shared.channel = readInjected("channel")
|
|
// ...
|
|
}.value
|
|
}
|
|
|
|
/// 扫描 Bundle 中指定名称的目录,返回其第一个非隐藏子项的名字
|
|
/// (打包脚本约定:每个 key 对应一个 Bundle 目录,目录下唯一子目录名即为配置值)
|
|
private static func readInjected(_ key: String) -> String {
|
|
let dir = Bundle.main.bundleURL.appendingPathComponent(key)
|
|
guard let items = try? FileManager.default.contentsOfDirectory(atPath: dir.path) else {
|
|
return ""
|
|
}
|
|
return items.first { !$0.hasPrefix(".") && $0 != ".DS_Store" } ?? ""
|
|
}
|
|
}
|
|
```
|
|
|
|
> 七牛 CDN 域名(用于录音上传后的公网 URL 组装)在新项目中统一从 `BundleConfig.shared.qiniuDomain` 读取,不暴露任何全局变量。所有 AudioKit / RecordUploader 等模块通过依赖注入获取 BundleConfig。
|
|
|
|
### 7.3 Zip 解压(异步,非阻塞)
|
|
|
|
```swift
|
|
// ResourceKit/ResourceUnzipper.swift
|
|
public actor ResourceUnzipper {
|
|
public func ensureReady() async throws {
|
|
let dest = SandboxPaths.caches
|
|
.appendingPathComponent(BundleConfig.shared.gameDir)
|
|
|
|
if FileManager.default.fileExists(atPath:
|
|
dest.appendingPathComponent(BundleConfig.shared.gameStart)
|
|
.appendingPathComponent("version.xml").path) {
|
|
return // 已存在
|
|
}
|
|
|
|
let zip = Bundle.main.url(forResource: "gamehall", withExtension: "zip")!
|
|
try await Task.detached(priority: .userInitiated) {
|
|
try FileManager.default.createDirectory(at: dest,
|
|
withIntermediateDirectories: true)
|
|
try Zip.unzipFile(zip, destination: dest, overwrite: true, password: nil)
|
|
}.value
|
|
}
|
|
}
|
|
```
|
|
|
|
依赖 [`ZIPFoundation`](https://github.com/weichsel/ZIPFoundation) (SPM),替代旧 ZipArchive。
|
|
|
|
### 7.4 打包脚本(渠道动态切换)
|
|
|
|
```bash
|
|
#!/bin/bash
|
|
# Scripts/inject_channel.sh
|
|
# Usage: ./inject_channel.sh <channel_id> <gamedir> <gameid> <market> ...
|
|
|
|
set -e
|
|
INJECT_ROOT="Resources/ChannelInjection"
|
|
|
|
inject() {
|
|
local key=$1 value=$2
|
|
rm -rf "$INJECT_ROOT/$key"
|
|
mkdir -p "$INJECT_ROOT/$key/$value"
|
|
touch "$INJECT_ROOT/$key/$value/.gitkeep"
|
|
}
|
|
|
|
inject "channel" "$1"
|
|
inject "gamedir" "$2"
|
|
inject "gameid" "$3"
|
|
inject "market" "$4"
|
|
inject "agent" "$5"
|
|
inject "appversion" "$6"
|
|
inject "qiniudomain" "$7"
|
|
inject "gamestart" "$8"
|
|
inject "gameconfig" "$9"
|
|
|
|
echo "Channel injected: channel=$1 gamedir=$2 market=$4"
|
|
```
|
|
|
|
CI 一键多渠道出包:
|
|
|
|
```bash
|
|
for channel in xianliao 360 qq tencent; do
|
|
./Scripts/inject_channel.sh "$channel" "..." "..."
|
|
xcodebuild archive -scheme Daoqi -archivePath build/$channel.xcarchive
|
|
xcodebuild -exportArchive ...
|
|
done
|
|
```
|
|
|
|
---
|
|
|
|
## 8. 能力模块详细设计
|
|
|
|
### 8.1 AudioKit
|
|
|
|
```swift
|
|
// AudioKit/AudioPlayer.swift
|
|
@MainActor
|
|
public final class AudioPlayer {
|
|
private var background: AVAudioPlayer?
|
|
private var button: AVAudioPlayer?
|
|
private var voice: AVAudioPlayer?
|
|
|
|
public func playOnce(_ url: URL) { ... }
|
|
public func loopBackground(_ url: URL, type: String) { ... }
|
|
public func stopBackground(type: String) { ... }
|
|
public func playVoice(_ url: URL,
|
|
onStart: @escaping () -> Void,
|
|
onEnd: @escaping () -> Void) { ... }
|
|
}
|
|
|
|
// AudioKit/VoiceCoder.swift
|
|
/// 全新 Swift wrapper,直接调用 libopencore-amr 静态库的 C 接口
|
|
/// (opencore-amr 是闭源静态库,业界标准 AMR 编解码实现,无 Swift 替代品)
|
|
public enum VoiceCoder {
|
|
public static func amrToWav(_ src: URL, dest: URL) throws { ... }
|
|
public static func wavToAmr(_ src: URL, dest: URL) throws { ... }
|
|
}
|
|
|
|
// AudioKit/AudioRecorder.swift
|
|
public actor AudioRecorder {
|
|
public func record() async throws -> AudioFile { ... }
|
|
/// 录音 → WAV → AMR → 上传七牛 → 返回 URL + 时长
|
|
public func recordAndUpload() async throws -> (audioUrl: String, time: Int) { ... }
|
|
}
|
|
```
|
|
|
|
### 8.2 ShareKit
|
|
|
|
策略模式分发,新增平台只加一个 conformance:
|
|
|
|
```swift
|
|
// ShareKit/SharePlatform.swift
|
|
public protocol SharePlatform: Sendable {
|
|
func shareLink(_ link: ShareLink) async throws -> ShareResult
|
|
func shareImage(_ image: ShareImage) async throws -> ShareResult
|
|
}
|
|
|
|
public enum ShareResult { case success, cancelled, failed(Error) }
|
|
|
|
public final class ShareCenter {
|
|
private let weChat: SharePlatform = WeChatShare()
|
|
private let xianliao: SharePlatform = NoopSharePlatform(name: "xianliao") // 暂未启用
|
|
|
|
public func dispatch(_ req: ShareRequest) async throws -> ShareResult {
|
|
let platform: SharePlatform = req.sharetype == 3 ? xianliao : weChat
|
|
switch req.type {
|
|
case 1: return try await platform.shareLink(req.asLink())
|
|
case 2: return try await platform.shareImage(req.asScreenshot())
|
|
default: return try await platform.shareImage(try await req.asRemoteImage())
|
|
}
|
|
}
|
|
}
|
|
|
|
// ShareKit/NoopSharePlatform.swift
|
|
/// 暂未集成的分享平台占位实现:返回 success 让 H5 业务继续(契约要求 sharesuccess 回包)
|
|
/// 启用时,把 ShareCenter.xianliao 的初始化换成 XianliaoShare() 即可
|
|
public struct NoopSharePlatform: SharePlatform {
|
|
let name: String
|
|
public func shareLink(_ link: ShareLink) async throws -> ShareResult {
|
|
Log.info("Share to \(name) is not enabled, returning success stub")
|
|
return .success
|
|
}
|
|
public func shareImage(_ image: ShareImage) async throws -> ShareResult {
|
|
Log.info("Share to \(name) is not enabled, returning success stub")
|
|
return .success
|
|
}
|
|
}
|
|
```
|
|
|
|
> 说明:闲聊 SDK 暂不集成,但 H5 调 `friendsSharetypeUrlToptitleDescript({sharetype:"3", ...})` 时仍然会收到 `sharesuccess({success:"2", type:...})`,业务流程不中断。启用闲聊 SDK 后,`NoopSharePlatform(name:"xianliao")` 替换为 `XianliaoShare()`,H5 端无感切换。
|
|
|
|
### 8.3 VideoRoomKit
|
|
|
|
抽象 protocol,当前默认注入 NoopVideoRoom(Agora 暂不集成),业务启用时换成 AgoraVideoRoom:
|
|
|
|
```swift
|
|
// VideoRoomKit/VideoRoom.swift
|
|
public protocol VideoRoom: AnyObject {
|
|
func join(roomId: String, playerId: String, localView: UIView) async throws
|
|
func setupRemote(uid: UInt, view: UIView)
|
|
func leave()
|
|
var didReceiveRemoteVideo: ((UInt) -> Void)? { get set }
|
|
}
|
|
|
|
// VideoRoomKit/NoopVideoRoom.swift
|
|
/// 暂未集成 Agora 时使用:所有方法立即返回,不做任何动作
|
|
/// 上层 SubGameHandlers 已经把 createRoom/exitRoom/getVideoinfo 改成 stub responseCallback
|
|
/// 此 Noop 实现仅用于满足依赖注入,使 SubGameHandlers 不需要 nil-check
|
|
public final class NoopVideoRoom: VideoRoom {
|
|
public var didReceiveRemoteVideo: ((UInt) -> Void)?
|
|
public init() {}
|
|
public func join(roomId: String, playerId: String, localView: UIView) async throws {
|
|
Log.info("VideoRoom.join called (NoopVideoRoom, Agora not integrated)")
|
|
}
|
|
public func setupRemote(uid: UInt, view: UIView) {}
|
|
public func leave() {}
|
|
}
|
|
|
|
// VideoRoomKit/AgoraVideoRoom.swift
|
|
/// 真实现:Agora SDK 接入后启用。
|
|
/// 当前不在工程的 SPM 依赖里,业务启用时再:
|
|
/// ① 在 Package.swift 加 .package(url: "...AgoraRtcEngine_iOS"...)
