Login.ts 8.1 KB

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  1. import Util from "../../../before/util/Util";
  2. import JsbSystem from "../../../mk/system/JsbSystem";
  3. import { OpenActionType } from "../../../mk/system/UISystem";
  4. import { UpdateState } from "../../data/AppData";
  5. import HotUpdatePanel from "../hotUpdate/HotUpdatePanel";
  6. const { ccclass, property } = cc._decorator;
  7. @ccclass
  8. export default class Login extends cc.Component {
  9. @property(cc.Sprite)
  10. private bar: cc.Sprite = null;
  11. @property({ displayName: '更新文本', type: cc.Label })
  12. private lbl_progress: cc.Label = null;
  13. @property({ displayName: '加载动画节点', type: cc.Node })
  14. private node_load: cc.Node = null;
  15. @property({ displayName: '服务协议', type: cc.Label })
  16. private lbl_server: cc.Label = null;
  17. @property({ displayName: '隐私协议', type: cc.Label })
  18. private lbl_privacy: cc.Label = null;
  19. /** 加载进度 */
  20. private process: number = 0;
  21. /** 热更脚本(onLoad应先于Login) */
  22. public hotUpdatePanel: HotUpdatePanel = null;
  23. private hasDeviceBackInit = false;
  24. onLoad() {
  25. this.lbl_progress.node.active = false;
  26. this.node_load.active = true;
  27. this.setProgress(0);
  28. }
  29. start() {
  30. if (mk.storage.getStorage("alifengkong") == 1) {
  31. return;
  32. }
  33. if (CC_DEBUG) {
  34. mk.aliRiskManager.getRiskCode = true;
  35. gData.appData.getDeviceInfoCompelete = true;
  36. }
  37. else {
  38. mk.aliRiskManager.init();
  39. }
  40. mk.loader.preload('game/coregame/coregame', cc.Prefab);
  41. this.init();
  42. }
  43. update() {
  44. if (!gData.appData.getDeviceInfoCompelete) {
  45. return
  46. }
  47. if (!this.hasDeviceBackInit) {
  48. this.hasDeviceBackInit = true;
  49. this.getDeviceInfoBack();
  50. }
  51. //如果更新没有结束,就不进入正常加载流程
  52. if (gData.appData.updateState == UpdateState.ForceUpdateFinish) {
  53. gData.appData.updateState = UpdateState.CheckHot;
  54. this.checkHotUpdate();
  55. }
  56. if (gData.appData.updateState == UpdateState.IsUpdate) {
  57. this.lbl_progress.node.active = true;
  58. this.node_load.active = false;
  59. this.setProgress(gData.appData.updatePercent * 100);
  60. return;
  61. }
  62. if (gData.appData.updateState != UpdateState.UpdateFinish) {
  63. return;
  64. }
  65. if (this.process < 100) {
  66. this.process += 2;
  67. this.setProgress(this.process);
  68. }
  69. if (gData.loginData.loadResCompelete) {
  70. if (mk.aliRiskManager.getRiskCode) {
  71. mk.aliRiskManager.getRiskCode = false;
  72. this.login();
  73. }
  74. else if (gData.gameData.dataFinish) {//登录流程完毕
  75. if (mk.storage.getStorage("agreementTip", false) != 1) {
  76. mk.ui.openPanel("module/login/agreementTip");
  77. mk.storage.setStorage("agreementTip", 1, false);
  78. }
  79. else {
  80. let node = cc.find('Canvas/主界面层');
  81. mk.ui.openPanel("game/prefab/game", OpenActionType.closeOther, node);
  82. console.log("===[Jsbsystem 显示开屏广告================================")
  83. if (mk.ad.ifShowAd) {
  84. JsbSystem.showSplash();
  85. }
  86. }
  87. gData.gameData.dataFinish = false;
  88. }
  89. }
  90. else {
  91. gData.loginData.loadLocalRes();
  92. }
  93. }
  94. /** 设置进度 */
  95. private setProgress(current) {
  96. this.bar.fillRange = current / 100;
  97. this.lbl_progress.string = "加载中 " + current + "%";
  98. }
  99. /** 初始化 */
  100. public async init() {
  101. //获取appid 和 配置version
  102. JsbSystem.getWxAppId();
  103. //获取手机授权
