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@@ -25,6 +25,7 @@
|
||||
"@dcloudio/uni-quickapp-webview": "3.0.0-4060620250520001",
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"@dcloudio/uni-ui": "^1.5.11",
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"pinia": "2.0.36",
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||||
"pinia-plugin-persistedstate": "3.2.1",
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"vue": "^3.4.21",
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"vue-i18n": "^9.1.9"
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||||
},
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||||
|
||||
@@ -21,7 +21,10 @@
|
||||
} = storeToRefs(store);
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||||
const {
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||||
updateUser,
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||||
updateOnline
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||||
updateOnline,
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||||
updateDevice,
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||||
updateGame,
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||||
updateRoomNumber
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||||
} = store;
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||||
|
||||
watch(
|
||||
@@ -46,6 +49,22 @@
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||||
updateUser(value);
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||||
}
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||||
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||||
function onSessionKickedOut() {
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||||
uni.removeStorageSync(
|
||||
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
|
||||
);
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updateUser();
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updateDevice("", "");
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updateOnline(false);
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updateGame(false, "");
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updateRoomNumber("");
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||||
uni.showModal({
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||||
title: "提示",
|
||||
content: "账号已在其他设备登录",
|
||||
showCancel: false,
|
||||
});
|
||||
}
|
||||
|
||||
async function emitUpdateOnline() {
|
||||
const data = await getDeviceBatteryAPI();
|
||||
updateOnline(data.online);
|
||||
@@ -65,6 +84,7 @@
|
||||
onShow(() => {
|
||||
uni.$on("update-user", emitUpdateUser);
|
||||
uni.$on("update-online", emitUpdateOnline);
|
||||
uni.$on("session-kicked-out", onSessionKickedOut);
|
||||
const token = uni.getStorageSync(
|
||||
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
|
||||
);
|
||||
@@ -77,6 +97,7 @@
|
||||
onHide(() => {
|
||||
uni.$off("update-user", emitUpdateUser);
|
||||
uni.$off("update-online", emitUpdateOnline);
|
||||
uni.$off("session-kicked-out", onSessionKickedOut);