|
|
/// ② 用此类替换 NoopVideoRoom 注入 SubGameHandlers
|
|
/// ③ 文件保留在 VideoRoomKit/ 模块中作为蓝图(以下为业务启用时的实现轮廓,而非当前已编译代码)
|
|
#if AGORA_ENABLED // 编译开关,当前默认 OFF
|
|
import AgoraRtcKit
|
|
final class AgoraVideoRoom: NSObject, VideoRoom, AgoraRtcEngineDelegate {
|
|
private let kit: AgoraRtcEngineKit
|
|
var didReceiveRemoteVideo: ((UInt) -> Void)?
|
|
|
|
init() {
|
|
self.kit = AgoraRtcEngineKit.sharedEngine(withAppId: AppIDs.agora, delegate: nil)
|
|
super.init()
|
|
self.kit.delegate = self
|
|
}
|
|
|
|
func join(roomId: String, playerId: String, localView: UIView) async throws {
|
|
let channel = md5("\(BundleConfig.shared.agent)\(BundleConfig.shared.gameId)\(roomId)")
|
|
let canvas = AgoraRtcVideoCanvas()
|
|
canvas.uid = UInt(playerId) ?? 0
|
|
canvas.view = localView
|
|
kit.setupLocalVideo(canvas)
|
|
try await withCheckedThrowingContinuation { (cont: CheckedContinuation<Void, Error>) in
|
|
kit.joinChannel(byKey: nil, channelName: channel, info: nil,
|
|
uid: canvas.uid) { _, _, _ in cont.resume() }
|
|
}
|
|
}
|
|
|
|
func setupRemote(uid: UInt, view: UIView) { /* setupRemoteVideo */ }
|
|
func leave() { kit.leaveChannel(nil) }
|
|
|
|
func rtcEngine(_ engine: AgoraRtcEngineKit,
|
|
firstRemoteVideoDecodedOfUid uid: UInt, size: CGSize, elapsed: Int) {
|
|
didReceiveRemoteVideo?(uid)
|
|
}
|
|
}
|
|
#endif
|
|
```
|
|
|
|
> **业务启用 Agora 的步骤**(未来某天需要时):
|
|
> 1. 在 `Package.swift` 加 Agora SPM 依赖,工程加 `AGORA_ENABLED` 编译开关
|
|
> 2. SubGameHandlers 的 `videoRoom` 依赖从 `NoopVideoRoom()` 改为 `AgoraVideoRoom()`
|
|
> 3. `SubGameHandlers.createRoomStub` / `getVideoInfoStub` / `exitRoomStub` 换成真实业务逻辑(调 `videoRoom.join` / `videoRoom.leave` 等)
|
|
> 4. H5 端代码不动 — 它仍然 `bridge.callHandler('createRoom', {...})`,看到的 `getVideoinfo(uid)` 反向回包等契约不变
|
|
|
|
### 8.4 DeviceKit
|
|
|
|
```swift
|
|
// DeviceKit/DeviceInfo.swift
|
|
public enum DeviceInfo {
|
|
public static var snapshot: [String: String] {
|
|
[
|
|
"PhoneAdresseMAC": UIDevice.current.identifierForVendor?.uuidString ?? "",
|
|
"PhoneDeviceBrand": UIDevice.current.model,
|
|
"PhoneIMEI": ASIdentifierManager.shared().advertisingIdentifier.uuidString,
|
|
"PhoneModel": UIDevice.current.localizedModel,
|
|
"PhoneProvidersName": CarrierName.current ?? "",
|
|
"PhoneVersion": UIDevice.current.systemVersion
|
|
]
|
|
}
|
|
}
|
|
|
|
// DeviceKit/NetworkMonitor.swift
|
|
@MainActor
|
|
public final class NetworkMonitor {
|
|
public enum State: String { case none = "1", wifi = "2", cellular = "3" }
|
|
private let monitor = NWPathMonitor()
|
|
public var stateDidChange: ((State) -> Void)?
|
|
|
|
public func start() {
|
|
monitor.pathUpdateHandler = { [weak self] path in
|
|
Task { @MainActor in
|
|
let state: State =
|
|
path.status != .satisfied ? .none :
|
|
path.usesInterfaceType(.wifi) ? .wifi : .cellular
|
|
self?.stateDidChange?(state)
|
|
}
|
|
}
|
|
monitor.start(queue: DispatchQueue.global(qos: .utility))
|
|
}
|
|
}
|
|
```
|
|
|
|
用 `Network.framework` 替换 `AFNetworkReachabilityManager`。
|
|
|
|
### 8.5 微信 / QQ 多发起方派发(关键设计)
|
|
|
|
#### 问题背景
|
|
|
|
微信 SDK 是**全局单例**(`WXApi`),只接受**一个全局 delegate**。所有授权回包 (`SendAuthResp`) 和分享回包 (`SendMessageToWXResp`) 都通过这个唯一 delegate 派发。
|
|
|
|
新架构里大厅和子游戏的 H5 **都会调用** `accreditlogin` 和 `friendsSharetypeUrlToptitleDescript`:
|
|
|
|
```
|
|
H5 大厅 H5 子游戏
|
|
│ │
|
|
▼ ▼
|
|
LobbyHandlers SubGameHandlers
|
|
│ │
|
|
└─────────┬───────┘
|
|
▼
|
|
WXApi.send(...)
|
|
│
|
|
▼
|
|
(微信 App)
|
|
│
|
|
▼ 回包(只有 1 个 delegate 接收)
|
|
WXApiDelegate
|
|
│
|
|
❓ 派发给大厅还是子游戏?
|
|
```
|
|
|
|
**旧架构的错误做法**:让大厅和子游戏轮流持有 delegate(`WXApiManager.delegate = self / nil`),靠"谁活着谁注册"传球。这在以下场景必然出错:
|
|
- 大厅发起授权后**用户立刻切去子游戏**,授权回包来时 delegate 已经换给子游戏 → 大厅 H5 永远收不到 `sharelogin`,卡死
|
|
- 子游戏发起分享后回到大厅,分享回包来时归属错乱
|
|
- VC 之间忘记同步 delegate → 回包静默丢失
|
|
|
|
#### 新架构方案:Continuation Map by state
|
|
|
|
`WXApi.delegate` **永久绑定**到 `WeChatManager.shared`,**永不切换**。所有回包统一进入这个单例,再通过**请求-响应配对**派发给正确的发起方。
|
|
|
|
微信 OAuth2 协议天然提供 `state` 字段作为配对 key —— 发起请求时客户端塞一个 UUID,微信回包字面回传,**这就是天生的请求 ID**:
|
|
|
|
```swift
|
|
// SDK/WeChat/WeChatManager.swift
|
|
@MainActor
|
|
public final class WeChatManager: NSObject, WXApiDelegate {
|
|
public static let shared = WeChatManager()
|
|
|
|
/// in-flight 授权请求:state → continuation
|
|
/// 谁 await,谁拿到回包,与"哪个 VC 在前台"无关
|
|
private var pendingAuth: [String: CheckedContinuation<WXAuthCode, WeChatError>] = [:]
|
|
|
|
/// in-flight 分享请求(SendMessageToWXResp 不带 state,只能用 FIFO 队列 + 串行约束)
|
|
private var pendingShare: CheckedContinuation<Void, WeChatError>?
