refactor(game): 重构云端数据同步逻辑并提取公共方法

- 将 `getCloudData` 中的冲突解决逻辑提取为独立的 `syncWithCloudData` 方法
- 修改 `getCloudData` 返回 Promise 以支持调用方等待
- 在 `Initialize` 中统一使用 `gameDataSync.syncWithCloudData` 处理数据合并
- 移除 `Initialize` 中重复的 `isWxClient` 方法,复用 `GameDataSync` 中的实现
- 简化 `loadFromCloud` 方法,将登录后数据处理委托给 `syncWithCloudData`
This commit is contained in:
panw
2026-04-28 16:25:18 +08:00
parent 2a8ab3265d
commit 424c9490e7
2 changed files with 52 additions and 52 deletions

View File

@@ -93,49 +93,60 @@ export class GameDataSync {
});
}
/**
* 将获取到的云端数据与本地对比并合并
*/
public syncWithCloudData(cloudData: CloudData | null) {
const localData = this.loadFromLocal();
let cloudTs = cloudData?.data?.timestamp || 0;
let localTs = localData?.timestamp || 0;
if (!localData || cloudTs > localTs) {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
if (cloudData) {
smc.overrideLocalDataWithRemote(cloudData);
this.saveToLocal(); // 同步到本地
}
} else {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据较新 (Local: ${localTs} >= Cloud: ${cloudTs}), 使用本地数据,触发强制云同步。`);
smc.overrideLocalDataWithRemote({ data: localData });
// 本地数据较新,需要强制推送到云端以保证多端一致
this._localDataDirty = true;
this.executeCloudSync();
}
}
public getCloudData() {
const localData = this.loadFromLocal();
// 未登录微信云端前,先用本地数据顶上(让玩家秒进游戏)
if (localData && !this.isWxClient()) {
smc.overrideLocalDataWithRemote({ data: localData });
return;
return Promise.resolve(false);
}
WxCloudApi.get().then(async (result) => {
return WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let cloudData = result.result.data as CloudData;
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据成功:`, cloudData);
// 冲突解决:基于时间戳比较(云端时间戳 > 本地时间戳 则覆盖)
let cloudTs = cloudData?.data?.timestamp || 0;
let localTs = localData?.timestamp || 0;
this.syncWithCloudData(cloudData);
if (!localData || cloudTs > localTs) {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据更新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
smc.overrideLocalDataWithRemote(cloudData);
this.saveToLocal(); // 同步到本地
} else {
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据更新 (Local: ${localTs} >= Cloud: ${cloudTs}), 使用本地数据,触发强制云同步。`);
smc.overrideLocalDataWithRemote({ data: localData });
// 本地数据较新,需要强制推送到云端以保证多端一致
this._localDataDirty = true;
this.executeCloudSync();
}
return true
return true;
} else {
mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据失败,使用本地缓存兜底。`);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false
return false;
}
}).catch((error) => {
mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据异常:`, error);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false;
});
}
}