feat(数据同步): 重构云端数据同步机制,引入防抖与本地缓存

- 新增 GameDataSync 类,封装数据同步逻辑,支持防抖与时间戳冲突解决
- 重构 SingletonModuleComp 的云端同步方法,统一调用 GameDataSync
- 优化 TalentsComp 天赋升级流程,使用新的同步机制
- 添加本地缓存支持,提升离线体验与数据恢复能力
This commit is contained in:
panw
2026-04-28 16:15:48 +08:00
parent 95ea36651e
commit 9baddd5462
3 changed files with 194 additions and 74 deletions

View File

@@ -0,0 +1,143 @@
import { sys } from "cc";
import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi";
import { mLogger } from "./Logger";
import { smc, GameDate, CloudData } from "./SingletonModuleComp";
export class GameDataSync {
private debugMode: boolean = false;
private _localDataDirty: boolean = false;
private _lastSyncTime: number = 0;
private _syncTimerId: any = null;
private readonly LOCAL_STORAGE_KEY = "Heros_GameData_Local";
/** 标记数据为脏,并更新时间戳,然后保存到本地 */
public markDataDirty() {
this._localDataDirty = true;
this.saveToLocal();
// 尝试触发异步同步
this.tryAsyncCloudSync();
}
/** 同步数据到本地 localStorage */
private saveToLocal() {
try {
const data = smc.getGameDate();
data.timestamp = Date.now(); // 更新时间戳
sys.localStorage.setItem(this.LOCAL_STORAGE_KEY, JSON.stringify(data));
} catch (error) {
mLogger.error(this.debugMode, 'GameDataSync', '保存本地数据失败:', error);
}
}
/** 从本地 localStorage 读取数据 */
private loadFromLocal(): GameDate | null {
try {
const str = sys.localStorage.getItem(this.LOCAL_STORAGE_KEY);
if (str) {
return JSON.parse(str) as GameDate;
}
} catch (error) {
mLogger.error(this.debugMode, 'GameDataSync', '读取本地数据失败:', error);
}
return null;
}
/**
* 判断是否为微信客户端
*/
public isWxClient(): boolean {
return sys.platform === sys.Platform.WECHAT_GAME;
}
public updateCloudData() {
this.markDataDirty();
return true;
}
/** 尝试异步同步云端数据带有防抖Debounce保护 */
private tryAsyncCloudSync() {
if (!this.isWxClient()) return;
// 如果当前有同步在等待,清除之前的定时器
if (this._syncTimerId !== null) {
clearTimeout(this._syncTimerId);
}
// 防抖:延迟 3 秒同步,期间多次操作合并为一次同步请求
this._syncTimerId = setTimeout(() => {
this._syncTimerId = null;
this.executeCloudSync();
}, 3000);
}
/** 实际执行云端同步 */
private executeCloudSync() {
if (!this._localDataDirty) return;
let gameData = smc.getGameDate();
// 保证云端存一份时间戳,供下次登录对比
gameData.timestamp = Date.now();
WxCloudApi.save(gameData).then((result) => {
if (result.result.code === 200) {
mLogger.log(this.debugMode, 'GameDataSync', "静默云端保存成功", result.result);
// 同步成功,清除脏标记
this._localDataDirty = false;
this._lastSyncTime = Date.now();
} else {
mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 静默同步失败(等待下次重试): ${result.result.msg}`);
// 失败了不清除脏标记,下次有变化或定时器检查时会再次重试
}
}).catch((error) => {
mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 静默同步异常(等待下次重试):`, error);
});
}
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;
}
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;
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
} 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
}
}).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 });
}
});
}
}
export const gameDataSync = new GameDataSync();