update:语音加载优化,修复大乱斗未重连比赛服问题
This commit is contained in:
+307
-247
@@ -95,6 +95,28 @@ export const audioFils = {
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"https://static.shelingxingqiu.com/shootaudio/%E5%91%BD%E4%B8%AD.mp3"
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};
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const AUDIO_LOAD_TIMEOUT_MS = 5000;
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const AUDIO_WARM_CONCURRENCY = 3;
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const AUDIO_WARM_RETRIES = 1;
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const AUDIO_WARM_PRIORITY_KEYS = [
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"点击按钮",
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"比赛开始",
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"练习开始",
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"请开始射击",
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"轮到你了",
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"比赛结束",
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"射击无效",
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"中场休息",
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"下半场开始",
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"决金箭轮",
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"请蓝方射箭",
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"请红方射箭",
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"距离合格",
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"距离不足",
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"未上靶",
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"X环",
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];
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// 版本控制日志函数
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function debugLog(...args) {
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// 获取当前环境信息
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@@ -111,18 +133,15 @@ class AudioManager {
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constructor() {
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this.audioMap = new Map();
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this.currentPlayingKey = null;
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this.maxRetries = 3;
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// 多轮统一重试:最多重试的轮次与每轮间隔
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this.maxRetryRounds = 10;
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this.retryRoundIntervalMs = 1500;
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// 显式授权播放标记,防止 iOS 在设置 src 后误播
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this.allowPlayMap = new Map();
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// 串行加载相关属性
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this.audioKeys = [];
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this.currentLoadingIndex = 0;
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// 后台预热与单条加载状态
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this.isLoading = false;
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this.loadingPromise = null;
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this.loadingKeyPromises = new Map();
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this.pendingPlayKeys = new Set();
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this.cacheWritePromises = new Map();
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this.warmAllPromise = null;
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// 连续播放队列相关属性
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this.sequenceQueue = [];
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@@ -141,19 +160,14 @@ class AudioManager {
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// 静音开关
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this.isMuted = false;
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this.pendingPlayKey = null;
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// 新增:就绪状态映射
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this.readyMap = new Map();
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// 新增:首轮失败的音频集合与重试阶段标识
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this.failedLoadKeys = new Set();
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// 加载代数,用于 reloadAll 时作废旧的加载循环
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// 加载代数,用于 reloadAll 时作废旧的异步加载
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this.loadGeneration = 0;
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// 本地路径缓存 Map: { url: localPath }
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this.localFileCache = uni.getStorageSync("audio_local_files") || {};
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// 启动时自动清理过期的缓存文件(URL 已不在 audioFils 中的文件)
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this.cleanObsoleteCache();
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this.bindAudioInterruptionEvents();
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this.initAudios();
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}
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bindAudioInterruptionEvents() {
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@@ -217,128 +231,122 @@ class AudioManager {
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}
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}
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// 初始化音频(两阶段:首轮串行加载全部,次轮仅串行加载失败项一次)
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initAudios() {
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if (this.isLoading) {
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debugLog("音频正在加载中,跳过重复初始化");
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return this.loadingPromise;
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}
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debugLog("开始串行加载音频...");
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this.isLoading = true;
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this.audioKeys = Object.keys(audioFils);
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this.currentLoadingIndex = 0;
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this.failedLoadKeys.clear();
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// 增加代数,使得旧的加载循环失效
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this.loadGeneration = (this.loadGeneration || 0) + 1;
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const currentGen = this.loadGeneration;
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this.loadingPromise = new Promise((resolve) => {
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const finalize = () => {