|
|
|
|
private override init() {
|
|
super.init()
|
|
// 启动时一次性注册,delegate 永不切换
|
|
WeChatSDK.registerFull(appId: AppIDs.weChat)
|
|
// WXApi.delegate(handleOpenURL 回调路径)由 SceneDelegate.openURLContexts 转给 self
|
|
}
|
|
|
|
/// 发起授权(任何 handler 都可以调,内部用 continuation 唯一对应本次调用)
|
|
public func authorize(scope: String = kAuthScope) async throws -> WXAuthCode {
|
|
let state = "wx_" + UUID().uuidString
|
|
try await Task.checkCancellation()
|
|
|
|
return try await withCheckedThrowingContinuation { cont in
|
|
pendingAuth[state] = cont
|
|
|
|
let req = SendAuthReq()
|
|
req.scope = scope
|
|
req.state = state // 配对 key,会被微信原样回传
|
|
WXApi.send(req)
|
|
}
|
|
}
|
|
|
|
/// 发起分享(串行化 — 同时只能有一个 pending,新请求等上一个完成)
|
|
public func share(_ message: WXMediaMessage, scene: WXScene) async throws {
|
|
// 如已有 pending,抛 .busy 让上层 H5 自行重试;不允许并发避免回包错配
|
|
guard pendingShare == nil else { throw WeChatError.busy }
|
|
|
|
return try await withCheckedThrowingContinuation { cont in
|
|
pendingShare = cont
|
|
|
|
let req = SendMessageToWXReq()
|
|
req.message = message
|
|
req.bText = false
|
|
req.scene = Int32(scene.rawValue)
|
|
WXApi.send(req)
|
|
}
|
|
}
|
|
|
|
// MARK: - WXApiDelegate(全局唯一 delegate)
|
|
|
|
public func onResp(_ resp: BaseResp) {
|
|
switch resp {
|
|
case let auth as SendAuthResp:
|
|
handleAuthResponse(auth)
|
|
case let share as SendMessageToWXResp:
|
|
handleShareResponse(share)
|
|
default:
|
|
Log.warn("Unhandled WeChat response: \(type(of: resp))")
|
|
}
|
|
}
|
|
|
|
private func handleAuthResponse(_ resp: SendAuthResp) {
|
|
guard let state = resp.state,
|
|
let cont = pendingAuth.removeValue(forKey: state) else {
|
|
Log.warn("Stale or unknown WeChat auth response: state=\(resp.state ?? "nil")")
|
|
return
|
|
}
|
|
if resp.errCode == 0, let code = resp.code {
|
|
cont.resume(returning: WXAuthCode(code: code))
|
|
} else if resp.errCode == -2 {
|
|
cont.resume(throwing: .userCancelled)
|
|
} else {
|
|
cont.resume(throwing: .authFailed(code: Int(resp.errCode)))
|
|
}
|
|
}
|
|
|
|
private func handleShareResponse(_ resp: SendMessageToWXResp) {
|
|
guard let cont = pendingShare else {
|
|
Log.warn("Stale WeChat share response with no pending continuation")
|
|
return
|
|
}
|
|
pendingShare = nil
|
|
if resp.errCode == 0 {
|
|
cont.resume()
|
|
} else if resp.errCode == -2 {
|
|
cont.resume(throwing: .userCancelled)
|
|
} else {
|
|
cont.resume(throwing: .shareFailed(code: Int(resp.errCode)))
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
#### 调用方代码 — 大厅 / 子游戏完全一致
|
|
|
|
**契约要求**:同一个 H5 容器内发起的回调,必须回到同一个 H5 容器:
|
|
|
|
- 大厅 H5 调 `accreditlogin` → `sharelogin` 必须回大厅 H5,**不能跨派到子游戏**
|
|
- 大厅 H5 调 `friendsShare...` → `sharesuccess` 必须回大厅 H5
|
|
- 子游戏 H5 调 `accreditlogin` → `sharelogin` 必须回子游戏 H5
|
|
- 子游戏 H5 调 `friendsShare...` → `sharesuccess` 必须回子游戏 H5
|
|
|
|
实现层面,**每个 Handler 持有自己的 `bridge`**(LobbyHandlers 持有 LobbyBridge,SubGameHandlers 持有 SubGameBridge)。回调时调用的是**自己的** bridge,与全局状态无关:
|
|
|
|
```swift
|
|
// LobbyHandlers.accreditLogin —— 持有大厅自己的 bridge
|
|
private let bridge: BridgeProtocol // = LobbyBridge
|
|
|
|
private func accreditLogin(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("Response from accreditlogin")) }
|
|
do {
|
|
let authCode = try await WeChatManager.shared.authorize()
|
|
let user = try await loginAPI.exchangeForUser(code: authCode.code)
|
|
bridge.call("sharelogin", data: user.bridgePayload, callback: nil)
|
|
// ↑ self.bridge 是 LobbyBridge,sharelogin 派到大厅 H5
|
|
} catch WeChatError.userCancelled {
|
|
Log.info("User cancelled WeChat auth in Lobby")
|
|
} catch {
|
|
Log.error("Lobby WeChat auth failed: \(error)")
|
|
}
|
|
}
|
|
|
|
// LobbyHandlers.friendsShare —— 同样持有大厅 bridge
|
|
private func friendsShare(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("sharefriend")) }
|
|
guard let req = ShareRequest(data: data) else { return }
|
|
do {
|
|
try await ShareCenter.shared.dispatch(req)
|
|
bridge.call("sharesuccess", data: .object([
|
|
"success": .string("2"),
|
|
"type": .string(req.sharefriend)
|
|
]), callback: nil)
|
|
// ↑ 大厅发起,大厅 H5 收到 sharesuccess
|
|
} catch WeChatError.userCancelled {
|
|
Log.info("User cancelled WeChat share in Lobby")
|
|
} catch {
|
|
Log.error("Lobby share failed: \(error)")
|
|
}
|
|
}
|
|
|
|
// SubGameHandlers.accreditLogin —— 代码一字不差,但 self.bridge 是 SubGameBridge
|
|
private let bridge: BridgeProtocol // = SubGameBridge
|
|
|
|
private func accreditLogin(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("Response from accreditlogin")) }
|
|
do {
|
|
let authCode = try await WeChatManager.shared.authorize()
|
|
let user = try await loginAPI.exchangeForUser(code: authCode.code)
|
|
bridge.call("sharelogin", data: user.bridgePayload, callback: nil)
|
|
// ↑ 子游戏发起,sharelogin 派到子游戏 H5
|
|
} catch {
|
|
Log.error("SubGame WeChat auth failed: \(error)")
|
|
}
|
|
}
|
|
|
|
// SubGameHandlers.friendsShare —— 同样
|
|
private func friendsShare(_ data: BridgeData?, _ cb: BridgeCallback?) async {
|
|
defer { cb?(.string("sharefriend")) }
|
|
guard let req = ShareRequest(data: data) else { return }
|
|
do {
|
|
try await ShareCenter.shared.dispatch(req)
|
|
bridge.call("sharesuccess", data: .object([
|
|
"success": .string("2"),
|
|
"type": .string(req.sharefriend)
|
|
]), callback: nil)
|
|
// ↑ self.bridge 是 SubGameBridge,sharesuccess 派到子游戏 H5
|
|
} catch {
|
|
Log.error("SubGame share failed: \(error)")
|
|
}
|
|
}
|
|
```
|
|
|
|
#### 为什么这套机制天然满足契约
|
|
|
|
回调归属的关键是 **"谁 await,谁拿到结果,然后谁 call 自己的 bridge"**,链路上没有任何"全局状态判断当前是谁"的环节:
|
|
|
|
```
|
|
H5 大厅 → bridge.callHandler('accreditlogin')
|
|
↓
|
|
LobbyHandlers.accreditLogin (持有 LobbyBridge)
|
|
↓
|
|
try await WeChatManager.shared.authorize() ← 进入 pendingAuth[state]
|
|
← 大厅 await 在这里挂起
|
|
|
|
... 用户在微信里授权,可能切去子游戏再切回...
|
|
|
|
← 微信回包 SendAuthResp(state=同一个 UUID)
|
|
↓
|
|
WeChatManager.onResp → handleAuthResponse
|
|
↓
|
|
pendingAuth[state] 取出 continuation → resume
|
|
↓
|
|
LobbyHandlers.accreditLogin 函数从 await 处恢复执行 ← 仍在大厅的 handler 内
|
|
↓
|
|
self.bridge.call("sharelogin", ...) ← self.bridge 是 LobbyBridge
|
|
↓
|
|
H5 大厅收到 sharelogin ← 契约满足 ✓
|
|
```
|
|
|
|
**关键事实**:Swift 的 async/await 是基于 continuation 的,await 恢复后**回到的是同一个调用栈**(同一个 LobbyHandlers 实例的同一个方法),所以 `self.bridge` 自然还是 LobbyBridge,不存在"派错"的可能。
|
|
|
|
→ **大厅发起大厅回调、子游戏发起子游戏回调** 是这套设计的**结构保证**(structural guarantee),而不是靠运行时判断,所以不会因为 VC 切换、网络延迟、并发顺序而失效。
|
|
|
|
#### 边界场景验证(分享)
|
|
|
|
| 场景 | 行为 |
|
|
|------|------|
|
|
| 大厅 H5 调分享,等待中切去子游戏再切回 | WeChat 回包 → WeChatManager.pendingShare 是大厅的 continuation → resume → LobbyHandlers.friendsShare 从 await 恢复 → LobbyBridge.call(sharesuccess) → 大厅 H5 收到 ✓ |
|
|
| 大厅 H5 调分享后,子游戏 H5 立刻也调分享 | 子游戏的 ShareCenter.dispatch → WeChatManager.share 检测 pendingShare ≠ nil → 抛 `WeChatError.busy` → SubGameHandlers.friendsShare 捕获后选择重试或忽略;**不会**让子游戏的 continuation 覆盖大厅的 |
|
|
| 大厅 H5 调分享 ,然后调 backgameData(返回大厅) | 大厅本就在,无变化;continuation 仍归大厅 |
|
|
| 子游戏 H5 调分享后立刻 backgameData | 子游戏 VC pop 但 SubGameHandlers 实例仍被 `pendingShare.cont` 持有,直到回包到来 resume 后才会释放;回包派到 SubGameBridge,但子游戏 H5 已经销毁,bridge 的 evaluateJavaScript 在已销毁的 WebView 上 no-op(不崩溃,只是回包丢失) |
|
|
|
|
最后一条是**唯一可能丢回包的场景**(子游戏发起分享后立刻退出),实务上极少发生。新架构的对策:在 `SubGameHandlers.backgameData` 内主动检查 `WeChatManager.shared.hasPendingShare`,若有 pending 则延迟 pop 或弹提示"还有分享待完成"。这是可选优化,默认实现不强制。
|
|
|
|
#### SceneDelegate 接入 WXApi 入口
|
|
|
|
```swift
|
|
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
|
|
for ctx in URLContexts {
|
|
if QQShareManager.shared.handle(url: ctx.url) { continue }
|
|
// WXApi 的 handleOpenURL: 会调用其 delegate 的 onResp(也就是 WeChatManager.shared)
|
|
WXApi.handleOpenURL(ctx.url, delegate: WeChatManager.shared)
|
|
}
|
|
}
|
|
```
|
|
|
|
#### QQ SDK 同样模式
|
|
|
|
QQ SDK 也是全局 delegate,设计完全镜像:
|
|
|
|
```swift
|
|
@MainActor
|
|
public final class QQShareManager: NSObject {
|
|
public static let shared = QQShareManager()
|
|
private var pendingShare: CheckedContinuation<Void, QQError>?
