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Your Name
2026-09-08 11:40:15 +08:00
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/**
* 识糖小课堂独立登录适配层。复用主小程序账号,但不依赖 tongji 其他页面代码。
*/
export function useGameAuth(proxy) {
let loginPromise = null
function hasToken() {
return !!String(uni.getStorageSync('token') || '').trim()
}
function clearToken() {
uni.removeStorageSync('token')
}
function wxLoginCode() {
return new Promise((resolve, reject) => {
uni.login({
provider: 'weixin',
success: (res) => res?.code ? resolve(res.code) : reject(new Error('微信登录未返回 code')),
fail: reject
})
})
}
async function loginWithCode(code) {
const res = await proxy.apiUrl({
url: '/api/login/mnpLogin',
method: 'POST',
data: { code }
}, false)
if (res?.code !== 1 || !res.data?.token) {
clearToken()
throw new Error(res?.msg || '登录失败')
}
uni.setStorageSync('token', res.data.token)
uni.setStorageSync('userData', res.data)
return true
}
async function verifyOrLogin() {
if (hasToken()) {
try {
const res = await proxy.apiUrl({ url: '/api/user/info', method: 'POST' }, false)
if (res?.code === 1 && res.data) {
uni.setStorageSync('userData', res.data)
return true
}
// 只有明确的登录失效才重新换取 token;其他业务错误先保留原登录。
if (res?.code !== -1) return true
} catch (_) {
// 断网不清除仍可能有效的 token,成绩由离线队列稍后补传。
return true
}
clearToken()
}
const code = await wxLoginCode()
return loginWithCode(code)
}
async function ensureLoggedIn() {
if (loginPromise) return loginPromise
loginPromise = verifyOrLogin()
.then(ok => !!ok)
.catch(() => false)
// 只合并同时发生的登录;成功结果不能永久缓存,否则 token 过期后无法恢复。
.finally(() => { loginPromise = null })
return loginPromise
}
return { ensureLoggedIn }
}
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import { ref } from 'vue'
const EMPTY_BOARD = {
week_start: '',
week_end: '',
sex_label: '同行',
group_size: 7,
member_count: 0,
players: [],
me: { count: 0, rank: 1, best_score: 0, distance: 0, is_first: true },
invite_code: ''
}
const PENDING_SYNC_KEY = 'tongji_endless_pending_sync_v1'
function createSessionKey() {
const random = Math.random().toString(36).slice(2, 12)
return `game_${Date.now().toString(36)}_${random}`
}
function readPendingPayloads() {
try {
const stored = uni.getStorageSync(PENDING_SYNC_KEY)
if (!Array.isArray(stored)) return []
return stored.filter(item => (
item
&& /^[A-Za-z0-9_-]{16,64}$/.test(String(item.session_key || ''))
&& Number(item.learned_count) >= 0
)).slice(-8)
} catch (_) {
return []
}
}
/**
* 小游戏的平台连接层。复用主小程序 token,不在游戏里另建账号。
* 每次上报的是本局绝对值,后端按 session_key 去重,断网重试也不会重复加分。
*/
export function useGamePlatform(proxy, ensureLoggedIn) {
const connected = ref(false)
const loading = ref(false)
const syncStatus = ref('idle')
const leaderboard = ref({ ...EMPTY_BOARD })
const confirmedSessionLearned = ref(0)
let sessionKey = createSessionKey()
let syncTimer = null
let syncing = false
let queuedPayloads = readPendingPayloads()
let connectPromise = null
function persistPendingPayloads() {
try { uni.setStorageSync(PENDING_SYNC_KEY, queuedPayloads.slice(-8)) } catch (_) {}
}
async function api(request) {
if (!proxy?.apiUrl) throw new Error('平台接口未初始化')
return proxy.apiUrl(request, false)
}
function applyLeaderboard(data, confirmedForSession = '') {
if (!data || !Array.isArray(data.players)) return
