Files
Webview_SgConfig_Unity_IOS/Assets/Scripts/ConfigSystem_sdk.cs
T
2026-07-07 15:58:59 +08:00

246 lines
7.5 KiB
C#

using System;
using System.IO;
using BingoBrain.Core;
using UnityEngine;
using BingoBrain.Asset;
using BingoBrain.HotFix;
using System.Collections.Generic;
using Newtonsoft.Json;
using BingoBrain;
using System.Linq;
using System.Text;
namespace BingoBrain
{
public class ConfigSystem_sdk
{
private ConfigSystem_sdk()
{
}
private static readonly ConfigSystem_sdk _instance = new ConfigSystem_sdk();
public static ConfigSystem_sdk Instance
{
get { return _instance; }
}
private static Dictionary<Type, object> configData = new();
public void OnRequestGetConfig()
{
GameHelper.PostFunnelLogin("loadBegin");
var loginData = LoginModel_sdk.Instance;
var configFileName = "Json";
var configFileSavePath = $"{Application.persistentDataPath}/sdkConfig/";
var assetHotFixFilePath = $"{configFileSavePath}{configFileName}.txt";
var configFileNameKey = "sdkconfigFileName";
var CDNConfigFileName = loginData.setting;
string savedCfgName = PlayerPrefs.GetString(configFileNameKey);
bool needDownloadConfigFile = false;
if (!string.IsNullOrEmpty(CDNConfigFileName))
{
//如果本地Player Prefs里没有保存配置文件名
if (string.IsNullOrEmpty(savedCfgName))
{
// Debug.Log("[UNITY] No config file name saved.");
needDownloadConfigFile = true;
}
else
{
// Debug.Log($"[UNITY] Saved config name: {savedCfgName}, CDN config name: {CDNConfigFileName}");
//与CDN上的对比名称
if (!savedCfgName.Equals(CDNConfigFileName))
{
needDownloadConfigFile = true;
}
}
}
//Debug.Log($"[UNITY] needDownloadConfigFile: {needDownloadConfigFile}");
//默默地拉去新配置
// Debug.Log("kkkkkkkkkkkkkkkkkkkkkk" + needDownloadConfigFile);
// Debug.Log("kkkkkkkkkkkkkkkkkkkkkk" + savedCfgName);
if (needDownloadConfigFile || !File.Exists(assetHotFixFilePath))
{
IsfvKit.StartCoroutine(CachKit.GetTextFromUrl($"{loginData.cdn_url}/config/{CDNConfigFileName}",
configFileName, (content) =>
{
PlayerPrefs.SetString(configFileNameKey, CDNConfigFileName);
ParseConfig(content);
//CtrlDispatcher.Instance.Dispatch(CtrlMsg.NewConfigRead);
}, configFileSavePath));
}
//检查设备本地是否有配置文件
if (File.Exists(assetHotFixFilePath))
{
// Debug.Log($"[UNITY] Load config from datapath: {assetHotFixFilePath}");
ParseConfig(File.ReadAllText(assetHotFixFilePath));
// UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.NetLoadingUI_Close);
AppDispatcher.Instance.Dispatch(CsjInfoC.LoginInit);
GameHelper.PostFunnelLogin("loadFinish");
}
// else //没有就从StreamingAssets读取
// {
// var path = $"{Application.streamingAssetsPath}/Config/{configFileName}.txt";
// #if UNITY_IOS
// path = "file://" + path;
// #endif
// // Debug.Log($"[UNITY] Load config from streaming asset: {path}");
// IsfvKit.StartCoroutine(CachKit.GetTextFromUrl(path, configFileName, content =>
// {
// ParseConfig(content);
// // UICtrlDispatcher.Instance.Dispatch(UICtrlMsg.NetLoadingUI_Close);
// AppDispatcher.Instance.Dispatch(CsjInfoC.LoginInit);
// GameHelper.PostFunnelLogin("loadFinish");
// }, configFileSavePath));
// }
}
private void ParseConfig(string json)
{
Debug.Log("sdk--------json" + json);
if (json == null)
{
return;
}
if (!json.StartsWith("{"))
{
json = Encoding.UTF8.GetString(Base64Kit_sdk.Decrypt(Encoding.UTF8.GetBytes(json),
"com.matchgame.captaindicedubloons"));
// json = Base64Kit.Decode(json, "com.matchgame.captaindicedubloons");
}
Debug.Log("转化后的json" + json);
SetConfig(json);
if (true)
{
SdkManager.Instance.RefreshUrl();
}
// CtrlDispatcher.Instance.Dispatch(CtrlMsg.Game_StartBefore);
}
public RootObject SDKConfig;
private void SetConfig(string json_)
{
SDKConfig = JsonConvert.DeserializeObject<RootObject>(json_);
// for (int i = 0; i < SDKConfig.h5Conf.links.Count; i++)
// {
// light_weblist.Add(data_new[i]);
// }
// List<int> type_list = new List<int>();
// for (int i = 0; i < SDKConfig.h6Conf.layerConfList.Count; i++)
// {
// dark_weblist.Add(data_new[i]);
// if (!type_list.Contains(data_new[i].wvType))
// {
// web_through_str += data_new[i].wvthrough;
// web_through_str += "|";
// type_list.Add(data_new[i].wvType);
// }
// }
// web_through_str.Remove(web_through_str.Length - 1);
}
}
public class RootObject
{
public string bid;
public H5Conf h5Conf;
public H6Conf h6Conf;
}
public class H5Conf
{
public F5Interval f5Interval;//自动刷新间隔
public List<H5Link> links; // H5 的 Link
}
public class F5Interval
{
public int min;
public int max;
}
public class H5Link
{
public int id;
public string url;
public int weight;
public int maxF5Times;
}
public class H6Conf
{
public int layers;//层数总数
public ADClickF5Delay ADClickF5Delay;//延长时间
public SwitchCondition switchCondition;//开启条件
public List<LayerConfList> layerConfList;
}
public class ADClickF5Delay
{
public int min;
public int max;
}
public class SwitchCondition//开启条件
{
public List<RetentionConf> retentionConf; // 已经实例化为具体类型
}
public class RetentionConf//开启条件
{
public Days days;
public int prob;
}
public class Days
{
public int min;
public int max;
}
public class LayerConfList
{
public int layerId;//第几层
public int weight;//显示权重
public F5Interval f5Interval;//自动刷新间隔
public int offset;
public List<H6Link> links; // H6 内部图层的 Link
}
public class H6Link
{
public int id;
public string url;
public int weight;
public int maxF5Times;//刷新上限
public int ctProb;
public int ctProb2;
}
}