2 Commits

Author SHA1 Message Date
pan
ac2de96bd0 refactor(game): 重构游戏云端数据同步逻辑
1. 新增微信云函数双向同步接口,将时间戳对比逻辑移至云端完成
2. 简化初始化流程,合并云端登录与数据同步步骤
3. 重构GameDataSync类,统一同步流程并改为异步调用
4. 替换旧的getCloudData接口为新的syncFromCloud方法
2026-08-07 10:04:55 +08:00
pan
076e03742d refactor(game): 重构全局数据管理逻辑
1. 重构GameDate接口,新增多个游戏数据字段并优化结构
2. 将全局数据从SingletonModuleComp实例迁移至data对象中统一管理
3. 简化云端数据同步逻辑,使用Object.assign批量赋值
4. 调整getGameDate方法,直接展开data对象生成返回数据
5. 修复代码缩进与空白行格式问题
2026-08-07 10:04:48 +08:00
5 changed files with 163 additions and 108 deletions

View File

@@ -94,60 +94,65 @@ export class GameDataSync {
}
/**
* 将获取到的云端数据与本地对比并合并
* 登录阶段与云端双向同步数据sync 模式)。
* 时间戳对比在云端完成:
* - 本地较新:云端已被本地数据覆盖,无需额外处理
* - 云端较新:用云端数据覆盖本地,并写入 localStorage
* @returns true=本次以云端数据为准覆盖了本地false=以本地数据为准或同步失败
*/
public syncWithCloudData(cloudData: CloudData | null) {
public async syncFromCloud(): Promise<boolean> {
const localData = this.loadFromLocal();
let cloudTs = cloudData?.data?.timestamp || 0;
let localTs = localData?.timestamp || 0;
// 非微信客户端:仅使用本地缓存
if (!this.isWxClient()) {
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false;
}
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) {
try {
// 本地无缓存时用空对象参与对比,云端会直接下发
const gameData = localData || ({} as GameDate);
gameData.timestamp = gameData.timestamp || 0;
const result = await WxCloudApi.sync(gameData);
const response = result.result;
if (response && response.code === 200 && response.data) {
const cloudData: CloudData = {
openid: response.data.openid || '',
data: (response.data.game_data || {}) as GameDate,
};
if (response.updated) {
// 本地数据较新,云端已被覆盖
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据较新,已覆盖云端。`);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false;
} else {
// 云端数据较新,覆盖本地
mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新,覆盖本地。`);
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 Promise.resolve(false);
}
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);
this.syncWithCloudData(cloudData);
this.saveToLocal();
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。`);
}
}
mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端同步失败,使用本地缓存兜底。`, response?.msg);
if (localData) {
smc.overrideLocalDataWithRemote({ data: localData });
}
return false;
} catch (error) {
mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端同步异常,使用本地缓存兜底。`, error);
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 });
}
return false;
});
}
}

View File

@@ -15,7 +15,21 @@ import { FightSet } from "./config/GameSet";
* @param remoteData 远程数据(云端或本地调试)
*/
export interface GameDate {
gold: number,
openid?: string,
score?: number,
mission?: number,
diamond?: number,
gold?: number,
task?: number,
noStop?: boolean,
showInfo?: boolean,
tip_done?: {
start: boolean,
hero: boolean,
equip: boolean,
skill: boolean,
shop: boolean,
},
switch_effect?: boolean, // 音效开关
switch_music?: boolean, // 音乐开关
timestamp?: number, // 用于比对本地与云端数据的最新状态
@@ -37,7 +51,6 @@ export class SingletonModuleComp extends ecs.Comp {
/** 全局缓存的通用图集 */
uiconsAtlas: SpriteAtlas | null = null;
openid: string = ''
mission: any = {
status: 0, //0:未开始 1:进行中 2:胜利 3:失败
play: false,
@@ -49,6 +62,7 @@ export class SingletonModuleComp extends ecs.Comp {
monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
};
data: any = {
openid: '',
score: 0,
mission: 1,
diamond: 100, //商店购买 及 双倍奖励资源
@@ -214,31 +228,17 @@ export class SingletonModuleComp extends ecs.Comp {
}
getCloudData() {
gameDataSync.getCloudData();
gameDataSync.syncFromCloud();
}
public async overrideLocalDataWithRemote(cloudData: any) {
try {
// 直接覆盖基础游戏数据
if (cloudData.openid) {
this.openid = cloudData.openid;
this.data.openid = cloudData.openid;
}
// 直接覆盖出战英雄配置
if (cloudData.data) {
const data = cloudData.data;
// 同步金币
if (data.gold !== undefined) {
this.vmdata.gold = data.gold;
}
// 同步音效开关
if (data.switch_effect !== undefined) {
this.vmdata.switch_effect = data.switch_effect;
if (oops.audio) oops.audio.switchEffect = data.switch_effect;
}
// 同步音乐开关
if (data.switch_music !== undefined) {
this.vmdata.switch_music = data.switch_music;
if (oops.audio) oops.audio.switchMusic = data.switch_music;
}
Object.assign(this.data, cloudData.data);
}
// 触发UI更新
@@ -250,9 +250,7 @@ export class SingletonModuleComp extends ecs.Comp {
}
getGameDate() {
let data: GameDate = {
gold: this.vmdata.gold,
switch_effect: this.vmdata.switch_effect,
switch_music: this.vmdata.switch_music,
...this.data,
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;