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if (currentGen !== this.loadGeneration) return;
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const runRounds = (round) => {
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if (currentGen !== this.loadGeneration) return;
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// 达到最大轮次或没有失败项,收尾
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if (this.failedLoadKeys.size === 0 || round > this.maxRetryRounds) {
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this.isLoading = false;
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resolve();
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return;
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}
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const retryKeys = Array.from(this.failedLoadKeys);
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this.failedLoadKeys.clear();
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debugLog(`开始第 ${round} 轮串行加载,共 ${retryKeys.length} 个`);
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this.loadKeysSequentially(
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retryKeys,
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() => {
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if (currentGen !== this.loadGeneration) return;
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// 如仍有失败项,继续下一轮;否则结束
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if (this.failedLoadKeys.size > 0 && round < this.maxRetryRounds) {
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setTimeout(
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() => runRounds(round + 1),
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this.retryRoundIntervalMs
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);
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} else {
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this.isLoading = false;
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resolve();
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}
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},
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currentGen
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);
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};
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// 启动第 1 轮重试(如有失败项)
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runRounds(1);
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};
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this.loadNextAudio(finalize, currentGen);
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});
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return this.loadingPromise;
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getWarmupKeys() {
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return Array.from(
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new Set([...AUDIO_WARM_PRIORITY_KEYS, ...Object.keys(audioFils)])
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);
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}
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// 按自定义列表串行加载音频(避免并发过多)
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loadKeysSequentially(keys, onComplete, gen) {
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if (gen !== undefined && gen !== this.loadGeneration) return;
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let idx = 0;
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const list = Array.from(keys);
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const next = () => {
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if (gen !== undefined && gen !== this.loadGeneration) return;
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if (idx >= list.length) {
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if (onComplete) onComplete();
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return;
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}
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const k = list[idx++];
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ensureAudio(key) {
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if (!audioFils[key]) return Promise.resolve(false);
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if (this.readyMap.get(key) && this.audioMap.has(key)) {
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return Promise.resolve(true);
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}
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// 已就绪的音频不再重载,避免把 ready 状态重置为 false
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if (this.readyMap.get(k)) {
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setTimeout(next, 50);
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return;
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}
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const loadingPromise = this.loadingKeyPromises.get(key);
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if (loadingPromise) return loadingPromise;
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// 未就绪:已存在则重载;不存在则创建
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if (this.audioMap.has(k)) {
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this.retryLoadAudio(k);
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setTimeout(next, 100);
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} else {
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this.createAudio(k, () => {
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setTimeout(next, 100);
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let promise;
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promise = new Promise((resolve) => {
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try {
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this.createAudio(key, () => {
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resolve(this.readyMap.get(key) === true && this.audioMap.has(key));
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});
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return; // createAudio 内部会触发 next
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} catch (error) {
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debugLog(`音频 ${key} 创建失败`, error);
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resolve(false);
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}
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}).finally(() => {
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if (this.loadingKeyPromises.get(key) === promise) {