const inactiveSessionResponse = confirmedForSession && confirmedForSession !== sessionKey
if (!inactiveSessionResponse) {
leaderboard.value = {
...EMPTY_BOARD,
...data,
me: { ...EMPTY_BOARD.me, ...(data.me || {}) },
players: data.players
}
}
if (confirmedForSession === sessionKey && data.confirmed_session_learned != null) {
confirmedSessionLearned.value = Number(data.confirmed_session_learned) || 0
}
connected.value = true
syncStatus.value = 'synced'
}
async function refreshLeaderboard() {
const res = await api({
url: '/api/tcm/gameWeeklyLeaderboard',
method: 'GET'
})
if (res?.code !== 1 || !res.data) {
throw new Error(res?.msg || '同行榜加载失败')
}
applyLeaderboard(res.data)
return res.data
}
async function acceptShare(inviteCode) {
const code = String(inviteCode || '').trim().toUpperCase()
if (!code) return
try {
await api({
url: '/api/tcm/gameAcceptShare',
method: 'POST',
data: { invite_code: code }
})
} catch (_) {
// 分享关系是辅助能力,不阻断进入游戏。
}
}
async function connect(inviteCode = '') {
if (connectPromise) return connectPromise
connectPromise = (async () => {
loading.value = true
try {
const loggedIn = await ensureLoggedIn()
if (!loggedIn) throw new Error('登录失败')
await acceptShare(inviteCode)
await refreshLeaderboard()
if (queuedPayloads.length) flushProgress()
return true
} catch (_) {
connected.value = false
syncStatus.value = 'offline'
return false
} finally {
loading.value = false
connectPromise = null
}
})()
return connectPromise
}
function beginSession() {
if (syncTimer) clearTimeout(syncTimer)
sessionKey = createSessionKey()
confirmedSessionLearned.value = 0
syncStatus.value = queuedPayloads.length ? 'pending' : (connected.value ? 'synced' : 'offline')
return sessionKey
}
function queueProgress(learnedCount, score, ended = false) {
const nextPayload = {
session_key: sessionKey,
learned_count: Math.max(0, Number(learnedCount) || 0),
score: Math.max(0, Number(score) || 0),
ended: ended ? 1 : 0
}
const existingIndex = queuedPayloads.findIndex(item => item.session_key === sessionKey)
if (existingIndex >= 0) {
const existing = queuedPayloads[existingIndex]
queuedPayloads[existingIndex] = {
...nextPayload,
learned_count: Math.max(existing.learned_count, nextPayload.learned_count),
score: Math.max(existing.score, nextPayload.score),
ended: Math.max(existing.ended, nextPayload.ended)
}
} else {
queuedPayloads.push(nextPayload)
}
persistPendingPayloads()
syncStatus.value = 'pending'
if (syncTimer) clearTimeout(syncTimer)
if (ended) {
flushProgress()
} else {
syncTimer = setTimeout(flushProgress, 1000)
}
}
async function flushProgress() {
if (syncTimer) clearTimeout(syncTimer)
syncTimer = null
if (syncing || !queuedPayloads.length) return
const payload = queuedPayloads[0]
syncing = true
syncStatus.value = 'syncing'
try {
if (!connected.value) {
const loggedIn = await ensureLoggedIn()
if (!loggedIn) throw new Error('未登录')
}
const res = await api({
url: '/api/tcm/gameSubmitProgress',
method: 'POST',
data: payload
})
if (res?.code !== 1 || !res.data) {
throw new Error(res?.msg || '成绩保存失败')
}
applyLeaderboard(res.data, payload.session_key)
// 请求发出后玩家可能又完成了消除。只移除已经被本次请求覆盖的进度,
// 不能按 session_key 整局删除,否则会丢失请求进行期间产生的新进度。
queuedPayloads = queuedPayloads.filter(item => (
item.session_key !== payload.session_key
|| Number(item.learned_count) > Number(payload.learned_count)
