Files
mp-xieyingeng/assets/scripts/utils/AuthManager.ts
2026-04-26 17:04:47 +08:00

157 lines
5.0 KiB
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;
}
}
}