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this.loadingKeyPromises.delete(key);
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}
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});
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this.loadingKeyPromises.set(key, promise);
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return promise;
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}
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async warmKeys(
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keys,
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{ concurrency = AUDIO_WARM_CONCURRENCY, retries = AUDIO_WARM_RETRIES } = {}
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) {
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const queue = Array.from(new Set(keys)).filter((key) => !!audioFils[key]);
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if (!queue.length) return;
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let index = 0;
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const worker = async () => {
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while (index < queue.length) {
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const key = queue[index++];
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let ready = await this.ensureAudio(key);
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for (let attempt = 0; !ready && attempt < retries; attempt += 1) {
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ready = await this.retryLoadAudio(key);
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}
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}
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};
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next();
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const workerCount = Math.min(Math.max(1, concurrency), queue.length);
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await Promise.all(Array.from({ length: workerCount }, () => worker()));
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}
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// 串行加载下一个音频(首轮)
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loadNextAudio(onComplete, gen) {
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if (gen !== undefined && gen !== this.loadGeneration) return;
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if (this.currentLoadingIndex >= this.audioKeys.length) {
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debugLog("首轮加载遍历完成", this.currentLoadingIndex);
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if (onComplete) onComplete();
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warmButton() {
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return this.warmKeys(["点击按钮"], { concurrency: 1, retries: 1 });
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}
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warmAll() {
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if (this.warmAllPromise) return this.warmAllPromise;
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debugLog("开始后台分级预热全部语音");
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this.isLoading = true;
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this.warmAllPromise = this.warmKeys(this.getWarmupKeys())
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.catch((error) => {
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debugLog("后台语音预热异常", error);
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})
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.finally(() => {
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this.isLoading = false;
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debugLog("后台语音预热结束", this.getLoadProgress());
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});
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return this.warmAllPromise;
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}
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// 保留旧入口兼容测试页或其他历史调用,实际行为改为非阻塞后台预热。
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initAudios() {
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return this.warmAll();
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}
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// 创建单个音频实例:缓存命中优先使用,未命中直接使用 CDN。
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createAudio(key, callback) {
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const src = audioFils[key];
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const generation = this.loadGeneration;
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let completed = false;
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const complete = () => {
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if (completed) return;
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completed = true;
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if (callback) callback();
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};
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if (!src) {
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complete();
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return;
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}
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const key = this.audioKeys[this.currentLoadingIndex];
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debugLog(
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`开始加载音频 ${this.currentLoadingIndex + 1}/${
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this.audioKeys.length
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}: ${key}`
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);
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this.createAudio(key, () => {
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setTimeout(() => {
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this.loadNextAudio(onComplete, gen);
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}, 100);
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});
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}
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// 创建单个音频实例(支持本地缓存)
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createAudio(key, callback) {
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this.currentLoadingIndex++;
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const src = audioFils[key];
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const existingAudio = this.audioMap.get(key);
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if (existingAudio && !this.readyMap.get(key)) {
