Files
youle_app_ios_v2/ylgamehall/Source/WebView/SubGameViewController.swift
T
joywayerandClaude Opus 4.7 04e702a99b Phase 1.F: WebView 加载从 file:// 迁到 ylgame://h5 自定义 scheme
为未来 Cocos 子游戏 H5 build 适配铺路(file:// 下 Cocos XHR/fetch 受
null-origin 限制几乎必踩坑),同时保留大厅 + 子游戏跨页 localStorage
共享语义(用单虚拟 host `h5` 让所有 H5 same-origin)。

变更:
- 新增 AppSchemeHandler(WKURLSchemeHandler 单例 + Range/MIME/异步 IO/
  取消语义;闭包只携 Sendable ObjectIdentifier,不捕获 task)
- SandboxPaths 加 lobbyIndexAppURL / subGameIndexAppURL builders
- BridgedWebView 注册 scheme handler(WKWebView init 前)
- WebContainerViewController / SubGameViewController 的 loadFileURL
  → webView.load(URLRequest),OverlayViewController 不变

文档:
- Plan 新增 Phase 1.F (1.18-1.21) + ADR-010 决策记录 + 进度勾选
- Design 新增 §7.6 包含 URL 结构 / 实现要点 / 等价性表 / Cocos 预检脚本
- Contract §0.2 / §4.1 / §10 验收清单同步切换说明(H5 可观察差异:
  location.protocol "file:" → "ylgame:",项目方已 grep 确认现网 H5
  不依赖此字面)

存量影响:file:// → ylgame:// origin 切换时老用户 localStorage 一次性
清零,已与项目方确认业务可接受、不做迁移补偿。

BuildProject 通过。Plan 进度已勾选 1.18/1.19/1.20。

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-29 08:58:00 +08:00

413 lines
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//
// SubGameViewController.swift
// ylgamehall
//
// 子游戏 H5 承载容器:BridgedWebView 全屏铺满 + Splash + boot pipeline。
// 与 WebContainerViewController(大厅)共享同款 BridgedWebView + SplashOverlay 样式,
// 但 boot 流程更短(不拉远端配置、不做 IPA 升级、不做 lobby zip 升级),仅:
// 1) 确保子游戏 H5 已就绪(commit B: SubGameDownloader.ensureReady
// 2) 写 app_*.jscontainerRole = .subGame
// 3) loadFileURL 子游戏 index.html
//
// 详见 docs/H5-Native-Implementation-Design.md §2.4.3 / §6.4。
//
import UIKit
import WebKit
public final class SubGameViewController: UIViewController {
// MARK: - 入参(从 SwitchOverGameData 解析)
private let request: SubGameRequest
// MARK: - 实际生效的子游戏目录名
//
// init 时从 SubGameDirectoryStore 同步读:首次 = request.gameDir,已升级 = 末尾追加
// 若干 "1" 的持久化值(msext gameController.m:1414 等价的 advance 链)。
// boot pipeline 内 SubGameDownloader.ensureReady 若触发升级(远端 game_version >
// 本地 version.xml),返回的 actualDirectory 会更新本属性。所有资源路径(loadFileURL /
// AppDataWriter / srcIsloop assets/wav)必须走它,而不是 request.gameDir。
private var effectiveGameDir: String
// MARK: - UI
private let bridgedWebView = BridgedWebView()
private let splash = SplashOverlay()
// MARK: - Handlers
private let shakeHandler = ShakeHandler()
// MARK: - .subGameDidReturn 观察者(overlay pop 回子游戏时反向 callback getWebdata
private var subGameReturnObserver: NSObjectProtocol?
