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2 Commits
f841779e94
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ac2de96bd0
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ac2de96bd0 | ||
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076e03742d |
@@ -94,60 +94,65 @@ export class GameDataSync {
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}
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/**
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* 将获取到的云端数据与本地对比并合并
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* 登录阶段与云端双向同步数据(sync 模式)。
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* 时间戳对比在云端完成:
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* - 本地较新:云端已被本地数据覆盖,无需额外处理
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* - 云端较新:用云端数据覆盖本地,并写入 localStorage
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* @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
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*/
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public syncWithCloudData(cloudData: CloudData | null) {
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public async syncFromCloud(): Promise<boolean> {
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const localData = this.loadFromLocal();
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let cloudTs = cloudData?.data?.timestamp || 0;
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let localTs = localData?.timestamp || 0;
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if (!localData || cloudTs > localTs) {
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新 (Cloud: ${cloudTs} > Local: ${localTs}), 执行覆盖。`);
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if (cloudData) {
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smc.overrideLocalDataWithRemote(cloudData);
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this.saveToLocal(); // 同步到本地
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}
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} else {
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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。`);
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smc.overrideLocalDataWithRemote({ data: localData });
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// 本地数据较新,需要强制推送到云端以保证多端一致
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this._localDataDirty = true;
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this.executeCloudSync();
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}
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}
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public getCloudData() {
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const localData = this.loadFromLocal();
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// 未登录微信云端前,先用本地数据顶上(让玩家秒进游戏)
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if (localData && !this.isWxClient()) {
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smc.overrideLocalDataWithRemote({ data: localData });
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return Promise.resolve(false);
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}
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return WxCloudApi.get().then(async (result) => {
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if(result.result.code === 200) {
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let cloudData = result.result.data as CloudData;
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据成功:`, cloudData);
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this.syncWithCloudData(cloudData);
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return true;
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} else {
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mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据失败,使用本地缓存兜底。`);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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}
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}).catch((error) => {
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mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 获取游戏云端数据异常:`, error);
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// 非微信客户端:仅使用本地缓存
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if (!this.isWxClient()) {
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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});
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}
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try {
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// 本地无缓存时用空对象参与对比,云端会直接下发
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const gameData = localData || ({} as GameDate);
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gameData.timestamp = gameData.timestamp || 0;
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const result = await WxCloudApi.sync(gameData);
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const response = result.result;
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if (response && response.code === 200 && response.data) {
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const cloudData: CloudData = {
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openid: response.data.openid || '',
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data: (response.data.game_data || {}) as GameDate,
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};
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if (response.updated) {
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// 本地数据较新,云端已被覆盖
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 本地数据较新,已覆盖云端。`);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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} else {
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// 云端数据较新,覆盖本地
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mLogger.log(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端数据较新,覆盖本地。`);
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smc.overrideLocalDataWithRemote(cloudData);
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this.saveToLocal();
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return true;
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}
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}
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mLogger.warn(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端同步失败,使用本地缓存兜底。`, response?.msg);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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} catch (error) {
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mLogger.error(this.debugMode, 'GameDataSync', `[GameDataSync]: 云端同步异常,使用本地缓存兜底。`, error);
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if (localData) {
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smc.overrideLocalDataWithRemote({ data: localData });
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}
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return false;
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}
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}
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}
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@@ -15,7 +15,21 @@ import { FightSet } from "./config/GameSet";
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* @param remoteData 远程数据(云端或本地调试)
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*/
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export interface GameDate {
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gold: number,
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openid?: string,
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score?: number,
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mission?: number,
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diamond?: number,
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gold?: number,
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task?: number,
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noStop?: boolean,
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showInfo?: boolean,
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tip_done?: {
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start: boolean,
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hero: boolean,
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equip: boolean,
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skill: boolean,
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shop: boolean,
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},
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switch_effect?: boolean, // 音效开关
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switch_music?: boolean, // 音乐开关
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timestamp?: number, // 用于比对本地与云端数据的最新状态
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@@ -37,7 +51,6 @@ export class SingletonModuleComp extends ecs.Comp {
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/** 全局缓存的通用图集 */
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uiconsAtlas: SpriteAtlas | null = null;
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openid: string = ''