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try {
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existingAudio.destroy();
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} catch (_) {}
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this.audioMap.delete(key);
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}
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const isCurrentGeneration = () => generation === this.loadGeneration;
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const setupAudio = (realSrc, resumeAfterReady = false) => {
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if (!isCurrentGeneration()) {
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complete();
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return;
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}
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const setupAudio = (realSrc) => {
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const audio = uni.createInnerAudioContext();
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audio.autoplay = false;
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audio.src = realSrc;
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try {
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if (typeof audio.volume === "number") {
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audio.volume = this.isMuted ? 0 : 1;
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@@ -355,63 +363,99 @@ class AudioManager {
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}
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});
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const loadTimeout = setTimeout(() => {
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debugLog(`音频 ${key} 加载超时`);
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this.recordLoadFailure(key);
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let loadTimeout = null;
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let readyHandled = false;
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const clearLoadTimeout = () => {
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if (!loadTimeout) return;
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clearTimeout(loadTimeout);
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loadTimeout = null;
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};
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const handleLoadFailure = (message) => {
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if (this.audioMap.get(key) !== audio) return;
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clearLoadTimeout();
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debugLog(`音频 ${key} ${message}`);
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const isLocalCache =
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realSrc !== src && this.localFileCache[src] === realSrc;
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const shouldResume =
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this.allowPlayMap.get(key) === true || this.currentPlayingKey === key;
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const shouldResumeDirectly = shouldResume && completed;
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this.clearPlayWatchdog(key);
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this.allowPlayMap.set(key, false);
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if (this.currentPlayingKey === key) {
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this.currentPlayingKey = null;
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}
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if (this.lastPlayKey === key) {
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this.lastPlayKey = null;
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this.lastPlayAt = 0;
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}
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this.readyMap.set(key, false);
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this.audioMap.delete(key);
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try {
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audio.destroy();
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} catch (_) {}
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if (isLocalCache && isCurrentGeneration()) {
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debugLog(`本地缓存失效,立即切换 CDN: ${key}`);
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delete this.localFileCache[src];
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uni.setStorageSync("audio_local_files", this.localFileCache);
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uni.removeSavedFile({ filePath: realSrc });
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setupAudio(src, shouldResumeDirectly);
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void this.cacheRemoteFile(src, key);
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return;
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}
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this.finishPlayback(key, {
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advanceSequence: true,
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emitEnded: true,
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});
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if (callback) callback();
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}, 10000);
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complete();
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};
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loadTimeout = setTimeout(() => {
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handleLoadFailure("加载超时");
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}, AUDIO_LOAD_TIMEOUT_MS);
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audio.onCanplay(() => {
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if (this.audioMap.get(key) !== audio) return;
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if (readyHandled) return;
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readyHandled = true;
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if (!isCurrentGeneration()) {
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clearLoadTimeout();
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this.audioMap.delete(key);
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try {
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audio.destroy();
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} catch (_) {}
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complete();
