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mp-xieyingeng/软著源代码/03-认证存储与网络.md
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# 梗中作乐 V1.0 - 源代码文档(第 3 部分)
软件名称:梗中作乐
版本号V1.0
---
## 第 3 部分:认证存储与网络
本部分包含用户认证、本地存储、HTTP 网络通信三个核心工具模块。
### 3.1 微信认证管理器 (assets/scripts/utils/AuthManager.ts)
```typescript
import { HttpUtil } from './HttpUtil';
import { StorageManager } from './StorageManager';
import { WxSDK } from './WxSDK';
import { API_ENDPOINTS, API_TIMEOUT } from '../config/ApiConfig';
import { ApiEnvelope, WxLoginData, GameData, NextLevelData } from '../types/ApiTypes';
/**
* 认证管理器
* 单例模式,负责微信登录和 JWT token 管理
*/
export class AuthManager {
private static _instance: AuthManager | null = null;
private _userId: string = '';
private _isLoggedIn: boolean = false;
/** 服务端返回的已完成关卡数量,用于称号体系计算 */
private _completedLevelCount: number = 0;
/** game-data 返回的下一关数据,供 PageLoading 传给 LevelDataManager */
private _nextLevel: NextLevelData | null = null;
static get instance(): AuthManager {
if (!this._instance) {
this._instance = new AuthManager();
}
return this._instance;
}
private constructor() {}
get isLoggedIn(): boolean {
return this._isLoggedIn;
}
get userId(): string {
return this._userId;
}
get completedLevelCount(): number {
return this._completedLevelCount;
}
/** 获取 game-data 返回的下一关数据 */
get nextLevel(): NextLevelData | null {
return this._nextLevel;
}
addCompletedLevelCount(delta: number = 1): void {
this._completedLevelCount = Math.max(0, this._completedLevelCount + delta);
}
/**
* 初始化认证:尝试恢复 token 或执行微信登录
*/
async initialize(): Promise<boolean> {
const savedToken = StorageManager.getToken();
if (savedToken) {
HttpUtil.setAuthToken(savedToken);
try {
const valid = await this.validateToken();
if (valid) {
console.log('[AuthManager] Token 恢复成功');
return true;
}
} catch {
console.warn('[AuthManager] 本地 token 无效,重新登录');
}
}
return this.wxLogin();
}
private async wxLogin(): Promise<boolean> {
try {
let code: string;
if (WxSDK.isWechat()) {
code = await WxSDK.login();
} else {
console.warn('[AuthManager] 非微信环境,使用开发模式 mock code');
code = 'dev_mock_code';
}
const response = await HttpUtil.post<ApiEnvelope<WxLoginData>>(
API_ENDPOINTS.WX_LOGIN,
{ code },
API_TIMEOUT.DEFAULT
);
if (!response.success || !response.data) {
console.error('[AuthManager] 登录失败:', response.message);
return false;
}
const { token, user } = response.data;
HttpUtil.setAuthToken(token);
StorageManager.setToken(token);
this._userId = user.id;
this._isLoggedIn = true;
// 登录响应中 stamina 是原始数值(不含实时恢复),先存储默认体力
// 后续通过 game-data 接口获取完整 StaminaInfo
console.log(`[AuthManager] 登录成功,用户: ${user.id},体力: ${user.stamina}`);
// 获取通关进度和完整体力信息
await this.fetchGameData();
return true;
} catch (err) {
console.error('[AuthManager] 登录异常:', err);
return false;
}
}
private async validateToken(): Promise<boolean> {
const gameData = await this._fetchGameData();
if (!gameData) return false;
this._userId = gameData.user.id;
this._isLoggedIn = true;
StorageManager.setStamina(gameData.user.stamina);
this._completedLevelCount = gameData.completedLevelCount;
this._nextLevel = gameData.nextLevel;
console.log(`[AuthManager] Token 验证成功,体力: ${gameData.user.stamina.current}/${gameData.user.stamina.max},已完成: ${this._completedLevelCount}`);