|
||||
websocket.closeWebSocket();
|
||||
});
|
||||
</script>
|
||||
@@ -289,4 +310,4 @@
|
||||
font-style: normal;
|
||||
font-display: swap;
|
||||
}
|
||||
</style>
|
||||
</style>
|
||||
|
||||
@@ -6,7 +6,7 @@ try {
|
||||
|
||||
switch (envVersion) {
|
||||
case "develop": // 开发版
|
||||
// BASE_URL = "http://localhost:8000/api/shoot";
|
||||
// BASE_URL = "http://192.168.1.30:8000/api/shoot";
|
||||
BASE_URL = "https://apitest.shelingxingqiu.com/api/shoot";
|
||||
break;
|
||||
case "trial": // 体验版
|
||||
@@ -46,6 +46,8 @@ function request(method, url, data = {}) {
|
||||
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
|
||||
);
|
||||
uni.$emit("update-user");
|
||||
reject({ type: "AUTH_INVALID", message });
|
||||
return;
|
||||
}
|
||||
if (message === "ROOM_FULL") {
|
||||
resolve({full: true});
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
export const audioFils = {
|
||||
"20CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/20CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
|
||||
"40CM全环靶": "https://static.shelingxingqiu.com/shootmini/static/audio/40CM%E5%85%A8%E7%8E%AF%E9%9D%B6-%E6%97%A0%E6%95%88.mp3",
|
||||
// 激光已校准:
|
||||
// "https://static.shelingxingqiu.com/attachment/2025-10-29/ddupaur1vdkyhzaqdc.mp3",
|
||||
胜利: "https://static.shelingxingqiu.com/attachment/2025-09-17/dcuo9yjp0kt5msvmvd.mp3",
|
||||
@@ -36,7 +38,7 @@ export const audioFils = {
|
||||
请开始射击:
|
||||
"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutzdrl5u0iromqhf.mp3",
|
||||
射击无效:
|
||||
"https://static.shelingxingqiu.com/attachment/2025-09-17/dcutya55ufiiw8oo55.mp3",
|
||||
"https://static.shelingxingqiu.com/shootmini/static/audio/%E5%B0%84%E7%AE%AD%E6%97%A0%E6%95%88%E6%A3%80%E6%9F%A5%E8%B7%9D%E7%A6%BB%E5%92%8C%E9%9D%B6%E7%BA%B8.mp3",
|
||||
未上靶:
|
||||
"https://static.shelingxingqiu.com/attachment/2025-11-12/de6n45o3tsm1v4unam.mp3",
|
||||
"1环":
|
||||
|
||||
@@ -19,8 +19,12 @@ const props = defineProps({
|
||||
});
|
||||
const loading = ref(false);
|
||||
|
||||
/** 统一获取当前环境 token,用于守卫:无有效 token 时不发起接口请求 */
|
||||
const getToken = () =>
|
||||
uni.getStorageSync(`${uni.getAccountInfoSync().miniProgram.envVersion}_token`);
|
||||
|
||||
onShow(async () => {
|
||||
if (user.value.id) {
|
||||
if (user.value.id && getToken()) {
|
||||
setTimeout(async () => {
|
||||
const state = await getUserGameState();
|
||||
updateGame(state.gaming, state.roomId);
|
||||
@@ -33,7 +37,8 @@ watch(
|
||||
async (value) => {
|
||||
if (!value.id) {
|
||||
updateGame(false, "");
|
||||
} else {
|
||||
} else if (getToken()) {
|
||||
// 有有效 token 时才查询在局状态,避免 token 失效时反复发起无效请求
|
||||
const state = await getUserGameState();
|
||||
updateGame(state.gaming, state.roomId);
|
||||
}
|
||||
|
||||
@@ -80,28 +80,35 @@ defineProps({
|
||||
/>
|
||||
</view>
|
||||
</view>
|
||||
<view
|
||||
<!-- 大乱斗玩家列表:scroll-view 作为横向滚动容器 -->
|
||||
<!-- 小程序中 scroll-view 不支持直接 display:flex,需内部 wrapper view 承载 flex 布局 -->
|
||||
<!-- 仅当玩家 >5 人(内容溢出宽度)时才阻止冒泡,防止与外层 swiper 切换 tab 的手势冲突 -->
