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

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@@ -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();

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@@ -1,3 +1,4 @@
import { sys } from "cc";
import { VM } from "../../../../extensions/oops-plugin-framework/assets/libs/model-view/ViewModel";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { Initialize } from "../initialize/Initialize";
@@ -8,15 +9,17 @@ import { GameEvent } from "./config/GameEvent";
import { GameScoreStats } from "./config/HeroAttrs";
import { mLogger } from "./Logger";
import { TalentType } from "./config/TalentSet";
import { gameDataSync } from "./GameDataSync";
/**
* 用远程数据覆盖本地数据(统一方法)
* @param remoteData 远程数据(云端或本地调试)
*/
interface GameDate{
export interface GameDate{
gold:number,
heros:any,
fight_hero:number,
timestamp?: number, // 用于比对本地与云端数据的最新状态
collection?: {
talents: Partial<Record<TalentType, number>>,
player_level: number,
@@ -26,7 +29,7 @@ interface GameDate{
friend?: {uuid:0,count:0},
}
}
interface CloudData {
export interface CloudData {
openid: string;
data: GameDate;
}
@@ -212,9 +215,8 @@ export class SingletonModuleComp extends ecs.Comp {
/**
* 判断是否为微信客户端
*/
private isWxClient(): boolean {
// 检查是否存在微信API
return typeof wx !== 'undefined' && typeof (wx as any).getSystemInfoSync === 'function';
isWxClient(): boolean {
return gameDataSync.isWxClient();
}
finishGuide(index:number){
@@ -223,97 +225,72 @@ export class SingletonModuleComp extends ecs.Comp {
}
updateCloudData(){
return gameDataSync.updateCloudData();
}
let gemeDate=this.getGameDate()
WxCloudApi.save(gemeDate).then((result) => {
mLogger.log(this.debugMode, 'SMC', '云端保存')
if(result.result.code === 200) {
mLogger.log(this.debugMode, 'SMC', "保存成功",result.result)
return true
} else {
mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败: ${result.result.msg}`);
return false
}
}).catch((error) => {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 增加游戏数据异常:`, error);
return false
});
return true
}
getCloudData(){
WxCloudApi.get().then(async (result) => {
if(result.result.code === 200) {
let data=result.result.data
mLogger.log(this.debugMode, 'SMC', `[SMC]: 获取游戏数据成功:`, result.result);
this.overrideLocalDataWithRemote(data)
return true
} else {
mLogger.warn(this.debugMode, 'SMC', `[SMC]: 游戏数据增加失败`);
return false
}
}).catch((error) => {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 获取游戏数据异常:`, error);
});
gameDataSync.getCloudData();
}
public async overrideLocalDataWithRemote(CloudData) {
public async overrideLocalDataWithRemote(cloudData: any) {
try {
// 直接覆盖基础游戏数据
if (CloudData.openid) {
this.openid=CloudData.openid
if (cloudData.openid) {
this.openid = cloudData.openid;
}
// 直接覆盖出战英雄配置
if (CloudData.data) {
if(CloudData.data.gold) this.vmdata.gold=CloudData.data.gold
if(CloudData.data.heros) this.heros=CloudData.data.heros
if(CloudData.data.fight_hero) this.fight_hero=CloudData.data.fight_hero
if (cloudData.data) {
const data = cloudData.data;
// 同步金币
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
// 同步英雄
if (data.heros && Array.isArray(data.heros)) {
this.heros = data.heros;
}
// 同步出战英雄
if (data.fight_hero !== undefined) {
this.fight_hero = data.fight_hero;
}
// 恢复收集记录
if(CloudData.data.collection) {
this.collection = CloudData.data.collection;
if (data.collection) {
const remoteCol = data.collection;
if (remoteCol.talents) this.collection.talents = remoteCol.talents;
if (typeof remoteCol.player_level === 'number') this.collection.player_level = remoteCol.player_level;
if (typeof remoteCol.player_exp === 'number') this.collection.player_exp = remoteCol.player_exp;
if (typeof remoteCol.talent_points === 'number') this.collection.talent_points = remoteCol.talent_points;
}
}
// 触发UI更新
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE);
} catch (error) {
mLogger.error(this.debugMode, 'SMC', `[SMC]: 数据覆盖失败:`, error);
}
}
getGameDate(){
return {
gold:this.vmdata.gold,
heros:this.heros,
fight_hero:this.fight_hero,
collection: this.collection
}
let data: GameDate = {
gold: this.vmdata.gold,
heros: this.heros,
fight_hero: this.fight_hero,
collection: this.collection,
timestamp: Date.now() // 每次获取当前数据结构时都附带最新的时间戳
};
return data;
}
addHero(hero_uuid:number){
if(this.heros.indexOf(hero_uuid)==-1){
this.heros.push(hero_uuid)
gameDataSync.markDataDirty();
}
if(this.isWxClient()){
let res = this.updateCloudData()
if (res){
return true
}else{
// 同步不成功删除uuid
this.heros.splice(this.heros.indexOf(hero_uuid), 1);
oops.gui.toast("数据同步失败,已回滚操作");
return false
}
}
return true
}
updateGold(gold:number, is_sync: boolean = true){
this.vmdata.gold += gold;
if(this.isWxClient() && is_sync){
let res = this.updateCloudData()
if (res){
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true
}else{
this.vmdata.gold -= gold
return false
}
if (is_sync) {
gameDataSync.markDataDirty();
}
oops.message.dispatchEvent(GameEvent.GOLD_UPDATE)
return true

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@@ -202,15 +202,15 @@ export class TalentsComp extends CCComp {
let points = collection.talent_points || 0;
if (points >= cost && currentLevel < 5) {
// 扣除天赋点
// 1. 扣除消耗
collection.talent_points -= cost;
// 增加天赋等级
// 2. 更新等级
collection.talents[talentId] = currentLevel + 1;
// 同步到云端
// 3. 同步数据(通过 SingletonModuleComp 新增的机制,这里会触发标记脏数据并自动尝试云端同步)
smc.updateCloudData();
// 刷新界面
// 4. 刷新 UI
this.refreshUI();
oops.gui.toast("天赋升级成功");