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return;
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}
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if (!this.allowPlayMap.get(key)) {
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try {
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audio.pause();
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} catch (_) {}
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}
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clearTimeout(loadTimeout);
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clearLoadTimeout();
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this.readyMap.set(key, true);
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this.failedLoadKeys.delete(key);
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// debugLog(`音频 ${key} 已加载完成`, this.getLoadProgress());
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uni.$emit("audioLoaded", key);
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const loadedAudioKeys = uni.getStorageSync("loadedAudioKeys") || {};
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loadedAudioKeys[key] = true;
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uni.setStorageSync("loadedAudioKeys", loadedAudioKeys);
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if (callback) callback();
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complete();
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if (resumeAfterReady) {
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setTimeout(() => {
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const isSequenceCurrent =
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this.isSequenceRunning &&
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this.sequenceQueue[this.sequenceIndex] === key;
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if (isSequenceCurrent) this._playSingle(key, false);
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}, 0);
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}
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});
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audio.onError((res) => {
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clearTimeout(loadTimeout);
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debugLog(`音频 ${key} 加载失败:`, res.errMsg);
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// 如果是本地文件加载失败,可能是文件损坏,清除缓存以便下次重新下载
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if (realSrc !== src && this.localFileCache[src] === realSrc) {
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debugLog(`本地缓存失效,移除记录: ${key}`);
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delete this.localFileCache[src];
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uni.setStorageSync("audio_local_files", this.localFileCache);
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// 移除文件
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uni.removeSavedFile({ filePath: realSrc });
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}
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this.recordLoadFailure(key);
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this.audioMap.delete(key);
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try {
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audio.destroy();
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} catch (_) {}
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this.finishPlayback(key, {
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advanceSequence: true,
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emitEnded: true,
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});
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if (this.readyMap.get(key)) {
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// 这里不要去除,不然检查进度的时候由于没有重新加载而进度卡住,等播放失败的时候会重新加载
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// this.readyMap.set(key, false);
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} else {
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if (callback) callback();
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}
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handleLoadFailure(`加载失败:${res.errMsg || "unknown"}`);
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});
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audio.onEnded(() => {
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@@ -426,58 +470,78 @@ class AudioManager {
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});
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this.audioMap.set(key, audio);
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audio.src = realSrc;
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};
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// 检查是否有可用的本地缓存
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this.checkLocalFile(src).then((localPath) => {
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if (!isCurrentGeneration()) {
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complete();
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return;
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}
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if (localPath) {
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debugLog(`命中本地缓存: ${key}`);
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setupAudio(localPath);
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} else {
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// 下载并尝试保存
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uni.downloadFile({
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url: src,
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timeout: 20000,
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success: (res) => {
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if (res.tempFilePath) {
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// 尝试保存文件到本地存储(持久化)
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uni.getFileSystemManager().saveFile({
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tempFilePath: res.tempFilePath,
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success: (saveRes) => {
|
||||
const savedPath = saveRes.savedFilePath;
|
||||
this.localFileCache[src] = savedPath;
|
||||
uni.setStorageSync("audio_local_files", this.localFileCache);
|
||||
debugLog(`音频已缓存到本地: ${key}`);
|
||||
setupAudio(savedPath);
|
||||
},
|
||||
fail: (err) => {
|
||||
debugLog(
|
||||
`保存音频失败(可能空间不足),使用临时文件: ${key}`,
|
||||
err
|
||||
);
|
||||
setupAudio(res.tempFilePath);
|
||||
},
|
||||
});
|
||||
} else {
|
||||