|
||||
<scroll-view
|
||||
v-if="players.length"
|
||||
class="players-melee"
|
||||
scroll-x
|
||||
@touchmove="(e) => players.length > 5 && e.stopPropagation()"
|
||||
:style="{ paddingTop: showHeader ? '15px' : '0' }"
|
||||
>
|
||||
<view
|
||||
v-for="(player, index) in players"
|
||||
:key="index"
|
||||
:style="{
|
||||
backgroundColor: meleeAvatarColors[index],
|
||||
width: `${Math.max(100 / players.length, 18)}vw`,
|
||||
}"
|
||||
>
|
||||
<Avatar
|
||||
:src="player.avatar"
|
||||
:rankLvl="showRank ? undefined : player.rankLvl"
|
||||
:size="40"
|
||||
:rank="showRank ? index + 1 : 0"
|
||||
/>
|
||||
<text class="player-name">{{ player.name }}</text>
|
||||
<view class="players-melee-inner">
|
||||
<view
|
||||
v-for="(player, index) in players"
|
||||
:key="index"
|
||||
:style="{
|
||||
backgroundColor: meleeAvatarColors[index],
|
||||
width: `${Math.max(100 / players.length, 18)}vw`,
|
||||
}"
|
||||
>
|
||||
<Avatar
|
||||
:src="player.avatar"
|
||||
:rankLvl="showRank ? undefined : player.rankLvl"
|
||||
:size="40"
|
||||
:rank="showRank ? index + 1 : 0"
|
||||
/>
|
||||
<text class="player-name">{{ player.name }}</text>
|
||||
</view>
|
||||
</view>
|
||||
</view>
|
||||
</scroll-view>
|
||||
</view>
|
||||
</template>
|
||||
|
||||
@@ -144,17 +151,21 @@ defineProps({
|
||||
justify-content: center;
|
||||
}
|
||||
.players-melee {
|
||||
display: flex;
|
||||
height: 80px;
|
||||
width: 100%;
|
||||
overflow-x: auto;
|
||||
}
|
||||
.players-melee::-webkit-scrollbar {
|
||||
width: 0;
|
||||
height: 0;
|
||||
color: transparent;
|
||||
}
|
||||
.players-melee > view {
|
||||
/* 小程序 scroll-view 不支持直接 flex,通过内层 wrapper 承载横向排列 */
|
||||
.players-melee-inner {
|
||||
display: flex;
|
||||
height: 100%;
|
||||
flex-wrap: nowrap;
|
||||
}
|
||||
.players-melee-inner > view {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
|
||||
@@ -17,12 +17,19 @@ const props = defineProps({
|
||||
},
|
||||
});
|
||||
|
||||
const battleMode = ref(1);
|
||||
const targetMode = ref(1);
|
||||
/** 对战模式:0=未选 1=1v1 2=乱斗 3=2v2 4=3v3 */
|
||||
const battleMode = ref(0);
|
||||
/** 靶纸尺寸:0=未选 1=20cm 2=40cm */
|
||||
const targetMode = ref(0);
|
||||
const loading = ref(false);
|
||||
const roomNumber = ref("");
|
||||
|
||||
const createRoom = debounce(async () => {
|
||||
// 校验必填项:对战模式与靶纸均必须选择
|
||||
if (!battleMode.value || !targetMode.value) {
|
||||
uni.showToast({ title: '请完善创建信息', icon: 'none' });
|
||||
return;
|
||||
}
|
||||
if (game.value.inBattle) {
|
||||
uni.$showHint(1);
|
||||
return;
|
||||
|
||||
@@ -9,12 +9,12 @@ defineProps({
|
||||
|
||||
<template>
|
||||
<view class="container">
|
||||
<image class="shooter2" src="../static/shooter2.png" mode="widthFix" />
|
||||
<image class="shooter2" src="https://static.shelingxingqiu.com/shootmini/static/shooter2.png" mode="widthFix" />
|
||||
<view class="bg-box">
|
||||
<image
|
||||
class="bg"
|
||||
v-if="!noBg"
|
||||
src="../static/long-bubble-border.png"
|
||||
src="https://static.shelingxingqiu.com/shootmini/static/long-bubble-border.png"