|
|
// 与 WeChatManager 相同的 continuation 模式
|
|
}
|
|
```
|
|
|
|
#### 为什么这套机制是对的
|
|
|
|
| 维度 | 旧架构(delegate 传球) | 新架构(continuation map by state) |
|
|
|------|---------------------|-----------------------------------|
|
|
| 发起方记录 | 隐式 — 当前 delegate 持有者 | 显式 — pendingAuth map 的 key,pendingShare 的 continuation |
|
|
| 大厅发起回包归属 | 取决于回包时 delegate 是谁 → 易错 | 结构保证:LobbyHandlers.bridge = LobbyBridge,sharelogin / sharesuccess 必派大厅 |
|
|
| 子游戏发起回包归属 | 同上,易错 | 结构保证:SubGameHandlers.bridge = SubGameBridge,sharelogin / sharesuccess 必派子游戏 |
|
|
| 切换 VC 后是否丢回包 | 丢(delegate 已换) | 不丢(map / continuation 不受 VC 切换影响) |
|
|
| 并发发起 | 串扰(后发起的覆盖前 delegate) | 授权按 state 自然隔离;分享串行化(后发起者抛 `.busy`,不覆盖) |
|
|
| 测试 | 难(全局状态) | 易(WeChatManager / ShareCenter 可注入 mock) |
|
|
| 代码可读性 | 散落 `delegate = self / nil` | 集中在 WeChatManager,调用方只看到 `try await` |
|
|
|
|
#### 微信 / QQ 派发机制清单
|
|
|
|
| 操作 | 配对方式 | 并发约束 |
|
|
|------|----------|---------|
|
|
| 微信授权 `authorize()` | `state` UUID(微信回传) | 允许多并发(每个 state 独立) |
|
|
| 微信分享 `share()` | 全局 FIFO | 串行(同时只能一个 pending,新请求抛 `.busy`) |
|
|
| QQ 登录 / 分享 | 全局 FIFO + 操作类型标识 | 同上 |
|
|
|
|
→ 上层 `accreditLogin` / `friendsShare...` handler 看不到这些细节,只看到 `try await`,代码大厅 / 子游戏完全一致。
|
|
|
|
---
|
|
|
|
## 9. 并发模型
|
|
|
|
### 9.1 Actor 隔离
|
|
|
|
- `BridgeBus` — `@MainActor`(WKWebView 必须主线程)
|
|
- `HTTPClient` / `SGGateway` / `ConfigService` / `ResourceUnzipper` / `AudioRecorder` — `actor`(各自串行)
|
|
- 数据模型 — `Sendable struct`(值类型,自由跨 actor)
|
|
- 跨 actor 通信 — 全用 `await`,**不允许 GCD 直接 `dispatch_async`**
|
|
|
|
### 9.2 严禁的反模式
|
|
|
|
```swift
|
|
// ❌ 不要
|
|
DispatchQueue.main.async { self.bridge.call("foo", data: ...) }
|
|
|
|
// ✅ 要
|
|
Task { @MainActor in bridge.call("foo", data: ...) }
|
|
```
|
|
|
|
### 9.3 启用 Swift 6 严格并发
|
|
|
|
`Package.swift`:
|
|
```swift
|
|
swiftSettings: [
|
|
.enableUpcomingFeature("StrictConcurrency"),
|
|
.enableUpcomingFeature("ExistentialAny"),
|
|
.enableUpcomingFeature("ConciseMagicFile")
|
|
]
|
|
```
|
|
|
|
---
|
|
|
|
## 10. 持久化
|
|
|
|
只用两种存储,**不引入数据库**:
|
|
|
|
| 数据 | 存储 | 备注 |
|
|
|------|------|------|
|
|
| 用户偏好(everLaunched / VersionInfo / getcompareCode 等) | `UserDefaults` | key 名是 H5 契约(通过 app_data.js 暴露给 H5),不允许变更 |
|
|
| 游戏 zip 解压物 | `Library/Caches/{gamedir}/` | 系统空间不足会清,需重新解压 |
|
|
| 录音临时文件 | `Library/Caches/recording/` | 上传完即删 |
|
|
| 下载中间产物 | `tmp/` | 系统自动清 |
|
|
|
|
```swift
|
|
// Foundation+/UserDefaults+TypedKey.swift
|
|
public enum DefaultsKey {
|
|
static let everLaunched = "everLaunched" // ⚠️ 旧 key,不改名
|
|
static let versionInfo = "VersionInfo"
|
|
static let compareCode = "getcompareCode"
|
|
static let firstBool = "FirstBOOL"
|
|
static let secondBool = "SecondBOOL"
|
|
static let thirdBool = "ThirdBOOL"
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 11. 错误处理与日志
|
|
|
|
### 11.1 错误分层
|
|
|
|
```swift
|
|
// Foundation+/AppError.swift
|
|
public enum AppError: Error {
|
|
case bridge(BridgeError)
|
|
case network(NetworkError)
|
|
case resource(ResourceError)
|
|
case audio(AudioError)
|
|
case auth(AuthError)
|
|
case sdk(String, underlying: Error)
|
|
}
|
|
```
|
|
|
|
### 11.2 统一日志
|
|
|
|
```swift
|
|
// Logger/Log.swift
|
|
import os
|
|
|
|
public enum Log {
|
|
private static let bridge = Logger(subsystem: "cn.daoqi", category: "Bridge")
|
|
private static let net = Logger(subsystem: "cn.daoqi", category: "Net")
|
|
private static let game = Logger(subsystem: "cn.daoqi", category: "Game")
|
|
|
|
public static func debug(_ msg: String, file: String = #file, line: Int = #line) {
|
|
#if DEBUG
|
|
bridge.debug("\(msg) [\(file):\(line)]")
|
|
#endif
|
|
}
|
|
public static func info(_ msg: String) { bridge.info("\(msg)") }
|
|
public static func warn(_ msg: String) { bridge.warning("\(msg)") }
|
|
public static func error(_ msg: String) {
|
|
bridge.error("\(msg)")
|
|
crashReporter.captureMessage(msg, level: .error) // Sentry by default
|
|
}
|
|
}
|
|
```
|
|
|
|
### 11.3 崩溃监控(默认接入 Sentry)
|
|
|
|
新项目自第一天起接入崩溃 / 性能监控。**默认选择:Sentry**(SaaS 版或自建实例均可)。
|
|
|
|
Sentry 选型理由:
|
|
- 社区主流、长期维护、Swift SDK 一等支持(SPM 直接装)
|
|
- 单一入口同时覆盖 Crash / 性能 transaction / breadcrumb / 用户行为
|
|
- 支持自建实例,可满足数据不出境的合规要求
|
|
- 提供编译开关 `SENTRY_ENABLED`,如未来某次决定退回无监控,关闭开关即可,业务代码不动
|
|
|
|
监控账号运维责任写入团队 onboarding 文档,避免后续运维断档导致监控形同虚设。
|
|
|
|
```swift
|
|
// AnalyticsKit/CrashReporter.swift
|
|
public protocol CrashReporter: Sendable {
|
|
func start()
|
|
func captureMessage(_ msg: String, level: Severity)
|
|
func captureError(_ error: Error, context: [String: Any]?)