View File

@@ -128,44 +128,21 @@ export class Initialize extends ecs.Entity {
}
/**
* 从云端加载数据(微信客户端)
* 从云端加载数据(微信客户端sync 模式
*/
private async loadFromCloud() {
try {
// 1. 初始化微信云环境
this.initWxCloudEnv();
// 2. 登录并获取云端数据
const loginResult = await WxCloudApi.login();
const response = loginResult.result;
if (response && response.code === 200) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录成功");
const cloudData = response.data;
if (cloudData && cloudData.openid) {
smc.openid = cloudData.openid;
}
// 将 login 获取的 game_data 封装为统一下发格式,交给 gameDataSync 对比与合并
const formattedCloudData = {
openid: cloudData?.openid || '',
data: cloudData?.game_data || {}
};
gameDataSync.syncWithCloudData(formattedCloudData);
} else {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response?.msg);
// 登录失败时使用本地数据
gameDataSync.syncWithCloudData(null);
}
// 2. 一次调用完成登录与双向数据同步(时间戳对比在云端完成)
const cloudNewer = await gameDataSync.syncFromCloud();
mLogger.log(this.debugMode, 'Initialize', `[Initialize]: 云端同步完成,云端数据较新=${cloudNewer}`);
} catch (error) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error);
// 异常时使用本地数据兜底
gameDataSync.syncWithCloudData(null);
await gameDataSync.syncFromCloud();
}
}
@@ -174,8 +151,8 @@ export class Initialize extends ecs.Entity {
*/
private async loadFromLocalDebug() {
try {
// 用本地调试数据覆盖客户端数据
gameDataSync.syncWithCloudData(null);
// 非微信客户端仅使用本地缓存数据
await gameDataSync.syncFromCloud();
} catch (error) {
mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error);
}

View File

@@ -91,4 +91,32 @@ export class WxCloudApi{
}
});
}
/**
* @en Sync game data with the cloud (two-way, timestamp-based)
* @zh 与云端双向同步游戏数据:客户端较新则上传覆盖云端,云端较新则返回云端数据
* @param gameData 本地游戏数据(需包含 timestamp 字段)
* @return 返回结果
* result.result = {
* code: number, // 200成功其他都是失败
* msg?: string, // 失败原因
* updated: boolean, // true=云端已被本地数据覆盖false=客户端应使用返回的云端数据
* data: {
* openid: string,
* game_data: object, // 同步后的最终数据
* }
* }
*/
public static async sync(gameData: any): Promise<CloudCallFunctionResult<CloudReturnType<{
openid: string,
game_data: any
}> & { updated: boolean }>> {
return await wx?.cloud.callFunction({
name: 'cocos_cloud',
data: {
cmd: 'sync',
data: gameData
}
});
}
}

View File

@@ -48,6 +48,53 @@ exports.main = async (event, context) => {
msg: `Save fail, ${JSON.stringify(saveDataRes)}`
};
}
} else if (cmd === "sync") {
// 双向同步:比较客户端与云端时间戳,新的一方覆盖另一方
let clientData = event.data || {};
let user = await getOrCreaterUser(db, wxContext.OPENID);
if (!user) {
return { code: -1, msg: "Get or create user fail" };
}
let cloudData = user.game_data || {};
let clientTs = clientData.timestamp || 0;
let cloudTs = cloudData.timestamp || 0;
if (clientTs > cloudTs) {
// 客户端较新:写入云端
let saveDataRes = await db.collection(user_db_name).doc(user._id).update({
data: {
game_data: _.set(clientData)
}
});
console.log("Sync: client newer, saved to cloud:", saveDataRes, clientData);
if (saveDataRes?.stats?.updated >= 1) {
return {
code: 200,
updated: true, // 云端已被客户端数据覆盖
data: {
openid: wxContext.OPENID,
game_data: clientData
}
};
} else {
return {
code: -1,
msg: `Sync save fail, ${JSON.stringify(saveDataRes)}`
};
}
} else {
// 云端较新或一致:下发云端数据
console.log("Sync: cloud newer, return cloud data");
return {
code: 200,
updated: false, // 客户端应使用云端数据
data: {
openid: wxContext.OPENID,
game_data: cloudData
}
};
}
}
return {