|
||||
mode="widthFix"
|
||||
/>
|
||||
<slot />
|
||||
@@ -26,20 +26,21 @@ defineProps({
|
||||
.container {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: 0 15px;
|
||||
padding: 0 26rpx 0 28rpx;
|
||||
margin-bottom: 14rpx;
|
||||
width: clac(100% - 30px);
|
||||
width: clac(100% - 54rpx);
|
||||
}
|
||||
.container .shooter2 {
|
||||
width: 150rpx;
|
||||
height: 162rpx;
|
||||
display: block;
|
||||
width: 133rpx;
|
||||
height: 144rpx;
|
||||
}
|
||||
.container .bg-box {
|
||||
color: #fff;
|
||||
font-size: 28rpx;
|
||||
position: relative;
|
||||
flex: 1;
|
||||
min-height: 55px;
|
||||
height: 128rpx;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
|
||||
@@ -57,8 +57,9 @@ const signin = () => {
|
||||
|
||||
const loading = ref(false);
|
||||
const pointBook = ref(null);
|
||||
const showProgress = ref(false);
|
||||
const heat = ref(0);
|
||||
/** 房间号按钮动态定位样式(position: fixed,根据胶囊真实位置计算,脱离 flex 流避免挤压标题) */
|
||||
const battleRoomBtnStyle = ref({});
|
||||
|
||||
const updateLoading = (value) => {
|
||||
loading.value = value;
|
||||
@@ -80,8 +81,22 @@ onMounted(() => {
|
||||
pointBook.value = uni.getStorageSync("last-point-book");
|
||||
}
|
||||
}
|
||||
if (currentPage.route === "pages/team-battle") {
|
||||
showProgress.value = true;
|
||||
// 仅在对战房间页获取胶囊位置,按钮用 fixed 定位精确贴靠胶囊左侧(脱离 flex 流,不挤压标题)
|
||||
if (currentPage.route === "pages/battle-room") {
|
||||
try {
|
||||
const menuButtonRect = uni.getMenuButtonBoundingClientRect();
|
||||
const { windowWidth } = uni.getSystemInfoSync();
|
||||
battleRoomBtnStyle.value = {
|
||||
// 按钮右边缘距视口右侧 = 屏幕宽 - 胶囊左边缘 + 4px 安全间隙
|
||||
right: (windowWidth - menuButtonRect.left + 4) + "px",
|
||||
// 垂直位置与胶囊顶部对齐
|
||||
top: menuButtonRect.top + "px",
|
||||
// 高度与胶囊一致,视觉融合
|
||||
height: menuButtonRect.height + "px",
|
||||
};
|
||||
} catch (e) {
|
||||
// 获取失败时使用 CSS 兜底定位(28vw + 4px 作为 right,8px 作为 top)
|
||||
}
|
||||
}
|
||||
uni.$on("update-hot", updateHot);
|
||||
});
|
||||
@@ -170,15 +185,16 @@ onBeforeUnmount(() => {
|
||||
}}</text
|
||||
>
|
||||
</view>
|
||||
<view v-if="showProgress" class="battle-progress">
|
||||
<view v-if="currentPage === 'pages/team-battle'" class="battle-progress">
|
||||
<HeaderProgress />
|
||||
</view>
|
||||
<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取 -->
|
||||
<!-- 对战房间:整个胶囊为分享按钮,房号从 Store 读取;fixed 定位紧靠系统胶囊左侧 -->
|
||||
<button
|
||||
v-if="currentPage === 'pages/battle-room' && game.roomNumber"
|
||||
open-type="share"
|
||||
hover-class="none"
|
||||
class="battle-room-number"
|
||||
:style="battleRoomBtnStyle"
|
||||
>
|
||||
<text class="battle-room-number__text">房号: {{ game.roomNumber }}</text>
|
||||
<image src="../static/share2.png" mode="widthFix" class="battle-room-number__icon" />
|
||||
@@ -270,10 +286,12 @@ onBeforeUnmount(() => {
|
||||
margin: 0 20rpx;
|
||||
max-width: 300rpx;
|
||||
}
|
||||
/* 对战房间:整个胶囊作为分享按钮,靠右对齐 */
|
||||
/* 对战房间:整个胶囊作为分享按钮,fixed 定位脱离 flex 流,紧贴系统胶囊左侧 */
|
||||
.battle-room-number {
|
||||
margin-left: auto;
|