// MARK: - Init
public init(request: SubGameRequest) {
self.request = request
// 同步读持久化目录名,registerBridgeHandlers 的 closure 捕获 self 即可读到当前值
self.effectiveGameDir = SubGameDirectoryStore.current(forKey: request.gameDir)
super.init(nibName: nil, bundle: nil)
}
@available(*, unavailable)
required init?(coder: NSCoder) {
fatalError("SubGameViewController requires SubGameRequest")
}
// MARK: - Lifecycle
public override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .black
setupBridgedWebView()
setupSplash()
bridgedWebView.webView.navigationDelegate = self
registerBridgeHandlers()
Task { @MainActor in
await runBootPipeline()
}
}
/// 注册子游戏 handler。大部分与大厅共用同一注册器(无状态 enum register),
/// 但 SwitchOverGameData 不再注册(子游戏不能 push 更深一层,符合 §2.4.3 栈深 ≤ 2)。
/// backgameData 在 commit C 接入。
private func registerBridgeHandlers() {
let bridge = bridgedWebView.bridge
VibratorHandler.register(on: bridge)
ClipboardHandler.register(on: bridge)
shakeHandler.register(on: bridge)
VoicePlayingHandler.register(on: bridge)
DeviceInfoHandler.register(on: bridge)
BrowserHandler.register(on: bridge)
OpenSaomaHandler.register(on: bridge)
StartLocationHandler.register(on: bridge)
// assetsRoot 闭包 = 子游戏 H5 根目录(msext gameController.m:364 等价)。
// 用 closure 是因为 effectiveGameDir 在 boot pipeline 升级路径下会变化,
// 必须运行时读最新值,否则升级后 srcIsloop 仍指旧目录。
LocalAudioHandler.register(
on: bridge,
assetsRoot: { [weak self] in
guard let self else {
return SandboxPaths.caches
}
return SandboxPaths.subGameIndex(self.effectiveGameDir, self.request.gameStart)
.deletingLastPathComponent()
}
)
// 子游戏 isSubGame=true:录音上传成功后额外触发 recordSuccess 反向 callback
// (对齐 daoqi gameController.m:2310;大厅 NewRootVC 无此 callHandler
RemoteAudioHandler.register(
on: bridge,
hostVC: { [weak self] in self },
isSubGame: true
)
AccreditLoginHandler.register(on: bridge)
FriendsShareHandler.register(on: bridge, mode: .subGame) // 子游戏路径:SharePanel 三选一 + 朋友圈兜底(对齐 msext gameController.m 活路径)
// OpenurlTitleData 在子游戏中也可能调(threeView 弹层 push 自子游戏页),保留 stub
OpenurlTitleDataHandler.register(on: bridge)
// 子游戏专属:backgameData(退出回大厅 + 反向 callback getWebdata
BackGameDataHandler.register(on: bridge)
// 视频房间 3 件套 stub(业务暂未启用,仅维持桥契约不让 H5 报 "no handler"
// 未来接 Agora 时把 VideoRoomHandlers 内 3 个 stub 展开实现,注册点不变。
VideoRoomHandlers.register(on: bridge)
}
// MARK: - 摇一摇支持
public override var canBecomeFirstResponder: Bool { true }
public override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setupExternalSubscriptions()
}
public override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
becomeFirstResponder()
}
public override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
teardownExternalSubscriptions()
}
public override func motionEnded(_ motion: UIEvent.EventSubtype, with event: UIEvent?) {
shakeHandler.handleMotionEnded(motion)
}
public override var supportedInterfaceOrientations: UIInterfaceOrientationMask { .landscape }
public override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation { .landscapeRight }
public override var prefersStatusBarHidden: Bool { false }
// MARK: - WebView 全屏布局(与大厅同款,等价 daoqi msext gameController.m
// 全屏 WKWebView 路径)
private func setupBridgedWebView() {
bridgedWebView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(bridgedWebView)
NSLayoutConstraint.activate([
bridgedWebView.topAnchor.constraint(equalTo: view.topAnchor),
bridgedWebView.bottomAnchor.constraint(equalTo: view.bottomAnchor),
bridgedWebView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
bridgedWebView.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
}
private func setupSplash() {
splash.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(splash)
NSLayoutConstraint.activate([
splash.topAnchor.constraint(equalTo: view.topAnchor),
splash.bottomAnchor.constraint(equalTo: view.bottomAnchor),
