feat(scripts): LoginFlow 改用真 WS 调本地服务器 (?profile=local)
之前 mode='release' 导致 ?profile=local 不生效,本地服务器永远连不上。 修复:mode='debug' + ?profile=local → resolveActiveProfile 选 local → server='ws://127.0.0.1:3088' 直连。 MockTransport 替换为 WSTransport(用浏览器原生 WebSocket API), NetClient 调用 transport.connect → 真 WS connect 真服务器。 真机端到端实证(07:40:59): [LoginFlow] bootstrap OK, servers=ws://127.0.0.1:3088 profile=local [LoginFlow] WS connect to ws://127.0.0.1:3088 待本地服务器真回 player_login 后,链路完整。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -12,42 +12,54 @@ const { ccclass } = _decorator;
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/**
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* LoginFlow: 登录场景编排器(真机版,接入 PlatformSession 真实流)。
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*
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* 流程(对应 gameabc 启动流程 step 3):
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* 1. 构造 EventBus + PlatformSession + NetClient(用 mock transport)
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* 2. 调 resolveBootstrap 拉远程配置(可能因无后端失败 → 进 loginFailed)
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* 3. Mock transport 同步触发 open + login 事件 → PlatformSession 落 Store
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* 4. login 成功(state=0) → AppStore.phase=loggedIn → director.loadScene('MainMenu')
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* 调试期间:
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* - mode='debug' + ?profile=local → 跳过远程配置,直连本地服务器
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* - 真实 WebSocket 传输(用浏览器原生 WebSocket API)
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*
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* 注意:当前 Transport 是 mock sync 触发(真 WS 需要 Cocos WebSocket adapter,
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* 未实现)。framework/net/cocos-transport.ts 留作生产占位。
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*
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* 限制:PlayerInfoView prefab 持久化 __type__ 字段问题未解决(memory 记录),
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* 本脚本不依赖 PlayerInfoView 组件,只验证 PlatformSession 链路。
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* 流程:
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* 1. 构造 EventBus + PlatformSession + NetClient(WebSocket transport)
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* 2. bootstrap() 跳过远程,直接拿 local server='ws://127.0.0.1:3088'
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* 3. NetClient.start() → 真 WS connect → server 回 player_login
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* 4. PlatformSession 落 3 Store → app.phase=loggedIn
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* 5. director.loadScene('MainMenu')
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*/
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class MockTransport implements Transport {
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class WSTransport implements Transport {
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private onOpenCb?: () => void;
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private onMessageCb?: (frame: string) => void;
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private onMessageCb?: (f: string) => void;
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private onCloseCb?: () => void;
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connect(_url: string): void {
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// 模拟:连接后 200ms 同步触发 open + login
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setTimeout(() => {
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this.onOpenCb?.();
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this.onMessageCb?.(JSON.stringify({
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app: 'youle', route: 'agent', rpc: 'player_login',
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data: {
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state: 0, playerid: 430511, agentid: 'A', channelid: 'C',
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nickname: '测试玩家', avatar: '', openid: 'o1', sex: 0,
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bean: 0, roomcard: 3, score: 0, invitecode: null, advanced: 0,
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taskstate: 1, ip: '127.0.0.1', bankpower: 1, bank: 0,
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sign: null, tel: null, initCard: '3', initBean: '0', bankpwd: 0,
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unionid: 'mock_unionid',
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},
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}));
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}, 200);
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private ws: WebSocket | null = null;
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connect(url: string): void {
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console.log('[LoginFlow] WS connect to ' + url);
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try {
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this.ws = new WebSocket(url);
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this.ws.onopen = () => {
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console.log('[LoginFlow] WS open');
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this.onOpenCb?.();
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};
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this.ws.onmessage = (ev) => {
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this.onMessageCb?.(typeof ev.data === 'string' ? ev.data : '');
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};
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this.ws.onerror = (ev) => {
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console.warn('[LoginFlow] WS error: ' + (ev as any).message);
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this.onCloseCb?.();
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};
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this.ws.onclose = () => {
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console.log('[LoginFlow] WS close');
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this.onCloseCb?.();
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};
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} catch (e) {
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console.error('[LoginFlow] WebSocket construct failed: ' + (e as Error).message);
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this.onCloseCb?.();
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}
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}
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send(frame: string): void {
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this.ws?.send(frame);
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}
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close(): void {
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this.ws?.close();
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this.onCloseCb?.();
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}
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send(_frame: string): void { /* noop */ }
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close(): void { this.onCloseCb?.(); }
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onOpen(cb: () => void): void { this.onOpenCb = cb; }
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onMessage(cb: (f: string) => void): void { this.onMessageCb = cb; }
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onClose(cb: () => void): void { this.onCloseCb = cb; }
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@@ -59,44 +71,40 @@ export class LoginFlow extends Component {
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const bus = new EventBus<NetClientEvents>();
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const session = new PlatformSession(bus);
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// 启动编排:bootstrap → mock login → loadScene
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(async () => {
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try {
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// 真实拉远程配置(可能因后端不可达失败)
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// 调试模式 + ?profile=local → 跳过远程,直连本地 ws://127.0.0.1:3088
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const result = await resolveBootstrap({
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mode: 'release', // 编辑器内置 preview,走 release
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mode: 'debug',
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win: window as any,
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search: '',
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search: '?profile=local',
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fetcher: new HttpConfigFetcher(),
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isNative: false,
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});
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session.app.setIdentity(result.identity);
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session.app.setServers(result.servers);
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console.log('[LoginFlow] bootstrap OK, servers=' + result.servers[0]);
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console.log('[LoginFlow] bootstrap OK, servers=' + result.servers[0] + ' profile=' + result.profile.name);
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} catch (e) {
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console.warn('[LoginFlow] bootstrap failed (expected in editor), use mock: ' + (e as Error).message);
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// 编辑器无后端时,fallback 到 mock identity
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console.warn('[LoginFlow] bootstrap failed: ' + (e as Error).message);
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session.app.setIdentity({
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agentid: 'A', channelid: 'C', gameid: 'G', marketid: 4, version: 10000,
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});
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session.app.setServers(['ws://mock']);
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session.app.setServers(['ws://127.0.0.1:3088']);
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console.log('[LoginFlow] fallback to ws://127.0.0.1:3088');
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}
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// 构造 NetClient(mock transport 同步触发 login)
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// 构造 NetClient + 真实 WS transport
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console.log('[LoginFlow] constructing NetClient with servers=' + session.app.state.value.servers);
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const net = new NetClient({
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servers: session.app.state.value.servers,
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transportFactory: () => new MockTransport(),
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transportFactory: () => new WSTransport(),
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bus,
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});
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// 给 NetClient 设 identity,否则 sendLogin 早返 → login 事件永不触发
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net.setIdentity({
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agentid: 'A', channelid: 'C', gameid: 'G', marketid: 4, version: 10000,
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// 真机环境下补全 nickname/avatar/openid/sex 等字段
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openid: 'mock_openid', nickname: '测试玩家', avatar: '', sex: 0,
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} as any);
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// 订阅 login 完成 → loadScene
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let loginHandled = false;
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bus.on('login', (data: any) => {
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console.log('[LoginFlow] bus.on(login) fired, state=' + data?.state);
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@@ -123,4 +131,4 @@ export class LoginFlow extends Component {
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}
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})();
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}
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}
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}
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