||||
margin-right: 10rpx;
|
||||
position: fixed;
|
||||
/* 兜底定位(JS 获取胶囊位置失败时生效):约 28vw 对应胶囊区域左边缘 */
|
||||
right: calc(28vw + 4px);
|
||||
top: 8px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
@@ -282,9 +300,7 @@ onBeforeUnmount(() => {
|
||||
background: rgba(0, 0, 0, 0.15);
|
||||
border-radius: 96rpx;
|
||||
border: 1rpx solid #5b5758;
|
||||
flex-shrink: 0;
|
||||
padding: 0;
|
||||
line-height: normal;
|
||||
}
|
||||
/* 重置 button 默认边框 */
|
||||
.battle-room-number::after {
|
||||
|
||||
@@ -33,8 +33,8 @@ watch(
|
||||
newVal.includes("你")
|
||||
? "轮到你了"
|
||||
: newVal.includes("红队")
|
||||
? "请红方射箭"
|
||||
: "请蓝方射箭"
|
||||
? "请红方射箭"
|
||||
: "请蓝方射箭"
|
||||
);
|
||||
audioManager.play(key, false);
|
||||
currentRoundEnded.value = false;
|
||||
@@ -52,14 +52,16 @@ async function onReceiveMessage(message) {
|
||||
const { type, mode, current, shootData } = message;
|
||||
if (type === MESSAGETYPESV2.BattleStart) {
|
||||
melee.value = Boolean(mode > 3);
|
||||
totalShot.value = mode === 1 ? 3 : 2;
|
||||
// 优先使用后端返回的 shootNumber,降级则根据 mode 推算
|
||||
totalShot.value = message.shootNumber ?? (mode === 1 ? 3 : 2);
|
||||
currentRoundEnded.value = true;
|
||||
audioManager.play("比赛开始");
|
||||
} else if (type === MESSAGETYPESV2.BattleEnd) {
|
||||
audioManager.play("比赛结束", false);
|
||||
} else if (type === MESSAGETYPESV2.ShootResult) {
|
||||
if (melee.value && current.playerId !== user.value.id) return;
|
||||
if (current.playerId === user.value.id) currentShot.value++;
|
||||
// 从 indexMap 按当前用户 id 取已射箭数,由后端维护准确值,不在前端自增
|
||||
if (current.playerId === user.value.id) currentShot.value = current.indexMap?.[user.value.id] ?? currentShot.value;
|
||||
if (message.shootData) {
|
||||
let key = [];
|
||||
key.push(
|
||||
@@ -92,22 +94,35 @@ const onUpdateTips = (newVal) => {
|
||||
tips.value = newVal;
|
||||
};
|
||||
|
||||
const onUpdateTotalShot = (newVal) => {
|
||||
currentShot.value = newVal.currentShot;
|
||||
totalShot.value = newVal.totalShot;
|
||||
};
|
||||
// 监听 Pinia store 中 totalShot 变化,用于比赛恢复时同步箭数(替代 uni.$emit 避免时序问题)
|
||||
// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决重入时 totalShot 值不变 watch 不触发的问题)
|
||||
watch(() => store.game.totalShot, (newVal) => {
|
||||
if (newVal > 0) {
|
||||
totalShot.value = newVal;
|
||||
currentShot.value = store.game.currentShot;
|
||||
}
|
||||
}, { immediate: true });
|
||||
|
||||
// 监听 Pinia store 中 tips 变化,用于比赛恢复时同步提示文案(替代 uni.$emit 避免时序问题)
|
||||
// 使用 immediate: true 确保组件创建时立即读取 store 当前值(解决 onShow 早于 onMounted 导致 uni.$emit 事件丢失的问题)
|
||||
// 注意:使用 != null 而非 if(newVal),确保空字符串 "" 也能触发清空(避免重新开赛时旧文案残留)
|
||||
watch(() => store.game.tips, (newVal) => {
|
||||
if (newVal != null) {
|
||||
tips.value = newVal;
|
||||
}
|
||||
}, { immediate: true });
|
||||
|
||||
onMounted(() => {
|
||||
uni.$on("update-shot", onUpdateTotalShot);
|
||||
uni.$on("update-tips", onUpdateTips);
|
||||
uni.$on("socket-inbox", onReceiveMessage);
|
||||
uni.$on("play-sound", playSound);
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