|
|
func setUserContext(channel: String, gameId: String)
|
|
}
|
|
|
|
#if SENTRY_ENABLED // 编译开关,默认 ON
|
|
public struct SentryCrashReporter: CrashReporter {
|
|
public func start() {
|
|
SentrySDK.start { options in
|
|
options.dsn = AppIDs.sentryDSN
|
|
options.enableAutoPerformanceTracing = true
|
|
options.tracesSampleRate = 0.1
|
|
options.releaseName = "Daoqi@\(Bundle.main.shortVersion)+\(BundleConfig.shared.appVersion)"
|
|
options.environment = AppEnvironment.current.rawValue
|
|
options.attachScreenshot = false // 不上传截图,避免误传 H5 业务内容
|
|
}
|
|
}
|
|
public func setUserContext(channel: String, gameId: String) {
|
|
SentrySDK.setUser(User(userId: channel))
|
|
SentrySDK.setContext(value: ["gameId": gameId], key: "game")
|
|
}
|
|
public func captureMessage(_ msg: String, level: Severity) {
|
|
SentrySDK.capture(message: msg)
|
|
}
|
|
public func captureError(_ error: Error, context: [String: Any]?) {
|
|
SentrySDK.capture(error: error)
|
|
}
|
|
}
|
|
#else
|
|
public struct NoopCrashReporter: CrashReporter {
|
|
public func start() {}
|
|
public func setUserContext(channel: String, gameId: String) {}
|
|
public func captureMessage(_ msg: String, level: Severity) {}
|
|
public func captureError(_ error: Error, context: [String: Any]?) {}
|
|
}
|
|
#endif
|
|
```
|
|
|
|
**运维责任**:Sentry 后端账号必须有团队中至少 2 人持有访问凭证、季度检查存活性,避免重蹈 Bugly 覆辙(账号断档 = 监控失效)。
|
|
|
|
### 11.4 H5 错误回流通道
|
|
|
|
原生 Sentry 接住的是原生崩溃,但 **H5 端的 JS 错误、unhandled promise rejection、网络请求失败**,原生默认无感知。线上一旦 H5 业务出 bug,只能靠用户反馈,等同盲飞。
|
|
|
|
新外壳作为 H5 容器,**必须主动提供 JS 错误回流通道**。这是新外壳额外提供的能力,**不修改 H5 契约**(H5 端可选用,不强制),不影响原契约的任何行为。
|
|
|
|
#### 设计
|
|
|
|
注入一段 polyfill,在 H5 端劫持 `window.onerror` 与 `window.onunhandledrejection`,通过新桥事件 `reportH5Error` 回流到原生 Sentry:
|
|
|
|
```swift
|
|
// WebViewKit/H5ErrorRelay.swift
|
|
public enum H5ErrorRelay {
|
|
public static let jsPolyfill = """
|
|
(function() {
|
|
function relay(payload) {
|
|
try {
|
|
if (window.WebViewJavascriptBridge) {
|
|
window.WebViewJavascriptBridge.callHandler('reportH5Error', payload, null);
|
|
}
|
|
} catch (e) { /* swallow */ }
|
|
}
|
|
window.addEventListener('error', function(e) {
|
|
relay({
|
|
kind: 'error',
|
|
message: String(e.message || ''),
|
|
source: String(e.filename || ''),
|
|
line: e.lineno || 0,
|
|
col: e.colno || 0,
|
|
stack: (e.error && e.error.stack) ? String(e.error.stack) : ''
|
|
});
|
|
}, true);
|
|
window.addEventListener('unhandledrejection', function(e) {
|
|
relay({
|
|
kind: 'unhandledrejection',
|
|
message: String((e.reason && e.reason.message) || e.reason || ''),
|
|
stack: (e.reason && e.reason.stack) ? String(e.reason.stack) : ''
|
|
});
|
|
});
|
|
})();
|
|
"""
|
|
}
|
|
```
|
|
|
|
WebContainerViewController 用 `WKUserScript` 在 `atDocumentStart` 注入,确保在 H5 业务代码执行之前生效。
|
|
|
|
#### Handler 注册(共享 handler,大厅 / 子游戏 / 弹层都注册)
|
|
|
|
```swift
|
|
// BridgeHandlers/Common/H5ErrorHandler.swift
|
|
extension BridgeProtocol {
|
|
func registerH5ErrorRelay(role: String, crashReporter: CrashReporter) {
|
|
self.register("reportH5Error") { data, cb in
|
|
defer { cb?(.string("ok")) }
|
|
guard let payload = data,
|
|
let message = payload["message"]?.asString else { return }
|
|
let kind = payload["kind"]?.asString ?? "unknown"
|
|
let stack = payload["stack"]?.asString ?? ""
|
|
let source = payload["source"]?.asString ?? ""
|
|
|
|
crashReporter.captureMessage(
|
|
"[H5/\(role)/\(kind)] \(message)",
|
|
level: .error,
|
|
context: [
|
|
"h5_source": source,
|
|
"h5_stack": String(stack.prefix(2000)), // 截断,避免 payload 过大
|
|
"container_role": role
|
|
]
|
|
)
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
#### 上下文标签
|
|
|
|
每条 H5 错误上报时携带:
|
|
- `container_role` — lobby / subgame / overlay,定位错误归属容器
|
|
- `h5_source` — 出错的 JS 文件 URL(file:// 路径)
|
|
- `h5_stack` — 截断后的调用栈(2000 字符上限,避免 Sentry payload 过大)
|
|
- `channel` / `gameId`(从 `BundleConfig` 全局上下文自动带上)
|
|
|
|
#### 与契约的关系
|
|
|
|
`reportH5Error` 是**新增**的桥 handler,**不在 39 个契约接口列表里**:
|
|
- 现有 H5 业务代码不调用它 → 行为完全不变
|
|
- 未来 H5 团队若主动接入(在 H5 端加几行调用即可),则错误自动上报
|
|
- 即使原生注册了但 H5 永不调用,也不影响任何业务
|
|
|
|
→ 这是**契约兼容的纯增强**,可独立上线、可独立回滚。
|
|
|
|
---
|
|
|
|
## 12. 测试策略
|
|
|
|
### 12.1 单元测试矩阵
|
|
|
|
| 模块 | 关键用例 | 覆盖率目标 |
|
|
|------|---------|-----------|
|
|
| `BridgeCore` | handler 注册/分发/callback、错误隔离、JSON 序列化双向 | ≥ 90% |
|
|
| `ResourceKit` | filename: 等价行为、解压幂等、PathType 路径正确 | ≥ 85% |
|
|
| `NetworkKit` | SGGateway 签名算法、特殊接口包装、超时 | ≥ 80% |
|
|
| `AudioKit` | AMR↔WAV 转换正确、录音边界、播放生命周期 | ≥ 70% |
|
|
| `ShareKit` | type=1/2/3 与 sharetype=1/2/3 9 种组合路由 | 100% |
|
|
| 其余 Kit | 路径覆盖 | ≥ 60% |
|
|
| Coordinator | 不写单测(全集成测) | — |
|
|
|
|
### 12.2 契约测试(关键)
|
|
|
|
写一组黑盒测试,**直接模拟 H5 发起 bridge 消息**,验证 native 行为与 `H5-Native-Contract.md` 一致:
|
|
|
|
```swift
|
|
// Tests/Contract/SharingContractTests.swift
|
|
final class SharingContractTests: XCTestCase {
|
|
func test_friendsShare_dispatchesToWeChat_whenSharetype1() async {
|
|
let mockWeChat = MockSharePlatform()
|
|
let center = ShareCenter(weChat: mockWeChat, xianliao: MockSharePlatform())
|
|
let req = BridgeData.object([
|
|
"sharefriend": .string("1"),
|
|
"sharetype": .string("1"),
|
|
"type": .string("1"),
|
|
"webpageUrl": .string("https://test"),
|
|
"title": .string("T"), // ⚠️ 不是 "title "
|
|
"description": .string("D")
|
|
])
|
|
// simulate H5 → native bridge message
|
|
let bridge = TestBridge(handlers: [
|
|
"friendsSharetypeUrlToptitleDescript": center.handle
|
|
])
|
|
await bridge.receive(handler: "friendsSharetypeUrlToptitleDescript", data: req)
|
|
XCTAssertEqual(mockWeChat.calls.count, 1)
|
|
XCTAssertEqual(mockWeChat.calls[0].title, "T")
|
|
}
|
|
}
|
|
```
|
|
|
|
### 12.3 UI 集成测
|
|
|
|
用 XCUI 跑 §10 验收清单 26 项,在 CI 上每次 commit 自动执行。
|
|
|
|
---
|
|
|
|
## 13. 工程化
|
|
|
|
### 13.1 Xcode 配置
|
|
|
|
| 设置 | 值 |
|
|
|------|-----|
|
|
| Deployment Target | iOS 14.0 |
|
|
| Architectures | arm64(去掉 armv7) |
|
|
| Swift Language Version | 6 |
|
|
| Strict Concurrency Checking | Complete |
|
|
| Enable Modules | YES |
|
|
| Bitcode | NO(已废弃) |
|
|
| Code Signing | 自动 + 手动 provisioning(企业证书) |
|
|
| LLVM Optimization | -O(Release)、-Onone(Debug) |
|
|
| Dead Code Stripping | YES |
|
|
| Whole Module Optimization | YES(Release) |
|
|
|
|
### 13.2 CI 流水线(GitHub Actions / Jenkins)
|
|
|
|
```yaml
|
|
# .github/workflows/build.yml
|
|
name: Build & Test
|
|
on: [push, pull_request]
|
|
jobs:
|
|
test:
|
|
runs-on: macos-15
|
|
steps:
|
|
- uses: actions/checkout@v4
|
|
- name: Resolve SPM
|
|
run: xcodebuild -resolvePackageDependencies
|
|
- name: Lint
|
|
run: swiftlint
|
|
- name: Unit Tests
|
|
run: xcodebuild test -scheme Daoqi -destination 'platform=iOS Simulator,name=iPhone 16'
|
|
- name: Contract Tests
|
|
run: xcodebuild test -scheme DaoqiContract -destination '...'
|
|
- name: Archive (smoke)
|
|
run: xcodebuild archive -scheme Daoqi -archivePath build/Daoqi.xcarchive
|
|
```
|
|
|
|
### 13.3 多渠道发包
|
|
|
|
```bash
|
|
# Scripts/release.sh
|
|
CHANNELS="xianliao_001 douyin_002 inhouse_003"
|
|
for ch in $CHANNELS; do
|
|
source channels/$ch.env
|
|
./Scripts/inject_channel.sh "$CHANNEL" "$GAMEDIR" "$GAMEID" \
|
|
"$MARKET" "$AGENT" "$APPVERSION" "$QINIUDOMAIN" \
|
|
"$GAMESTART" "$GAMECONFIG"
|
|
xcodebuild archive ...
|
|
xcodebuild -exportArchive ...