splash.leadingAnchor.constraint(equalTo: view.leadingAnchor),
splash.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
splash.update(text: "加载子游戏...", progress: nil)
}
// MARK: - Boot pipeline
private func runBootPipeline() async {
splash.isHidden = false
splash.update(text: "加载子游戏...", progress: nil)
do {
try await runBootPipelineSteps()
} catch {
showFatalAlert(error: error)
}
}
private func runBootPipelineSteps() async throws {
// 0. H5 传过来的 SwitchOverGameData.gamedownloadurl **字段名是 url 但语义是 gameid**
// msext gameController.m:544 注释明确写"游戏ID")。真实 zip 下载地址要按
// gameid 去启动期缓存的 RemoteConfig 里查 `game_zip` 字段;走 VersionResolver
// 单链 4 层 fallbackagent → game → channel → market)的同一套实现。
//
// 需要做两次 resolve
// - lobbyResolvedgameId = bc.gameId)→ 给 AppDataWriter 算 app_appversion 审核标志
// 与 msext NewRootVC 算 result 后 initinfo 传给 gameController 等价
// - subGameResolvedgameId = H5 传的 gameid)→ 拿 game_version 和 game_zip URL
// 与 msext gameController.uplevel: 等价
let (lobbyResolved, subGameResolved) = try await resolveBoot()
let subGameZipURL = subGameResolved.gameZip ?? ""
// 1. 准备子游戏 zipmsext gameController.m:1239-1255 等价):
// - 目录不存在(首装):下载到 currentDir
// - 目录存在 + 远端 > 本地:advance + 下载到新目录
// - 远端 ≤ 本地:复用 currentDir
splash.update(text: "准备子游戏...", progress: nil)
let outcome = try await SubGameDownloader.shared.ensureReady(
directoryKey: request.gameDir,
gameStart: request.gameStart,
remoteVersion: subGameResolved.gameVersion,
remoteZipURL: subGameZipURL,
onProgress: { [weak self] p in
Task { @MainActor in
self?.splash.update(
text: String(format: "下载子游戏 %d%%", Int(p * 100)),
progress: p
)
}
}
)
// ensureReady 内可能 advance 了目录名,同步到本地状态。
// 此后所有资源路径(loadFileURL / AppDataWriter / srcIsloop closure)都走它。
effectiveGameDir = outcome.actualDirectory
// 2. 写 4 个 app_*.jscontainerRole = .subGame)。BatteryMonitor / NetworkMonitor
// 单例已由大厅启动,此处仅复用其 currentXxx。
// resolvedVersion 必须传大厅视角的版本判定结果,让 app_appversion 审核标志
// 与大厅一致(msext result_state 传递路径等价)。
// containerRole.dir 传 effectiveGameDir,让 app_gamedir = msext gamefilepath
// (升级后的"xxx1"形式),与 msext app_data.js:2160 等价。
let writer = AppDataWriter(
bundleConfig: .shared,
resolvedVersion: lobbyResolved,
containerRole: .subGame(name: request.gameStart, dir: effectiveGameDir)
)
try writer.writeInitial()
try writer.writeBattery(BatteryMonitor.shared.currentLevel)
try writer.writeNetwork(NetworkMonitor.shared.currentCode)
// 3. 加载子游戏 H5Phase 1.F:从 loadFileURL 迁到 AppSchemeHandler
// URLylgame://h5/subgame/<dir>/<start>/index.html
// 与大厅同 host"h5")→ same-origin → 共享 localStorage。
// 跨目录引用自动落回 subGameRoot(<dir>),等价原 allowingReadAccessTo 语义。
splash.update(text: "进入子游戏...", progress: nil)
let indexURL = SandboxPaths.subGameIndexAppURL(effectiveGameDir, request.gameStart)
bridgedWebView.webView.load(URLRequest(url: indexURL))
}
/// 子游戏启动期两次 resolve
/// - lobby 视角(gameId = bc.gameId)给 app_appversion 审核标志(msext result_state 等价)
/// - sub-game 视角(gameId = H5 传的 gameid)给 game_version + game_zip URLmsext gameController.uplevel: 等价)
private func resolveBoot() async throws -> (lobbyResolved: ResolvedVersion, subGameResolved: ResolvedVersion) {
guard let cfg = await RemoteConfigClient.shared.current() else {
throw SubGameBootError.remoteConfigUnavailable
}
let bc = BundleConfig.shared
let lobbyResolved = VersionResolver.resolve(
config: cfg,
agentId: bc.agent,
channelId: bc.channel,
marketId: bc.market,
gameId: bc.gameId
)
let subGameResolved = VersionResolver.resolve(
config: cfg,
agentId: bc.agent,
channelId: bc.channel,
marketId: bc.market,
gameId: request.downloadURL // ← H5 字段名 url,实为 gameid
)
// 远端必须给出 game_zip URL,否则 SubGameDownloader 首装路径无法落地。
// 已有本地缓存且远端不需要升级时(≤本地版本),URL 空也允许 → 让 ensureReady 走复用分支。
let zip = subGameResolved.gameZip ?? ""
let localVer = LocalVersionReader.subGameVersion(