|| Number(item.score) > Number(payload.score)
|| Number(item.ended) > Number(payload.ended)
))
persistPendingPayloads()
} catch (_) {
connected.value = false
syncStatus.value = 'offline'
// 队首保留原绝对值,下次连接或打开榜单时安全重试。
persistPendingPayloads()
} finally {
syncing = false
if (queuedPayloads.length && connected.value) {
setTimeout(flushProgress, 80)
}
}
}
async function syncAndRefresh(learnedCount, score) {
queueProgress(learnedCount, score, false)
await flushProgress()
if (!connected.value) {
await connect()
if (queuedPayloads.length) await flushProgress()
} else {
try { await refreshLeaderboard() } catch (_) {}
}
}
async function recordShare() {
try {
if (!connected.value && !(await connect())) return
const res = await api({ url: '/api/tcm/gameRecordShare', method: 'POST' })
if (res?.code === 1 && res.data?.invite_code) {
leaderboard.value = { ...leaderboard.value, invite_code: res.data.invite_code }
}
} catch (_) {
// 分享本身仍可进行,统计失败不影响用户。
}
}
function dispose() {
if (syncTimer) clearTimeout(syncTimer)
syncTimer = null
persistPendingPayloads()
}
return {
connected,
loading,
syncStatus,
leaderboard,
confirmedSessionLearned,
connect,
beginSession,
queueProgress,
flushProgress,
syncAndRefresh,
refreshLeaderboard,
recordShare,
dispose
}
}
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/**
* 糖分突袭 · 游戏音效(InnerAudioContext 池化,H5/小程序通用)
* 每种操作独立音轨 + playbackRate 变调,避免“全是同一个声”
*/
import { ref, onUnmounted } from 'vue'
const STORAGE_KEY = 'tongji_game_sfx_enabled'
const COS = 'https://gz-1349751149.cos.ap-guangzhou.myqcloud.com/uploads/file'
/** 9 条基础素材(已上传 COS,小程序域名白名单内) */
const SRC = {
tap: `${COS}/20260526/20260526105128557ef8669.mp3`,
swoosh: `${COS}/20260527/202605271539371ebe13672.mp3`,
pop: `${COS}/20260526/202605261051282a0a94508.mp3`,
buzz: `${COS}/20260527/202605271539376ff628472.mp3`,
chime: `${COS}/20260528/202605280937077bad76716.mp3`,
fanfare: `${COS}/20260528/20260528093707b021f5794.mp3`,
blast: `${COS}/20260528/20260528093707ebd4d5733.mp3`,
sparkle: `${COS}/20260528/20260528093707016f07427.mp3`,
stinger: `${COS}/20260528/20260528093709c669f4659.mp3`
}
/**
* 音效表:src / volume / rate(playbackRate) / pool
* rate 不同可在同一素材上听出明显差异
*/
const SFX = {
// —— 基础素材别名(供分层音效直接调用)——
tap: { src: SRC.tap, volume: 0.32, rate: 1, pool: 3 },
pop: { src: SRC.pop, volume: 0.3, rate: 1, pool: 4 },
fanfare: { src: SRC.fanfare, volume: 0.56, rate: 1, pool: 2 },
blast: { src: SRC.blast, volume: 0.62, rate: 1, pool: 2 },
sparkle: { src: SRC.sparkle, volume: 0.5, rate: 1, pool: 2 },
// —— 交互 ——
select: { src: SRC.tap, volume: 0.32, rate: 1.05, pool: 3 },
deselect: { src: SRC.tap, volume: 0.22, rate: 0.82, pool: 2 },
hint: { src: SRC.tap, volume: 0.26, rate: 1.28, pool: 2 },
swap: { src: SRC.swoosh, volume: 0.38, rate: 1.0, pool: 3 },
swapFail: { src: SRC.buzz, volume: 0.36, rate: 1.18, pool: 2 },
drop: { src: SRC.pop, volume: 0.3, rate: 0.88, pool: 4 },
dropLight: { src: SRC.pop, volume: 0.22, rate: 1.22, pool: 2 },
// —— 消除(按连数)——
match3: { src: SRC.chime, volume: 0.48, rate: 1.0, pool: 4 },
match4: { src: SRC.fanfare, volume: 0.54, rate: 1.06, pool: 3 },
match5: { src: SRC.blast, volume: 0.62, rate: 1.0, pool: 3 },
// —— 消除(按 GI 主色)——
matchLowGi: { src: SRC.chime, volume: 0.42, rate: 0.86, pool: 2 },