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mission: any = {
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status: 0, //0:未开始 1:进行中 2:胜利 3:失败
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play: false,
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@@ -49,6 +62,7 @@ export class SingletonModuleComp extends ecs.Comp {
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monGrid: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1],
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};
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data: any = {
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openid: '',
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score: 0,
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mission: 1,
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diamond: 100, //商店购买 及 双倍奖励资源
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@@ -65,7 +79,7 @@ export class SingletonModuleComp extends ecs.Comp {
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shop: false, // 购买药品面板按钮
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},
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}
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vmdata: any = {
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game_over: false,
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game_pause: false,
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@@ -214,31 +228,17 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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getCloudData() {
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gameDataSync.getCloudData();
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gameDataSync.syncFromCloud();
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}
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public async overrideLocalDataWithRemote(cloudData: any) {
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try {
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// 直接覆盖基础游戏数据
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if (cloudData.openid) {
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this.openid = cloudData.openid;
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this.data.openid = cloudData.openid;
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}
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// 直接覆盖出战英雄配置
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if (cloudData.data) {
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const data = cloudData.data;
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// 同步金币
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if (data.gold !== undefined) {
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this.vmdata.gold = data.gold;
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}
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// 同步音效开关
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if (data.switch_effect !== undefined) {
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this.vmdata.switch_effect = data.switch_effect;
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if (oops.audio) oops.audio.switchEffect = data.switch_effect;
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}
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// 同步音乐开关
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if (data.switch_music !== undefined) {
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this.vmdata.switch_music = data.switch_music;
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if (oops.audio) oops.audio.switchMusic = data.switch_music;
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}
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Object.assign(this.data, cloudData.data);
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}
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// 触发UI更新
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@@ -250,9 +250,7 @@ export class SingletonModuleComp extends ecs.Comp {
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}
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getGameDate() {
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let data: GameDate = {
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gold: this.vmdata.gold,
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switch_effect: this.vmdata.switch_effect,
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switch_music: this.vmdata.switch_music,
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...this.data,
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timestamp: Date.now() // 每次获取当前数据结构时都附带最新的时间戳
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};
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return data;
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@@ -31,7 +31,7 @@ export class Initialize extends ecs.Entity {
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// --- 全局注入:为所有 Button 组件增加点击音效 ---
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const originalOnTouchEnded = Button.prototype["_onTouchEnded"];
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if (originalOnTouchEnded) {
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Button.prototype["_onTouchEnded"] = function(event) {
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Button.prototype["_onTouchEnded"] = function (event) {
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if (this.interactable && this.node && this.node.activeInHierarchy) {
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oops.audio.playEffect("music/button");
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}
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@@ -57,15 +57,15 @@ export class Initialize extends ecs.Entity {
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private loadCustom(queue: AsyncQueue) {
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queue.push(async (next: NextFunction, params: any, args: any) => {
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try {
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// 加载多语言对应字体
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// 加载多语言对应字体
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oops.res.load("language/font/" + oops.language.current, async () => {
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// 统一的数据加载流程
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await this.loadGameDataUnified();
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next();
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});
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//加载精灵配置表
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// oops.res.load("config/game/heros", next);
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//加载精灵配置表
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// oops.res.load("config/game/heros", next);
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} catch (error) {
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mLogger.error(this.debugMode, 'Initialize', "[Initialize]: 自定义内容加载失败:", error);
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next(); // 即使失败也要继续,不阻塞游戏启动
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@@ -110,7 +110,7 @@ export class Initialize extends ecs.Entity {
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private async loadGameDataUnified() {
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try {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 开始统一数据加载流程...");
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if (gameDataSync.isWxClient()) {
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// 微信客户端:加载云端数据
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 检测到微信客户端,使用云端数据");
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@@ -120,7 +120,7 @@ export class Initialize extends ecs.Entity {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 非微信客户端,使用本地调试数据");
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await this.loadFromLocalDebug();
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}
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 统一数据加载失败:", error);
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// 失败时使用默认数据 游戏需要退出
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@@ -128,44 +128,21 @@ export class Initialize extends ecs.Entity {
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}
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/**
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* 从云端加载数据(微信客户端)
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* 从云端加载数据(微信客户端,sync 模式)
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*/
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private async loadFromCloud() {
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try {
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// 1. 初始化微信云环境
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this.initWxCloudEnv();
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// 2. 登录并获取云端数据
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const loginResult = await WxCloudApi.login();
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const response = loginResult.result;