|
|
mv build/Daoqi.ipa dist/Daoqi-$ch.ipa
|
|
done
|
|
```
|
|
|
|
### 13.4 SwiftLint / SwiftFormat
|
|
|
|
强制规则:
|
|
- 行长 ≤ 120
|
|
- 文件长度 ≤ 400 行(超出即模块/类拆分)
|
|
- 类型长度 ≤ 200 行
|
|
- 函数长度 ≤ 40 行
|
|
- 禁止 `force_unwrapping`(只允许在 `@testable` 中)
|
|
- 禁止 `force_cast`
|
|
|
|
---
|
|
|
|
## 14. 第三方 SDK 集成清单
|
|
|
|
### 14.1 依赖管理策略:SPM 优先 + Vendor `.xcframework` 手动
|
|
|
|
新项目采用**两层混合策略**,**完全不引入 CocoaPods 工具链**:
|
|
|
|
1. **首选 SPM** —— Apple 官方,Xcode 原生集成,无第三方工具依赖,无衍生工程文件污染,新人 clone 即用。适用于:Sentry、ZIPFoundation、七牛 v8.9+ 等**已发布官方 Swift Package** 的库
|
|
2. **Vendor 手动** —— `Vendor/` 目录直接放闭源 `.xcframework` / `.framework` / `.a`,target Build Phase 加入 `Link Binary With Libraries` + `Embed Frameworks`(动态库需要)。适用于:微信 OpenSDK、QQ OpenSDK、AMap 高德定位、opencore-amr 等**官方不提供 Swift Package** 的二进制
|
|
|
|
#### 为什么不引入 CocoaPods
|
|
|
|
ADR-006 决策记录(见 `docs/Development-Plan.md` §9)详细背景。简短理由:
|
|
|
|
- **唯一会触发 Pods 的 SDK 是 AMap 高德定位**(其它 SDK 要么 SPM,要么本就是 Vendor 手动);为 1 个 SDK 引入完整 Ruby + Bundler + CocoaPods 工具链性价比低
|
|
- **Xcode 26 与 CocoaPods 的兼容性问题**:Xcode 26 默认 `PBXFileSystemSynchronizedRootGroup`,Homebrew 的 CocoaPods 1.15.2 自带 `xcodeproj` gem 1.24.0 不识别,需绕道 Bundler + Gemfile 锁定 1.16+
|
|
- **生态趋势**:Google 已宣布 2026 Q2 后停止 iOS SDK 的 CocoaPods 支持,Firebase / GoogleMaps 转 SPM
|
|
- **AMap 手动接入成本可控**:闭源 XCFramework 升级频率年度级,每次 30 分钟手动操作,对比 CocoaPods 工具链长期维护更低成本
|
|
|
|
#### 为什么不选纯 SPM
|
|
|
|
微信 / QQ / 闲聊 / JAnalytics / AMap 等闭源 SDK 官方至今(2026)未提供 Swift Package,强行纯 SPM 化需要自己包一层私有 Wrapper Package,维护成本反而上升。
|
|
|
|
#### 决策方法
|
|
|
|
新增第三方依赖时,**按 SPM → Vendor 顺序尝试**,前一项无法满足才退到下一项。任何团队成员把已 SPM 化的 SDK 改成 Vendor,需在 PR 描述里写明理由。**禁止引入 CocoaPods**(违反 ADR-006)。
|
|
|
|
#### Vendor 接入标准流程
|
|
|
|
闭源 SDK Vendor 化按以下顺序操作,保持工程一致性:
|
|
|
|
1. SDK 二进制放 `Vendor/<SDKName>/<SDKName>.xcframework`(动态库)或 `Vendor/<SDKName>/lib<name>.a` + 头文件目录(静态库)
|
|
2. Xcode → Target → General → Frameworks, Libraries, and Embedded Content → `+` 加入,动态库选 "Embed & Sign",静态库选 "Do Not Embed"
|
|
3. 静态库 `Library Search Paths` / 头文件 `Header Search Paths` 写到 `$(PROJECT_DIR)/Vendor/<SDKName>` 相对路径,**不写绝对路径**
|
|
4. 新增 module bridging header(若是 Swift 调 OC SDK)
|
|
5. `Vendor/<SDKName>/README.md` 写明版本号 / 下载日期 / 官方更新页 URL
|
|
6. SDK 二进制入 git(配合 git-lfs 处理大文件;当前项目不强制 lfs,因为 SDK 体积可控)
|
|
|
|
### 14.2 SDK 详细清单
|
|
|
|
| SDK | 接入方式 | 版本 | 状态 / 启动时机 |
|
|
|-----|---------|------|--------------|
|
|
| WeChat OpenSDK | Vendor `.framework` | latest 2.x | ✅ 启用,启动注册 |
|
|
| QQShare | Vendor | latest | ✅ 启用,启动注册 |
|
|
| **Xianliao** | — | — | ⏸️ **暂不集成**(`ShareCenter.xianliao = NoopSharePlatform`,§8.2)。当 H5 调 `friendsShare...({sharetype:"3"})` 时,Noop 立即回 `sharesuccess`,业务流不中断。启用时把 Vendor `.framework` 放入 + 把 `NoopSharePlatform` 换为 `XianliaoShare` |
|
|
| **Agora RTC** | — | — | ⏸️ **暂不集成**(`VideoRoom = NoopVideoRoom`,§8.3)。子游戏视频房间 3 个 handler 当前 stub 实现。启用时按 §8.3 末尾的 4 步说明切换 |
|
|
| AMap Location | Vendor `.xcframework`(官方暂无 SPM,ADR-006 决策不引 CocoaPods) | latest 2.x | ✅ 启用,启动注册;下载页 `https://lbs.amap.com/api/ios-location-sdk/download` |
|
|
| Qiniu SDK | **SPM** `https://github.com/qiniu/objc-sdk` | **8.9.x** | ✅ 启用,录音上传时初始化;import `QiniuSDK` |
|
|
| opencore-amr | 静态 `.a`(直接接入 — H5 端通过此库收发的 AMR 音频是契约边界) | 2014 版本 | ✅ 启用 |
|
|
| ZIPFoundation | **SPM** | latest | ✅ 启用 |
|
|
| Sentry-Cocoa | **SPM**(默认 ON,编译开关 `SENTRY_ENABLED` 提供逃生口) | latest | ✅ 启用,启动并发注册 |
|
|
| **JAnalytics(极光)** | — | — | ⏸️ **暂不集成**(`AnalyticsKit.tracker = NoopAnalytics`)。新外壳首版不接用户统计 — 现网 msext 的极光后端运维状态不可知,且 Sentry 的 breadcrumb / transaction 可兜一部分行为指标。启用时:① Vendor `.framework` 放入 ② `NoopAnalytics` 换为 `JAnalyticsTracker` ③ Info.plist 加 AppKey ④ Bootstrapper 注册 |
|
|
| **Bugly** | — | — | ⏸️ **不集成**。Sentry 已覆盖崩溃 / 性能监控,无需 Bugly。未来若有强需求(如旧外壳数据迁移),再单独评估 |
|
|
|
|
> **微信 OAuth 架构决策**:新项目走**后台中转** —— 客户端把 `code` 发给后台 `/wechat/login` 接口,由后台完成 `access_token` + `userinfo` 拉取,再回传 7 个字段给客户端,客户端最终 `callHandler:@"sharelogin"` 给 H5。
|
|
> - 优势:secret 不进 IPA,无客户端泄露风险
|
|
> - 前置依赖:后台需提供 `/wechat/login` 接口(项目方协调)
|
|
> - Fallback:若后台暂未就绪,临时由客户端完成 OAuth,但 `LoginKit/WeChatAuth.swift` 内必须标 `// FIXME: 待后台 /wechat/login 就绪后切换` 注释,作为 P0 技术债项跟踪
|
|
> - 无论实现路径如何切换,`sharelogin` 7 字段(H5 契约)保持不变
|
|
|
|
---
|
|
|
|
## 15. 性能指标 & SLO
|
|
|
|
| 指标 | 目标 | 测量方式 |
|
|
|------|------|---------|
|
|
| 冷启动 → 大厅 H5 可点击 | < 1.5 s(P90) | Sentry transaction + Xcode Instruments + os_signpost |
|
|
| 桥接消息 RTT(简单 handler) | < 16 ms(P95) | 单测 + 真机 profiling |
|
|
| 进入子游戏 → 视频房间建立 | < 800 ms | Sentry transaction |
|
|
| AMR → WAV 转换 | < 100 ms(P95) | 单测 baseline |
|
|
| 内存峰值 | < 200 MB | Memory gauge |
|
|
| 录音上传 30s 文件 | < 3 s(P95) | Sentry transaction |
|
|
| Crash-free session rate | ≥ 99.5% | Sentry |
|
|
|
|
---
|
|
|
|
## 16. 里程碑 / 排期(假设 2-3 人团队)
|
|
|
|
| 里程碑 | 内容 | 估时 |
|
|
|-------|------|------|
|
|
| **M0 立项** | Xcode 工程骨架、SPM 切分、CI 跑通、Lint 落地 | 1 周 |
|
|
| **M1 桥核心** | BridgeCore / WebViewKit / 所有桥协议、Contract 单测 | 2 周 |
|
|
| **M2 基础能力** | ResourceKit / NetworkKit / DeviceKit / Logger / Sentry | 2 周 |
|
|
| **M3 大厅 happy path** | Lobby + 20 个 handler 全联通,跑 §10 A/B/C 节验收 | 3 周 |
|
|
| **M4 子游戏 + 视频房间** | SubGame + Agora 包装 + 视频 4 handler,跑 §10 D 验收 | 3 周 |
|
|
| **M5 弹层 + 分享 + 登录** | Overlay + ShareKit + LoginKit,§10 全部通过 | 2 周 |
|
|
| **M6 真机回归 + 多渠道打包** | 真机覆盖 iOS 14-26,5 个渠道出包,UAT | 2 周 |
|
|
| **M7 灰度 + 上线** | 内部 50 人 → 100 人 → 全量切流 | 2 周 |
|
|
| **合计** | | **17 周(约 4 个月)** |
|
|
|
|
### 16.1 切流策略
|
|
|
|
- 旧 `msext` IPA 与新 `Daoqi` IPA 共存(不同 Bundle ID),用户手动覆盖安装
|
|
- 灰度按渠道:小渠道先切,大渠道(主市场)最后切
|
|
- 灰度期内,旧 msext 外壳保持线上不动,避免双线推送破坏现网用户(防御性约束)
|
|
|
|
---
|
|
|
|
## 17. 风险与缓解
|
|
|
|
| 风险 | 概率 | 影响 | 缓解 |
|
|
|------|------|------|------|
|
|
| H5 端隐藏依赖未在契约中描述 | 中 | 高 | M3 起开始真机回归,用旧外壳的全部 H5 通路对比;§10 验收清单逐项过 |
|
|