return true;
}
/**
* 登录成功后获取游戏数据(体力 + 通关进度 + 下一关)
*/
private async fetchGameData(): Promise<void> {
const gameData = await this._fetchGameData();
if (gameData) {
this._completedLevelCount = gameData.completedLevelCount;
this._nextLevel = gameData.nextLevel;
StorageManager.setStamina(gameData.user.stamina);
}
}
/**
* 从服务端获取游戏数据(共用方法)
*/
private async _fetchGameData(): Promise<GameData | null> {
try {
const response = await HttpUtil.get<ApiEnvelope<GameData>>(
API_ENDPOINTS.USER_GAME_DATA,
API_TIMEOUT.SHORT
);
return (response.success && response.data) ? response.data : null;
} catch {
console.warn('[AuthManager] 获取游戏数据失败');
return null;
}
}
}
```
### 3.2 HTTP 工具类 (assets/scripts/utils/HttpUtil.ts)
```typescript
/**
* HTTP 请求工具类
* 封装 XMLHttpRequest支持 GET/POST 请求,支持 JWT 认证
*/
export class HttpUtil {
/** 认证 token */
private static _authToken: string | null = null;
/**
* 设置认证 token
* @param token JWT token
*/
static setAuthToken(token: string | null): void {
HttpUtil._authToken = token;
console.log(`[HttpUtil] Auth token ${token ? '已设置' : '已清除'}`);
}
/**
* 获取认证 token
*/
static getAuthToken(): string | null {
return HttpUtil._authToken;
}
/**
* 发送 GET 请求
* @param url 请求 URL
* @param timeout 超时时间(毫秒),默认 10000
* @returns Promise<Response>
*/
static get<T>(url: string, timeout: number = 10000): Promise<T> {
return new Promise((resolve, reject) => {
const xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.timeout = timeout;
xhr.responseType = 'json';
// 设置认证头
if (HttpUtil._authToken) {
xhr.setRequestHeader('Authorization', `Bearer ${HttpUtil._authToken}`);
}
xhr.onload = () => {
if (xhr.status >= 200 && xhr.status < 300) {
resolve(xhr.response as T);
} else {
reject(new Error(`HTTP 错误: ${xhr.status}`));
}
};
xhr.onerror = () => {
reject(new Error('网络请求失败'));
};
xhr.ontimeout = () => {
reject(new Error('请求超时'));
};
xhr.send();
});
}
/**
* 发送 POST 请求
* @param url 请求 URL
* @param data 请求体数据
* @param timeout 超时时间(毫秒),默认 10000
* @returns Promise<Response>
*/
static post<T>(url: string, data: object, timeout: number = 10000): Promise<T> {
return new Promise((resolve, reject) => {
const xhr = new XMLHttpRequest();
xhr.open('POST', url, true);
xhr.timeout = timeout;
xhr.responseType = 'json';
xhr.setRequestHeader('Content-Type', 'application/json');
// 设置认证头
if (HttpUtil._authToken) {
xhr.setRequestHeader('Authorization', `Bearer ${HttpUtil._authToken}`);
}
xhr.onload = () => {
if (xhr.status >= 200 && xhr.status < 300) {
resolve(xhr.response as T);
} else {
reject(new Error(`HTTP 错误: ${xhr.status}`));
}
};
xhr.onerror = () => {
reject(new Error('网络请求失败'));
};
xhr.ontimeout = () => {
reject(new Error('请求超时'));
};
xhr.send(JSON.stringify(data));
});
}
}
```
### 3.3 本地存储管理器 (assets/scripts/utils/StorageManager.ts)
```typescript
import { sys } from 'cc';
import { StaminaInfo } from '../types/ApiTypes';
/**
* 用户进度数据结构
*/
interface UserProgress {
/** 当前关卡索引0-based */
currentLevelIndex: number;
/** 已通关的最高关卡索引 */
maxUnlockedLevelIndex: number;
}
/**
* 用户信息结构
*/
interface UserInfo {
avatarUrl: string;
nickName: string;
}
/**
* 本地存储管理器
* 统一管理用户数据的本地持久化存储
*/
export class StorageManager {
/** 体力值存储键 */