dir: SubGameDirectoryStore.current(forKey: request.gameDir),
start: request.gameStart
)
if zip.isEmpty && subGameResolved.gameVersion > localVer {
throw SubGameBootError.zipURLNotFound(gameId: request.downloadURL)
}
return (lobbyResolved, subGameResolved)
}
enum SubGameBootError: Error, CustomStringConvertible {
case remoteConfigUnavailable
case zipURLNotFound(gameId: String)
var description: String {
switch self {
case .remoteConfigUnavailable:
return "远端配置未就绪,请返回大厅重试"
case .zipURLNotFound(let id):
return "未找到子游戏 \(id) 的下载地址"
}
}
}
// MARK: - 外部订阅生命周期(参 §2.4.2)
//
// 子游戏栈顶时挂钩 battery / network / appservice。大厅 push 子游戏后大厅
// viewWillDisappear 已 teardown,避免双发。子游戏 pop 时 teardown,大厅
// viewWillAppear 重新 setup。
//
// 与大厅一致:业务期变化不重写文件,evaluateJavaScript 重新赋值 window.app_*。
private func setupExternalSubscriptions() {
NetworkMonitor.shared.start()
BatteryMonitor.shared.start()
AppLifecycleObserver.shared.start()
// 仅子游戏挂电话状态监听(大厅不订阅,与 msext gameController 同款边界)
PhoneStateMonitor.shared.start()
let bridge = bridgedWebView.bridge
let webView = bridgedWebView.webView
BatteryMonitor.shared.onChange = { level in
let value = String(format: "%.2f", level)
Task { @MainActor in
_ = try? await webView.evaluateJavaScript("window.app_getbattery=\(value);")
}
bridge.call("getBattery", data: .string(value), callback: nil)
}
NetworkMonitor.shared.onChange = { code in
Task { @MainActor in
_ = try? await webView.evaluateJavaScript("window.app_getnetwork=\(code);")
}
bridge.call("getnetwork", data: .string("\(code)"), callback: nil)
}
// §3.2 4 appservice — 值错位沿用历史 msext WKWebView 路径:
// 真·进入后台 → "2",真·回到前台 → "1"。参 WebContainerViewController 同位置注释。
AppLifecycleObserver.shared.onBackground = {
bridge.call("appservice", data: .string("2"), callback: nil)
}
AppLifecycleObserver.shared.onForeground = {
bridge.call("appservice", data: .string("1"), callback: nil)
}
// 电话状态 — 契约 §3.1 14]:来电 "2" / 挂断 "0"
PhoneStateMonitor.shared.onChange = { state in
bridge.call("phonestate", data: .string(state), callback: nil)
}
// overlayPhase 7pop 回子游戏时反向 callback getWebdata。**lifecycle-tied**
// 子游戏栈顶时挂钩,overlay push / 子游戏自身 pop 时由 viewWillDisappear 解绑。
// 这一行为与大厅 observer 的"永久挂钩"配合,复现 msext 双观察者行为:
// - 子游戏自身 backgameData pop 回大厅:sub-game observer 在 viewWillDisappear
// 已解绑 → 仅大厅 observer 触发 → 大厅 H5 收到 getWebdatamsext 单发等价)
// - 子游戏内 overlay backgameData popsub-game.viewWillAppear 时 observer 重挂
// → 大厅 + sub-game 双触发 → 大厅 H5 + sub-game H5 双发收到(msext 双观察者等价)
subGameReturnObserver = NotificationCenter.default.addObserver(
forName: .subGameDidReturn,
object: nil,
queue: .main
) { note in
let data = (note.userInfo?["data"] as? String) ?? ""
MainActor.assumeIsolated {
bridge.call("getWebdata", data: .string(data), callback: nil)
}
}
}
private func teardownExternalSubscriptions() {
BatteryMonitor.shared.onChange = nil
NetworkMonitor.shared.onChange = nil
AppLifecycleObserver.shared.onBackground = nil
AppLifecycleObserver.shared.onForeground = nil
PhoneStateMonitor.shared.onChange = nil
PhoneStateMonitor.shared.stop()
if let token = subGameReturnObserver {
NotificationCenter.default.removeObserver(token)
subGameReturnObserver = nil
}
}
// MARK: - Error alert
private func showFatalAlert(error: Error) {
let alert = UIAlertController(
title: "加载失败",
message: "\(error)",
preferredStyle: .alert
)
alert.addAction(UIAlertAction(title: "返回大厅", style: .default) { [weak self] _ in
self?.navigationController?.popViewController(animated: true)
})
present(alert, animated: true)
}
}
// MARK: - WKNavigationDelegate
extension SubGameViewController: WKNavigationDelegate {
public func webView(_ webView: WKWebView, didFinish navigation: WKNavigation!) {
UIView.animate(withDuration: 0.3, animations: { [weak self] in
self?.splash.alpha = 0
}, completion: { [weak self] _ in
self?.splash.removeFromSuperview()
})
}
}