| WVJB JS 协议不完全兼容 | 中 | 高 | 直接复用 marcuswestin/WebViewJavascriptBridge 的 JS 端原文,不重写;Bridge 单元测试 ≥ 90% |
|
|
| Agora SDK 版本升级破坏视频房间 | 低 | 中 | 锁版本,Agora 用 protocol 抽象,后续升级一处替换 |
|
|
| opencore-amr fat 库后续 Xcode 版本无法链接 | 低 | 高 | 已知方案:`lipo -thin` 拆分各 slice 后用 `lipo -create -segalign <arch> 8` 重新打包(根因是 2014 年 fat header 的 architecture slice `align=2^2`,新链接器 `ld_prime` 要求 ≥2^3);最坏从源码重编 |
|
|
| Sentry DSN 泄露 | 低 | 低 | 通过 Xcode build setting 注入,不入 Git |
|
|
| 微信 Appsecret 客户端泄露 | 高 | 高 | 走后台 `/wechat/login` 中转,secret 永不进 IPA;若后台未就绪,临时由客户端完成 OAuth 并标 P0 TODO,后台到位后立刻切换 |
|
|
|
|
---
|
|
|
|
## 18. 开发规约
|
|
|
|
1. **commit message** 中文短句,主题+原因,参考 `git log` 现有风格
|
|
2. **PR 单一职责**:重构 PR 不混 bugfix;桥接 handler 修改单独 PR,要附契约验收截图
|
|
3. **新增 H5 handler 流程**:① 在 `H5-Native-Contract.md` 加描述 ② 写 contract 单测 ③ 实现 handler ④ 真机 H5 端联调
|
|
4. **删除/重命名任何已存在的 handler 名禁止**(契约违反),除非 H5 同步发版
|
|
5. **代码评审强制**:任何接触 `BridgeCore` / `BundleConfig` / `SandboxPaths` 的 PR 必须 2 人 +1
|
|
6. **文档与代码同步**:`BridgeProtocol` 协议变动必须同步更新本文档与 Contract 文档
|
|
|
|
---
|
|
|
|
## 19. 与既有项目的关系
|
|
|
|
- 本项目独立目录(`/Daoqi/`),不与 `/msext/` 共用任何文件
|
|
- `gamehall.zip` 直接复用现网产物,放进 `Resources/`
|
|
- `Vendor/` 下的 SDK 二进制可参照 msext 的 `Pods/` / `Frameworks/` 找到对应版本,但**不要走 CocoaPods 流程**(ADR-006);从官方下载页或 msext 仓库直接拷贝 `.xcframework` / `.framework` / `.a` 到 `Vendor/`
|
|
- 渠道配置脚本可与现 `msext` 共享同一 Jenkins job 参数表
|
|
- 灰度期间旧 msext 外壳保持线上不动(避免双线推送);新外壳全量切流稳定后再评估是否归档 msext target
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|
|
|
---
|
|
|
|
## 附录:启动文件最小骨架
|
|
|
|
```swift
|
|
// App/AppDelegate.swift
|
|
@main
|
|
final class AppDelegate: UIResponder, UIApplicationDelegate {
|
|
func application(_ application: UIApplication,
|
|
didFinishLaunchingWithOptions opts: ...) -> Bool { true }
|
|
|
|
func application(_ app: UIApplication,
|
|
configurationForConnecting connectingSceneSession: UISceneSession,
|
|
options: UIScene.ConnectionOptions) -> UISceneConfiguration {
|
|
UISceneConfiguration(name: "Main", sessionRole: connectingSceneSession.role)
|
|
}
|
|
}
|
|
|
|
// App/SceneDelegate.swift
|
|
final class SceneDelegate: UIResponder, UIWindowSceneDelegate {
|
|
var window: UIWindow?
|
|
private var coordinator: AppCoordinator?
|
|
|
|
func scene(_ scene: UIScene, willConnectTo session: UISceneSession,
|
|
options: UIScene.ConnectionOptions) {
|
|
guard let scene = scene as? UIWindowScene else { return }
|
|
window = UIWindow(windowScene: scene)
|
|
coordinator = AppCoordinator(window: window!)
|
|
Task { @MainActor in
|
|
await coordinator?.start()
|
|
}
|
|
}
|
|
|
|
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
|
|
for ctx in URLContexts {
|
|
if QQShareSDK.handle(url: ctx.url) { continue }
|
|
WeChatSDK.handle(url: ctx.url)
|
|
}
|
|
}
|
|
|
|
func sceneDidEnterBackground(_ scene: UIScene) {
|
|
NotificationCenter.default.post(name: .appDidEnterBackground, object: nil)
|
|
}
|
|
|
|
func sceneDidBecomeActive(_ scene: UIScene) {
|
|
NotificationCenter.default.post(name: .appDidBecomeActive, object: nil)
|
|
}
|
|
}
|
|
|
|
// AppCoordinator/AppCoordinator.swift
|
|
@MainActor
|
|
final class AppCoordinator {
|
|
private let window: UIWindow
|
|
private let nav = NavigationController()
|
|
|
|
init(window: UIWindow) {
|
|
self.window = window
|
|
window.rootViewController = nav
|
|
window.makeKeyAndVisible()
|
|
}
|
|
|
|
func start() async {
|
|
await Bootstrapper.shared.run()
|
|
let lobby = LobbyAssembly.assemble(coordinator: self)
|
|
nav.setViewControllers([lobby], animated: false)
|
|
}
|
|
|
|
func showSubGame(_ params: SwitchGameParams) {
|
|
let vc = SubGameAssembly.assemble(params: params, coordinator: self)
|
|
nav.pushViewController(vc, animated: true)
|
|
}
|
|
|
|
func showOverlay(_ params: OverlayParams) {
|
|
let vc = OverlayAssembly.assemble(params: params, coordinator: self)
|
|
nav.pushViewController(vc, animated: true)
|
|
}
|
|
}
|
|
```
|
|
|
|
---
|
|
|
|
## 20. 附录:完整 handler / callback / JS 注入清单
|
|
|
|
> 本附录是实施时的"清单核对表",必须 1:1 落地。任何字段差异都视为契约违反。
|
|
> 与 `H5-Native-Contract.md` §3 / §4.2 一一对应,**以契约为准**;本附录是契约的 Swift 落地骨架。
|
|
|
|
### 20.1 LobbyHandlers — 大厅注册 20 个 handler
|
|
|
|
```swift
|
|
func register() {
|
|
// 登录 / 分享
|
|
bridge.register("accreditlogin", handler: accreditLogin)
|
|
bridge.register("friendsSharetypeUrlToptitleDescript", handler: friendsShare)
|
|
// 音频 / 录音
|
|
bridge.register("srcIsloop", handler: srcIsLoop)
|
|
bridge.register("prepareaudio", handler: prepareAudio)
|
|
bridge.register("mediaTypeAudio", handler: mediaTypeAudio)
|
|
bridge.register("voicePlaying", handler: voicePlaying)
|
|
// 摇一摇 / 振动
|
|
bridge.register("startshake", handler: startShake)
|
|
bridge.register("stopshake", handler: stopShake)
|
|
bridge.register("SwitchShake", handler: switchShake)
|
|
bridge.register("vibrator", handler: vibrator)
|
|
bridge.register("repeatvibrator", handler: repeatVibrator)
|
|
bridge.register("canclevibrator", handler: cancelVibrator)
|
|
// 剪贴板
|
|
bridge.register("gamepastetext", handler: gamePasteText)
|
|
bridge.register("gameCopytext", handler: gameCopyText)
|
|
// 网页 / 浏览器 / 跳子游戏
|
|
bridge.register("OpenurlTitleData", handler: openUrlTitleData)
|
|
bridge.register("browser", handler: browser)
|
|
bridge.register("SwitchOverGameData", handler: switchOverGameData)
|
|
// 定位 / 设备 / 扫码
|
|
bridge.register("startlocation", handler: startLocation)
|
|
bridge.register("getphoneInfo", handler: getPhoneInfo)
|
|
bridge.register("opensaoma", handler: openSaoma) // ⚠️ 空实现仍要注册
|
|
}
|
|
```
|
|
|
|
### 20.2 SubGameHandlers — 子游戏注册 23 个 handler
|
|
|
|
```swift
|
|
func register() {
|
|
// 共享 19 个(SwitchOverGameData 除外)
|
|
registerLobbyCommon() // accreditlogin / friendsSharetypeUrlToptitleDescript / ...