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if (response && response.code === 200) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录成功");
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const cloudData = response.data;
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if (cloudData && cloudData.openid) {
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smc.openid = cloudData.openid;
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}
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// 将 login 获取的 game_data 封装为统一下发格式,交给 gameDataSync 对比与合并
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const formattedCloudData = {
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openid: cloudData?.openid || '',
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data: cloudData?.game_data || {}
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};
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gameDataSync.syncWithCloudData(formattedCloudData);
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} else {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response?.msg);
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// 登录失败时使用本地数据
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gameDataSync.syncWithCloudData(null);
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}
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// 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)
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const cloudNewer = await gameDataSync.syncFromCloud();
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mLogger.log(this.debugMode, 'Initialize', `[Initialize]: 云端同步完成,云端数据较新=${cloudNewer}`);
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error);
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// 异常时使用本地数据兜底
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gameDataSync.syncWithCloudData(null);
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await gameDataSync.syncFromCloud();
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}
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}
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@@ -174,8 +151,8 @@ export class Initialize extends ecs.Entity {
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*/
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private async loadFromLocalDebug() {
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try {
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// 用本地调试数据覆盖客户端数据
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gameDataSync.syncWithCloudData(null);
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// 非微信客户端仅使用本地缓存数据
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await gameDataSync.syncFromCloud();
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} catch (error) {
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mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error);
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}
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@@ -91,4 +91,32 @@ export class WxCloudApi{
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}
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});
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}
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/**
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* @en Sync game data with the cloud (two-way, timestamp-based)
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* @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
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* @param gameData 本地游戏数据(需包含 timestamp 字段)
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* @return 返回结果
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* result.result = {
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* code: number, // 200成功,其他都是失败
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* msg?: string, // 失败原因
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* 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
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* data: {
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* openid: string,
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* game_data: object, // 同步后的最终数据
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* }
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* }
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*/
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public static async sync(gameData: any): Promise<CloudCallFunctionResult<CloudReturnType<{
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openid: string,
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game_data: any
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}> & { updated: boolean }>> {
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return await wx?.cloud.callFunction({
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name: 'cocos_cloud',
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data: {
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cmd: 'sync',
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data: gameData
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}
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});
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}
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}
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@@ -48,6 +48,53 @@ exports.main = async (event, context) => {
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msg: `Save fail, ${JSON.stringify(saveDataRes)}`
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};
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}
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} else if (cmd === "sync") {
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// 双向同步:比较客户端与云端时间戳,新的一方覆盖另一方
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let clientData = event.data || {};
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let user = await getOrCreaterUser(db, wxContext.OPENID);
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if (!user) {
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return { code: -1, msg: "Get or create user fail" };
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}
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let cloudData = user.game_data || {};
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let clientTs = clientData.timestamp || 0;
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let cloudTs = cloudData.timestamp || 0;
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if (clientTs > cloudTs) {
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// 客户端较新:写入云端
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let saveDataRes = await db.collection(user_db_name).doc(user._id).update({
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data: {
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game_data: _.set(clientData)
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}
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});
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console.log("Sync: client newer, saved to cloud:", saveDataRes, clientData);
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if (saveDataRes?.stats?.updated >= 1) {
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return {
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code: 200,
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updated: true, // 云端已被客户端数据覆盖
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data: {
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openid: wxContext.OPENID,
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game_data: clientData
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}
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};
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} else {
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return {
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code: -1,
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msg: `Sync save fail, ${JSON.stringify(saveDataRes)}`
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};
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}
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} else {
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// 云端较新或一致:下发云端数据
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console.log("Sync: cloud newer, return cloud data");
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return {
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code: 200,
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updated: false, // 客户端应使用云端数据
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data: {
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openid: wxContext.OPENID,
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game_data: cloudData
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}
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};
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}
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}
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return {
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Reference in New Issue
Block a user