matchMidGi: { src: SRC.chime, volume: 0.46, rate: 1.02, pool: 2 },
matchHighGi: { src: SRC.buzz, volume: 0.44, rate: 0.92, pool: 2 },
// —— 连消 ——
combo2: { src: SRC.fanfare, volume: 0.56, rate: 1.12, pool: 2 },
combo3: { src: SRC.blast, volume: 0.64, rate: 1.08, pool: 2 },
comboMega: { src: SRC.blast, volume: 0.72, rate: 1.22, pool: 2 },
// —— 道具 ——
insulin: { src: SRC.sparkle, volume: 0.5, rate: 1.15, pool: 2 },
fiber: { src: SRC.swoosh, volume: 0.48, rate: 1.32, pool: 2 },
meal: { src: SRC.stinger, volume: 0.42, rate: 1.35, pool: 1 },
reshuffle: { src: SRC.swoosh, volume: 0.46, rate: 0.72, pool: 2 },
// —— 反馈 ——
score: { src: SRC.tap, volume: 0.28, rate: 1.38, pool: 2 },
goalTick: { src: SRC.chime, volume: 0.36, rate: 1.45, pool: 2 },
meterWarn: { src: SRC.buzz, volume: 0.5, rate: 1.0, pool: 2 },
meterDanger: { src: SRC.buzz, volume: 0.58, rate: 0.78, pool: 2 },
meterStable: { src: SRC.pop, volume: 0.24, rate: 1.05, pool: 1 },
win: { src: SRC.fanfare, volume: 0.66, rate: 1.0, pool: 1 },
winStinger: { src: SRC.stinger, volume: 0.38, rate: 1.5, pool: 1 },
lose: { src: SRC.buzz, volume: 0.52, rate: 0.68, pool: 1 },
// 兼容旧名
match: { src: SRC.chime, volume: 0.48, rate: 1.0, pool: 4 },
combo: { src: SRC.fanfare, volume: 0.56, rate: 1.1, pool: 3 },
heal: { src: SRC.pop, volume: 0.44, rate: 1.18, pool: 2 },
boost: { src: SRC.sparkle, volume: 0.52, rate: 1.0, pool: 2 },
invalid: { src: SRC.buzz, volume: 0.4, rate: 1.15, pool: 2 },
danger: { src: SRC.blast, volume: 0.58, rate: 0.95, pool: 2 }
}
const WARMUP_SFX = [
'select', 'swap', 'swapFail', 'drop', 'dropLight',
'match3', 'match4', 'match5', 'combo2', 'combo3', 'comboMega',
'insulin', 'sparkle', 'reshuffle', 'lose'
]
function createAudioContext() {
if (typeof Audio !== 'undefined') {
const audio = new Audio()
audio.preload = 'auto'
return {
get src() { return audio.src },
set src(value) { audio.src = value },
get volume() { return audio.volume },
set volume(value) { audio.volume = value },
get playbackRate() { return audio.playbackRate },
set playbackRate(value) { audio.playbackRate = value },
play() {
const promise = audio.play()
if (promise?.catch) promise.catch(() => {})
},
stop() {
audio.pause()
try { audio.currentTime = 0 } catch (_) {}
},
seek(time) {
try { audio.currentTime = time } catch (_) {}
},
destroy() {
audio.pause()
audio.removeAttribute('src')
}
}
}
return uni.createInnerAudioContext()
}
class SfxPool {
constructor(src, size, volume, rate = 1) {
this.src = src
this.size = size
this.volume = volume
this.rate = rate
this.list = []
this.cursor = 0
this.warmedUp = false
}
createOne() {
const ctx = createAudioContext()
ctx.src = this.src
ctx.obeyMuteSwitch = false
ctx.autoplay = false
ctx.volume = this.volume
try {
ctx.playbackRate = this.rate
} catch (_) {}
this.list.push(ctx)
return ctx
}
create() {
while (this.list.length < this.size) this.createOne()
}
warmUp() {
if (this.warmedUp) return
const ctx = this.list[0] || this.createOne()
try {
ctx.volume = 0
ctx.play()
setTimeout(() => {
try {
ctx.stop()
ctx.volume = this.volume
} catch (_) {}
}, 60)
} catch (_) {}
if (this.size > 1) this.cursor = 1
this.warmedUp = true
}
play(scale = 1, rateMul = 1) {
if (this.list.length < this.size) this.create()
const ctx = this.list[this.cursor % this.list.length]