|
|
// ... vibrator / repeatvibrator / canclevibrator /
|
|
// gamepastetext / gameCopytext / OpenurlTitleData /
|
|
// browser / startlocation / getphoneInfo / opensaoma /
|
|
// srcIsloop / prepareaudio / mediaTypeAudio / voicePlaying /
|
|
// startshake / stopshake / SwitchShake
|
|
// = 19 个
|
|
|
|
// 子游戏独有 4 个
|
|
bridge.register("backgameData", handler: backgameData)
|
|
bridge.register("createRoom", handler: createRoom)
|
|
bridge.register("getVideoinfo", handler: getVideoInfo) // 注意:同名反向也有
|
|
bridge.register("exitRoom", handler: exitRoom)
|
|
}
|
|
```
|
|
|
|
### 20.3 OverlayHandlers — 弹层 3 个(走 settings.* polyfill)
|
|
|
|
```swift
|
|
// WKScriptMessageHandler 注册到 userContentController
|
|
let names = ["overlayBackgameData", "overlayBrowser", "overlayFinishweb"]
|
|
for name in names {
|
|
cfg.userContentController.add(self, name: name)
|
|
}
|
|
|
|
func userContentController(_: WKUserContentController,
|
|
didReceive msg: WKScriptMessage) {
|
|
switch msg.name {
|
|
case "overlayBackgameData":
|
|
NotificationCenter.default.post(name: .overlayBackgameData,
|
|
object: msg.body as? String ?? "")
|
|
coordinator.popOverlay()
|
|
case "overlayBrowser":
|
|
if let url = URL(string: msg.body as? String ?? "") {
|
|
UIApplication.shared.open(url)
|
|
}
|
|
case "overlayFinishweb":
|
|
coordinator.popOverlay()
|
|
default: break
|
|
}
|
|
}
|
|
```
|
|
|
|
### 20.4 反向 callback(LobbyBridge 共 12 + SubGame 额外 3 = 15 个)
|
|
|
|
```swift
|
|
extension BridgeProtocol {
|
|
// 大厅 + 子游戏共享 12 个
|
|
func callGetPhoneInfo(_ info: [String: String]) { call("getphoneinfo", data: .object(info.mapValues(BridgeData.string)), callback: nil) }
|
|
func callGetBattery(_ level: Float) { call("getBattery", data: .string(String(format: "%.2f", level)), callback: nil) }
|
|
func callGetNetwork(_ state: NetworkState) { call("getnetwork", data: .string(state.rawValue), callback: nil) } // "1"/"2"/"3"
|
|
func callAppService(_ s: AppLifecycleState) { call("appservice", data: .string(s == .background ? "1" : "2"), callback: nil) }
|
|
func callShakeEnd() { call("shakeEnd", data: nil, callback: nil) }
|
|
func callGetLocationInfo(_ d: LocationPayload) { call("getlocationinfo", data: .object(d.dict), callback: nil) } // 字段见契约 §3.2 表B
|
|
func callGameUIPlayVoice(_ user: String) { call("gameui_play_voice", data: .string(user), callback: nil) }
|
|
func callGameUIStopVoice(_ user: String) { call("gameui_stop_voice", data: .string(user), callback: nil) }
|
|
func callGetAudioUrl(_ url: String, time: Int) { call("getaudiourl", data: .object([
|
|
"audiourl": .string(url),
|
|
"time": .string(String(time))
|
|
]), callback: nil) }
|
|
func callShareLogin(_ user: WeChatUser) { call("sharelogin", data: .object([
|
|
"openid": .string(user.openid),
|
|
"headimgurl": .string(user.headimgurl),
|
|
"nickname": .string(user.nickname),
|
|
"sex": .string(String(user.sex)),
|
|
"city": .string(user.city),
|
|
"Province": .string(user.province), // ⚠️ 大写 P
|
|
"unionid": .string(user.unionid)
|
|
]), callback: nil) }
|
|
func callShareSuccess(type: String) { call("sharesuccess", data: .object([
|
|
"success": .string("2"),
|
|
"type": .string(type)
|
|
]), callback: nil) }
|
|
func callGetWebData(_ data: String) { call("getWebdata", data: .string(data), callback: nil) }
|
|
|
|
// 子游戏独有 3 个(LobbyBridge 不要注册)
|
|
func callGetVideoInfo(_ uid: UInt) { call("getVideoinfo", data: .string(String(uid)), callback: nil) }
|
|
func callPhoneState(_ state: CallState) { call("phonestate", data: .string(state == .incoming ? "2" : "0"), callback: nil) }
|
|
func callRecordSuccess(_ file: UploadedFile) { call("recordSuccess", data: .object([
|
|
"fileUrl": .string(file.publicUrl),
|
|
"fileName": .string(file.fileName),
|
|
"fileKey": .string(file.qiniuKey)
|
|
]), callback: nil) }
|
|
}
|
|
```
|
|
|
|
### 20.5 JS 注入文件(契约 §4.2)
|
|
|
|
**每次 loadFileURL 之前**写入 3 个 JS 文件到 `Library/Caches/{gamedir}/{gamestart}/` 下,内容由 BundleConfig + DeviceKit + NetworkMonitor 提供:
|
|
|
|
```swift
|
|
// WebViewKit/JSInjector.swift
|
|
public enum JSInjector {
|
|
public static func writeStartupJS() throws {
|
|
let dir = SandboxPaths.caches
|
|
.appendingPathComponent(BundleConfig.shared.gameDir)
|
|
.appendingPathComponent(BundleConfig.shared.gameStart)
|
|
try writeAppData(into: dir)
|
|
try writeAppBattery(into: dir)
|
|
try writeAppNetwork(into: dir)
|
|
}
|
|
|
|
private static func writeAppData(into dir: URL) throws {
|
|
let cfg = BundleConfig.shared
|
|
let compareCode = UserDefaults.standard.string(forKey: DefaultsKey.compareCode) ?? "0"
|
|
let js = """
|
|
var app_gameconfig = "\(cfg.gameConfig.escapedForJS)";
|
|
var app_gamedir = "\(cfg.gameDir)";
|
|
var app_gamestart = "\(cfg.gameStart)";
|
|
var app_agent = "\(cfg.agent)";
|
|
var app_appversion = "\(cfg.appVersion)";
|
|
var app_market = "\(cfg.market)";
|
|
var app_channel = "\(cfg.channel)";
|
|
var app_gameid = "\(cfg.gameId)";
|
|
var app_compareCode = "\(compareCode)";
|
|
"""
|
|
try js.write(to: dir.appendingPathComponent("app_data.js"),
|
|
atomically: true, encoding: .utf8)
|
|
}
|
|
|
|
private static func writeAppBattery(into dir: URL) throws {
|
|
UIDevice.current.isBatteryMonitoringEnabled = true
|
|
let js = "var app_battery = \"\(UIDevice.current.batteryLevel)\";"
|
|
try js.write(to: dir.appendingPathComponent("app_battery.js"),
|
|
atomically: true, encoding: .utf8)
|
|
}
|
|
|
|
private static func writeAppNetwork(into dir: URL) throws {
|
|
let state = NetworkMonitor.shared.currentState.rawValue // "1"/"2"/"3"
|
|
let js = "var app_network = \"\(state)\";"
|
|
try js.write(to: dir.appendingPathComponent("app_network.js"),
|
|
atomically: true, encoding: .utf8)
|
|
}
|
|
}
|
|
```
|
|
|
|
H5 端 `index.html` 通过 `<script src="app_data.js"></script>` 等同步引入。新外壳如果不写这三个文件,H5 启动时变量未定义直接崩。
|
|
|
|
### 20.6 NSUserDefaults Key 清单(契约 §10 持久化)
|
|
|
|
| Key 名 | 类型 | 写入时机 | 说明 |
|
|
|--------|------|---------|------|
|
|
| `everLaunched` | Bool | 首次启动设 YES | 用于判断是否要执行首次初始化逻辑 |
|
|
| `getcompareCode` | String | 首次启动设 "0",H5 业务过程会改写 | H5 通过 app_data.js 读 |
|
|
| `FirstBOOL` | String | 首次启动设 "set0" | H5 业务标记 |
|
|
| `SecondBOOL` | String | 首次启动设 "set0" | H5 业务标记 |
|
|
| `ThirdBOOL` | String | 首次启动设 "set0" | H5 业务标记 |
|
|
| `VersionInfo` | String | 每次启动设 "1.0" | H5 读取版本号 |
|
|
|
|
**禁止重命名 key**,否则升级覆盖安装时 H5 业务状态全丢。
|
|
|
|
### 20.7 首次启动写 `app_gamesname.js`
|
|
|
|
```swift
|
|
// 仅 everLaunched=false 时执行一次
|
|
if !UserDefaults.standard.bool(forKey: DefaultsKey.everLaunched) {
|
|
let dir = SandboxPaths.caches
|
|
.appendingPathComponent(BundleConfig.shared.gameDir)
|
|
.appendingPathComponent(BundleConfig.shared.gameStart)
|
|
let js = "var app_gamesname=new Array('\(BundleConfig.shared.gameStart)');"
|
|
try? js.write(to: dir.appendingPathComponent("app_gamesname.js"),
|
|
atomically: true, encoding: .utf8)
|
|
UserDefaults.standard.set(true, forKey: DefaultsKey.everLaunched)
|
|
}
|
|
```
|
|
|
|
> 注意 `var` 后**两个空格**:H5 静态引用此文件,字符级必须一致(契约边界,从现网 H5 代码反推得到)。
|
|
|
|
---
|
|
|
|
文档完成日期:2026-06-21
|