private static readonly KEY_STAMINA = 'game_stamina';
/** 用户进度存储键 */
private static readonly KEY_PROGRESS = 'game_progress';
/** 认证 token 存储键 */
private static readonly KEY_TOKEN = 'auth_token';
/** 用户信息存储键 */
private static readonly KEY_USER_INFO = 'user_info';
/** 默认体力值 */
private static readonly DEFAULT_STAMINA: StaminaInfo = {
current: 50,
max: 50,
nextRecoverAt: null,
};
/** 默认进度 */
private static readonly DEFAULT_PROGRESS: UserProgress = {
currentLevelIndex: 0,
maxUnlockedLevelIndex: 0
};
/** 进度缓存(避免重复读取 localStorage */
private static _progressCache: UserProgress | null = null;
/** 体力缓存(避免重复 JSON 解析) */
private static _staminaCache: StaminaInfo | null = null;
// ==================== 体力值管理 ====================
/**
* 获取当前体力信息(带内存缓存,避免重复 JSON 解析)
*/
static getStamina(): StaminaInfo {
if (StorageManager._staminaCache) {
return { ...StorageManager._staminaCache };
}
const stored = sys.localStorage.getItem(StorageManager.KEY_STAMINA);
if (stored === null || stored === '') {
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
return { ...StorageManager.DEFAULT_STAMINA };
}
try {
const stamina = JSON.parse(stored) as StaminaInfo;
if (typeof stamina.current !== 'number' || typeof stamina.max !== 'number') {
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
return { ...StorageManager.DEFAULT_STAMINA };
}
StorageManager._staminaCache = stamina;
return { ...stamina };
} catch {
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
return { ...StorageManager.DEFAULT_STAMINA };
}
}
/**
* 设置体力信息(同时更新缓存)
*/
static setStamina(stamina: StaminaInfo): void {
StorageManager._staminaCache = stamina;
sys.localStorage.setItem(StorageManager.KEY_STAMINA, JSON.stringify(stamina));
console.log(`[StorageManager] 体力已更新: ${stamina.current}/${stamina.max}`);
}
/**
* 检查是否有足够的体力
*/
static hasStamina(): boolean {
return StorageManager.getStamina().current > 0;
}
// ==================== 认证 Token 管理 ====================
/**
* 获取认证 token
*/
static getToken(): string | null {
const token = sys.localStorage.getItem(StorageManager.KEY_TOKEN);
return (token === null || token === '') ? null : token;
}
/**
* 设置认证 token
*/
static setToken(token: string): void {
sys.localStorage.setItem(StorageManager.KEY_TOKEN, token);
console.log('[StorageManager] Token 已保存');
}
/**
* 清除认证 token
*/
static clearToken(): void {
sys.localStorage.removeItem(StorageManager.KEY_TOKEN);
console.log('[StorageManager] Token 已清除');
}
// ==================== 关卡进度管理 ====================
/**
* 获取用户进度数据(带缓存)
* @returns 用户进度对象的副本
*/
private static _getProgress(): UserProgress {
// 返回缓存副本
if (StorageManager._progressCache !== null) {
return { ...StorageManager._progressCache };
}
const stored = sys.localStorage.getItem(StorageManager.KEY_PROGRESS);
if (stored === null || stored === '') {
// 新用户,返回默认进度
StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
return { ...StorageManager._progressCache };
}
try {
const progress = JSON.parse(stored) as UserProgress;
// 验证数据有效性
if (typeof progress.currentLevelIndex !== 'number' ||
typeof progress.maxUnlockedLevelIndex !== 'number' ||
progress.currentLevelIndex < 0 ||
progress.maxUnlockedLevelIndex < 0) {
console.warn('[StorageManager] 进度数据无效,使用默认值');
StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
} else {
StorageManager._progressCache = progress;
}
return { ...StorageManager._progressCache };
} catch (e) {
console.warn('[StorageManager] 解析进度数据失败,使用默认值');
StorageManager._progressCache = { ...StorageManager.DEFAULT_PROGRESS };
return { ...StorageManager._progressCache };
}
}
/**
* 保存用户进度数据
* @param progress 进度对象
*/
private static _saveProgress(progress: UserProgress): void {
StorageManager._progressCache = progress;
sys.localStorage.setItem(StorageManager.KEY_PROGRESS, JSON.stringify(progress));
}
/**
* 获取当前关卡索引
* @returns 当前关卡索引0-based
*/
static getCurrentLevelIndex(): number {
return StorageManager._getProgress().currentLevelIndex;
}
/**
* 设置当前关卡索引
* @param index 关卡索引
*/
static setCurrentLevelIndex(index: number): void {
if (index < 0) {
console.warn('[StorageManager] 关卡索引不能为负数');
return;
}
const progress = StorageManager._getProgress();
progress.currentLevelIndex = index;
StorageManager._saveProgress(progress);
console.log(`[StorageManager] 当前关卡已更新: ${progress.currentLevelIndex}`);
}
/**
* 获取已解锁的最高关卡索引
* @returns 最高关卡索引0-based
*/
static getMaxUnlockedLevelIndex(): number {
return StorageManager._getProgress().maxUnlockedLevelIndex;
}
/**
* 通关后更新进度
* 当玩家通关第 N 关后,设置当前关卡为 N+1解锁关卡更新为 max(N, 已解锁)
* @param completedLevelIndex 刚通关的关卡索引
*/
static onLevelCompleted(completedLevelIndex: number): void {
if (completedLevelIndex < 0) {
console.warn('[StorageManager] 通关关卡索引不能为负数');
return;
}
const progress = StorageManager._getProgress();
const nextLevelIndex = completedLevelIndex + 1;
// 更新当前关卡为下一关
progress.currentLevelIndex = nextLevelIndex;
// 更新最高解锁关卡
progress.maxUnlockedLevelIndex = Math.max(progress.maxUnlockedLevelIndex, completedLevelIndex);
StorageManager._saveProgress(progress);
console.log(`[StorageManager] 通关第 ${completedLevelIndex + 1} 关,下一关: ${nextLevelIndex + 1}`);
}
/**
* 检查指定关卡是否已解锁
* @param levelIndex 关卡索引
* @returns 是否已解锁
*/
static isLevelUnlocked(levelIndex: number): boolean {
const progress = StorageManager._getProgress();
return levelIndex <= progress.maxUnlockedLevelIndex;
}
/**
* 重置所有进度
*/
static resetProgress(): void {
StorageManager._progressCache = null;
sys.localStorage.removeItem(StorageManager.KEY_PROGRESS);
console.log('[StorageManager] 进度已重置');
}
/**
* 重置所有数据(体力 + 进度)
*/
static resetAll(): void {
StorageManager.setStamina(StorageManager.DEFAULT_STAMINA);
StorageManager.resetProgress();
StorageManager.clearToken();
StorageManager.clearUserInfo();
console.log('[StorageManager] 所有数据已重置');
}
// ==================== 用户信息管理 ====================
/**
* 保存用户信息(头像、昵称)
* @param userInfo 用户信息对象
*/
static setUserInfo(userInfo: UserInfo): void {
sys.localStorage.setItem(StorageManager.KEY_USER_INFO, JSON.stringify(userInfo));
console.log('[StorageManager] 用户信息已保存');
}
/**
* 获取本地缓存的用户信息
* @returns 用户信息对象或 null
*/
static getUserInfo(): UserInfo | null {
const data = sys.localStorage.getItem(StorageManager.KEY_USER_INFO);
if (!data) return null;
try {
return JSON.parse(data) as UserInfo;
} catch {
return null;
}
}
/**
* 清除用户信息缓存
*/
static clearUserInfo(): void {
sys.localStorage.removeItem(StorageManager.KEY_USER_INFO);
console.log('[StorageManager] 用户信息已清除');
}
}
```