this.recordLoadFailure(key);
|
||||
this.finishPlayback(key, {
|
||||
advanceSequence: true,
|
||||
emitEnded: true,
|
||||
});
|
||||
if (callback) callback();
|
||||
}
|
||||
},
|
||||
fail: () => {
|
||||
this.recordLoadFailure(key);
|
||||
this.finishPlayback(key, {
|
||||
advanceSequence: true,
|
||||
emitEnded: true,
|
||||
});
|
||||
if (callback) callback();
|
||||
},
|
||||
});
|
||||
setupAudio(src);
|
||||
void this.cacheRemoteFile(src, key);
|
||||
}
|
||||
}).catch(() => {
|
||||
setupAudio(src);
|
||||
void this.cacheRemoteFile(src, key);
|
||||
});
|
||||
}
|
||||
|
||||
cacheRemoteFile(url, key) {
|
||||
if (this.localFileCache[url]) return Promise.resolve(true);
|
||||
const currentPromise = this.cacheWritePromises.get(url);
|
||||
if (currentPromise) return currentPromise;
|
||||
|
||||
let promise;
|
||||
promise = new Promise((resolve) => {
|
||||
if (typeof uni.downloadFile !== "function") {
|
||||
resolve(false);
|
||||
return;
|
||||
}
|
||||
|
||||
uni.downloadFile({
|
||||
url,
|
||||
timeout: 20000,
|
||||
success: (res) => {
|
||||
if (!res.tempFilePath) {
|
||||
resolve(false);
|
||||
return;
|
||||
}
|
||||
|
||||
let fileSystemManager;
|
||||
try {
|
||||
fileSystemManager = uni.getFileSystemManager();
|
||||
} catch (_) {
|
||||
resolve(false);
|
||||
return;
|
||||
}
|
||||
|
||||
fileSystemManager.saveFile({
|
||||
tempFilePath: res.tempFilePath,
|
||||
success: (saveRes) => {
|
||||
this.localFileCache[url] = saveRes.savedFilePath;
|
||||
uni.setStorageSync("audio_local_files", this.localFileCache);
|
||||
debugLog(`音频已后台缓存到本地: ${key}`);
|
||||
resolve(true);
|
||||
},
|
||||
fail: () => resolve(false),
|
||||
});
|
||||
},
|
||||
fail: () => resolve(false),
|
||||
});
|
||||
}).finally(() => {
|
||||
if (this.cacheWritePromises.get(url) === promise) {
|
||||
this.cacheWritePromises.delete(url);
|
||||
}
|
||||
});
|
||||
|
||||
this.cacheWritePromises.set(url, promise);
|
||||
return promise;
|
||||
}
|
||||
|
||||
// 检查本地文件是否有效
|
||||
@@ -504,11 +568,6 @@ class AudioManager {
|
||||
});
|
||||
}
|
||||
|
||||
// 新增:记录失败(首轮与次轮都会用到)
|
||||
recordLoadFailure(key) {
|
||||
this.failedLoadKeys.add(key);
|
||||
}
|
||||
|
||||
clearPlayWatchdog(key) {
|
||||
const timer = this.playWatchdogTimers.get(key);
|
||||
if (timer) {
|
||||
@@ -612,19 +671,14 @@ class AudioManager {
|
||||
}
|
||||
|
||||
reloadAudioKey(key) {
|
||||
const audio = this.audioMap.get(key);
|
||||
if (audio) {
|
||||
try {
|
||||
audio.destroy();
|
||||
} catch (_) {}
|
||||
this.audioMap.delete(key);
|
||||
}
|
||||
this.readyMap.set(key, false);
|
||||
this.retryLoadAudio(key);
|
||||
return this.retryLoadAudio(key);
|
||||
}
|
||||
|
||||
// 重新加载音频
|
||||
retryLoadAudio(key) {
|
||||
const loadingPromise = this.loadingKeyPromises.get(key);
|
||||
if (loadingPromise) return loadingPromise;
|
||||
|
||||
this.clearPlayWatchdog(key);
|
||||
const oldAudio = this.audioMap.get(key);
|
||||
if (oldAudio) {
|
||||
@@ -632,7 +686,9 @@ class AudioManager {
|
||||
oldAudio.destroy();
|
||||
} catch (_) {}
|
||||
}
|
||||
this.createAudio(key);
|
||||
this.audioMap.delete(key);
|
||||
this.readyMap.set(key, false);
|
||||
return this.ensureAudio(key);
|
||||
}
|
||||
|
||||
// 播放指定音频或音频数组(数组则按顺序连续播放)
|
||||
@@ -695,6 +751,32 @@ class AudioManager {
|
||||
}
|
||||
}
|
||||
|
||||
waitForAudioAndPlay(key) {
|
||||
if (this.pendingPlayKeys.has(key)) return;
|
||||
this.pendingPlayKeys.add(key);
|
||||
|
||||
this.ensureAudio(key)
|
||||
.then((ready) => {
|
||||
const isSequenceCurrent =
|
||||
this.isSequenceRunning && this.sequenceQueue[this.sequenceIndex] === key;
|
||||
if (!isSequenceCurrent) return;
|
||||
|
||||
if (ready) {
|
||||
this._playSingle(key, false);
|
||||
return;
|
||||
}
|
||||
|
||||
this.finishPlayback(key, {
|
||||
advanceSequence: true,
|
||||
emitEnded: true,
|
||||
force: true,
|
||||
});
|
||||
})
|
||||
.finally(() => {
|
||||
this.pendingPlayKeys.delete(key);
|
||||
});
|
||||
}
|
||||
|
||||
// 内部方法:播放单个 key
|
||||
_playSingle(key, forceStopAll = false) {
|
||||
if (this.isInterrupted) {
|
||||
@@ -726,7 +808,7 @@ class AudioManager {
|
||||
}
|
||||
|
||||
const audio = this.audioMap.get(key);
|
||||
if (audio) {
|
||||
if (audio && this.readyMap.get(key)) {
|
||||
// 播放前确保遵循当前静音状态
|
||||
try {
|
||||
if (typeof audio.volume === "number") {
|
||||
@@ -768,32 +850,8 @@ class AudioManager {
|
||||
this.lastPlayAt = Date.now();
|
||||
this.startPlayWatchdog(key);
|
||||
} else {
|
||||
debugLog(`音频 ${key} 不存在,尝试重新加载...`);
|
||||
this.retryLoadAudio(key);
|
||||
let loadWaitTimer = null;
|
||||
const cleanup = () => {
|
||||
try {
|
||||
uni.$off("audioLoaded", handler);
|
||||
} catch (_) {}
|
||||
if (loadWaitTimer) {
|
||||
clearTimeout(loadWaitTimer);
|
||||
loadWaitTimer = null;
|
||||
}
|
||||
};
|
||||
const handler = (loadedKey) => {
|
||||
if (loadedKey === key) {
|
||||
cleanup();
|
||||
// 再次校验是否存在且就绪
|
||||
const a = this.audioMap.get(key);
|
||||
if (a && this.readyMap.get(key)) {
|
||||
this._playSingle(key, false);
|
||||
}
|
||||
}
|
||||
};
|
||||
try {
|
||||
uni.$on("audioLoaded", handler);
|
||||
} catch (_) {}
|
||||
loadWaitTimer = setTimeout(cleanup, 12000);
|
||||
debugLog(`音频 ${key} 尚未就绪,按需加载后播放...`);
|
||||
this.waitForAudioAndPlay(key);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -886,9 +944,11 @@ class AudioManager {
|
||||
debugLog("本地音频缓存清理完成");
|
||||
}
|
||||
|
||||
// 手动重置并重新加载所有音频(用于卡住时恢复)
|
||||
// 手动重置音频实例,并按之前的预热范围在后台恢复。
|
||||
reloadAll() {
|
||||
debugLog("执行 reloadAll: 重置所有状态并重新加载");
|
||||
debugLog("执行 reloadAll: 重置音频实例并后台恢复");
|
||||
const shouldWarmAll = this.warmAllPromise !== null;
|
||||
this.loadGeneration += 1;
|
||||
|
||||
// 1. 停止所有播放
|
||||
this.stopAll();
|
||||
@@ -903,8 +963,9 @@ class AudioManager {
|
||||
|
||||
// 3. 重置状态
|
||||
this.readyMap.clear();
|
||||
this.failedLoadKeys.clear();
|
||||
this.allowPlayMap.clear();
|
||||
this.loadingKeyPromises.clear();
|
||||
this.pendingPlayKeys.clear();
|
||||
this.clearAllPlayWatchdogs();
|
||||
this.currentPlayingKey = null;
|
||||
this.sequenceQueue = [];
|
||||
@@ -915,13 +976,12 @@ class AudioManager {
|
||||
// 这里选择不自动全清,而是依赖 onError 里的单点清除。如果需要彻底重置,可取消注释:
|
||||
// this.clearCache();
|
||||
|
||||
// 4. 强制重置加载锁
|
||||
// 4. 重置后台预热状态
|
||||
this.isLoading = false;
|
||||
this.loadingPromise = null;
|
||||
this.currentLoadingIndex = 0;
|
||||
this.warmAllPromise = null;
|
||||
|
||||
// 5. 重新初始化 (initAudios 会自增 loadGeneration,从而终止之前的任何异步循环)
|
||||
return this.initAudios();
|
||||
// 5. 之前已启动过全量预热则继续全量恢复,否则只恢复按钮音效。
|
||||
return shouldWarmAll ? this.warmAll() : this.warmButton();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user