  104. JsbSystem.checkPermission();
  105. }
  106. /** 获取设备信息后 */
  107. public async getDeviceInfoBack() {
  108. //获取登录需要的sessionkey
  109. gData.loginData.init();
  110. await this.checkForceUpate();
  111. this.checkRemoveLocalHot();
  112. mk.audio.init();
  113. }
  114. //整包更新和新流程--------------------------------------------------------
  115. /** 新包覆盖安装后清除热更版本,重启 */
  116. checkRemoveLocalHot() {
  117. let currentVersion = mk.storage.getStorage('currentVersion');
  118. mk.storage.setStorage('currentVersion', gData.appData.appVersion);
  119. if (currentVersion) {
  120. let compareVer = Util.versionCompareHandle(currentVersion, gData.appData.appVersion)
  121. console.log('compareVer ', compareVer)
  122. if (compareVer < 0) {
  123. // 热更新的储存路径,如果旧版本中有多个,可能需要记录在列表中,全部清理
  124. var storagePath = localStorage.getItem('HotUpdateSearchPaths');
  125. if (storagePath) {
  126. let storageArr = JSON.parse(storagePath)
  127. let len = storageArr.length - 2
  128. for (var i = 0; i < len; i++) {
  129. let path = storageArr.shift()
  130. jsb.fileUtils.removeDirectory(path);
  131. }
  132. cc.sys.localStorage.removeItem('HotUpdateSearchPaths');
  133. jsb.fileUtils.setSearchPaths(storageArr);
  134. cc.audioEngine.stopAll();
  135. cc.game.restart();
  136. }
  137. }
  138. }
  139. }
  140. /** 检测强制更新 */
  141. public async checkForceUpate() {
  142. await this.getForceVersionInfo();
  143. if (gData.appData.needForceUpdate === 1) {
  144. mk.ui.openPanel('module/forceUpdate/forceUpdate');
  145. }
  146. else {
  147. await this.checkHotUpdate();
  148. }
  149. }
  150. //发送请求整包更新
  151. public async getForceVersionInfo() {
  152. if (CC_DEBUG) {
  153. //测试用配置版本号
  154. gData.appData.tfChannel = "1";
  155. gData.appData.appVersion = "1.0.0";
  156. }
  157. let data: any = {
  158. appId: gData.appData.appId,
  159. channel: gData.appData.tfChannel,
  160. version: gData.appData.appVersion
  161. }
  162. mk.console.logSingle('getForceVersionInfo ', data);
  163. let response = await mk.http.sendRequest("getForceVersionInfo", 'POST', JSON.stringify(data), false, false)
  164. if (response.data) {
  165. gData.appData.needForceUpdate = response.data.isForceUpdate;
  166. gData.appData.installVersion = response.data.version;
  167. gData.appData.installUrl = response.data.downloadAddress;
  168. gData.appData.updateDes = response.data.versionRemark;
  169. gData.appData.fixDes = response.data.bugRestoreRemark;
  170. }
  171. else {
  172. gData.appData.needForceUpdate = 0;
  173. console.error("[Login]无response.data 请检查.");
  174. }
  175. mk.console.logSingle("===[Login] gData.appData.needForceUpdate", response);
  176. }
  177. //热更新-----------------------------------------------------------------
  178. /** 检测热更新 */
  179. public async checkHotUpdate() {
  180. //热更脚本交互
  181. this.hotUpdatePanel = this.node.getComponent(HotUpdatePanel);
  182. if (!this.hotUpdatePanel) {
  183. console.error("===[login] 登录界面,没有挂载热更脚本");
  184. gData.appData.updateState = UpdateState.UpdateFinish;
  185. }
  186. else {
  187. console.log("===[login] 登录界面,挂载热更脚本");
  188. this.hotUpdatePanel.checkHotUpdate();
  189. }
  190. }
  191. public async login() {
  192. //初始化相关数据
  193. mk.pool.init(gData.gameData.pools);
  194. gData.appData.init();
  195. //本地读取配置
  196. await gData.configData.loadConfig();
  197. gData.adData.init();
  198. mk.console.log("[FC] gData.appData.appId", gData.appData.appId);
  199. //登录
  200. gData.loginData.login();
  201. }
  202. }