this.cursor += 1
const vol = Math.min(1, this.volume * scale)
const rate = Math.min(2, Math.max(0.5, this.rate * rateMul))
try {
ctx.volume = vol
try {
ctx.playbackRate = rate
} catch (_) {}
ctx.stop()
ctx.seek(0)
ctx.play()
} catch (_) {
try {
ctx.play()
} catch (e) {}
}
}
destroy() {
this.list.forEach((ctx) => {
try {
ctx.stop()
ctx.destroy()
} catch (_) {}
})
this.list = []
this.warmedUp = false
}
}
function dominantGi(tiles = []) {
const cnt = { low: 0, mid: 0, high: 0 }
tiles.forEach((t) => {
const g = t?.type?.gi
if (g && cnt[g] !== undefined) cnt[g] += 1
})
let best = 'mid'
let max = 0
Object.entries(cnt).forEach(([k, v]) => {
if (v > max) {
max = v
best = k
}
})
return best
}
export function useGameSfx() {
const enabled = ref(true)
const pools = {}
try {
const stored = uni.getStorageSync(STORAGE_KEY)
if (stored === false || stored === '0' || stored === 0) {
enabled.value = false
}
} catch (_) {}
function ensureAudioOption() {
// #ifdef MP-WEIXIN
try {
uni.setInnerAudioOption({
obeyMuteSwitch: false,
mixWithOther: true
})
} catch (_) {}
// #endif
}
function getPool(name) {
const cfg = SFX[name]
if (!cfg) return null
if (!pools[name]) {
pools[name] = new SfxPool(cfg.src, cfg.pool, cfg.volume, cfg.rate ?? 1)
}
return pools[name]
}
function warmUp() {
if (!enabled.value) return
ensureAudioOption()
const names = typeof Audio !== 'undefined' ? ['select'] : WARMUP_SFX
names.forEach((name) => {
getPool(name)?.warmUp()
})
}
function play(name, scale = 1, rateMul = 1) {
if (!enabled.value) return
getPool(name)?.play(scale, rateMul)
}
function playLayer(primary, secondary, delayMs = 70, secScale = 0.6) {
play(primary)
if (secondary) {
setTimeout(() => play(secondary, secScale), delayMs)
}
}
function playMatch({ matchCount = 3, chain = 0, tiles = [] } = {}) {
if (!enabled.value) return
const giTrack = (() => {
const gi = dominantGi(tiles)
if (gi === 'low') return 'matchLowGi'
if (gi === 'high') return 'matchHighGi'
return 'matchMidGi'
})()
if (chain >= 3) {
playLayer('comboMega', giTrack, 90, 0.55)
return
}
if (chain === 2) {
playLayer('combo3', giTrack, 80, 0.5)
return
}
if (chain === 1) {
playLayer('combo2', giTrack, 70, 0.45)
return
}
if (matchCount >= 5) {
playLayer('match5', 'matchHighGi', 85, 0.5)
} else if (matchCount >= 4) {
playLayer('match4', giTrack, 65, 0.48)
} else {
play(giTrack, 1, 1)
setTimeout(() => play('match3', 0.85), 40)
}
}
function playDrop(count = 1) {
if (!enabled.value || count <= 0) return
const name = count >= 4 ? 'drop' : 'dropLight'
play(name, Math.min(1.2, 0.85 + count * 0.04), count >= 6 ? 0.9 : 1)
}
function playMeter(delta, level) {
if (!enabled.value) return
if (level > 70) play('meterDanger', 1 + (level - 70) * 0.02)
else if (level < 30) play('meterWarn', 0.9, 0.95)
else if (delta > 8) play('meterWarn', 0.75)
else if (delta < -5) play('meterStable', 1.1)
}
function toggleEnabled() {
enabled.value = !enabled.value
try {
uni.setStorageSync(STORAGE_KEY, enabled.value ? '1' : '0')
} catch (_) {}
if (enabled.value) {
warmUp()
play('select')
}
}
function destroyAll() {
Object.keys(pools).forEach((key) => {
pools[key]?.destroy()
delete pools[key]
})
}
onUnmounted(() => {
destroyAll()
})
return {
enabled,
play,
playLayer,
playMatch,
playDrop,
playMeter,
warmUp,
toggleEnabled,
destroyAll
}
}