uni.$off("update-shot", onUpdateTotalShot);
|
||||
uni.$off("socket-inbox", onReceiveMessage);
|
||||
uni.$off("play-sound", playSound);
|
||||
// 补充取消 update-tips 监听,防止页面重建时监听器叠加
|
||||
uni.$off("update-tips", onUpdateTips);
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
});
|
||||
</script>
|
||||
@@ -117,10 +132,7 @@ onBeforeUnmount(() => {
|
||||
<text>{{ (tips || "").replace(/你/g, "").replace(/重回/g, "") }}</text>
|
||||
<text v-if="totalShot > 0"> ({{ currentShot }}/{{ totalShot }}) </text>
|
||||
<button v-if="!!tips" hover-class="none" @click="updateSound">
|
||||
<image
|
||||
:src="`../static/sound${sound ? '' : '-off'}-yellow.png`"
|
||||
mode="widthFix"
|
||||
/>
|
||||
<image :src="`../static/sound${sound ? '' : '-off'}-yellow.png`" mode="widthFix" />
|
||||
</button>
|
||||
</view>
|
||||
</template>
|
||||
@@ -134,11 +146,13 @@ onBeforeUnmount(() => {
|
||||
justify-content: center;
|
||||
font-weight: 500;
|
||||
}
|
||||
.container > button:last-child {
|
||||
|
||||
.container>button:last-child {
|
||||
width: 36px;
|
||||
height: 36px;
|
||||
}
|
||||
.container > button:last-child > image {
|
||||
|
||||
.container>button:last-child>image {
|
||||
width: 36px;
|
||||
min-height: 36px;
|
||||
}
|
||||
|
||||
@@ -43,7 +43,7 @@ const rowCount = new Array(6).fill(0);
|
||||
<view>
|
||||
<view v-for="(_, index) in rowCount" :key="index">
|
||||
<text>{{
|
||||
scores[1] && scores[1][index] ? `${scores[0][index].ring}环` : "-"
|
||||
scores[1] && scores[1][index] ? `${scores[1][index].ring}环` : "-"
|
||||
}}</text>
|
||||
</view>
|
||||
</view>
|
||||
|
||||
@@ -14,6 +14,11 @@ const props = defineProps({
|
||||
type: Function,
|
||||
default: () => {},
|
||||
},
|
||||
/** 当前用户是否为房主;仅房主可见踢人按钮 */
|
||||
isOwner: {
|
||||
type: Boolean,
|
||||
default: false,
|
||||
},
|
||||
});
|
||||
const seats = new Array(props.total).fill(1);
|
||||
</script>
|
||||
@@ -45,8 +50,9 @@ const seats = new Array(props.total).fill(1);
|
||||
mode="widthFix"
|
||||
class="player-bg"
|
||||
/> -->
|
||||
<!-- 仅房主(isOwner=true)且非空座位时展示踢人按钮 -->
|
||||
<button
|
||||
v-if="index > 0 && players[index]"
|
||||
v-if="index > 0 && players[index] && isOwner"
|
||||
hover-class="none"
|
||||
class="remove-player"
|
||||
@click="() => removePlayer(players[index])"
|
||||
|
||||
@@ -29,6 +29,33 @@ const updateRemain = (value) => {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
return
|
||||
}
|
||||
// zeroThenReset:ToSomeoneShoot 到达时,若进度条仍在倒计时则先瞬间清零(约 150ms 停留)再显示下一玩家满值
|
||||
// 若进度条已到 0(loading 状态),直接切换满值
|
||||
if (value.zeroThenReset) {
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
const wasNonZero = remain.value > 0;
|
||||
// 更新下一玩家颜色和方向(在清零和满值时均生效)
|
||||
currentTeam.value = value.team;
|
||||
if (value.team === 'red') barColor.value = "linear-gradient( 180deg, #FFA0A0 0%, #FF6060 100%)";
|
||||
if (value.team === 'blue') barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
|
||||
transitionStyle.value = "none";
|
||||
if (wasNonZero) {
|
||||
// 瞬间清零,停留约 150ms 后切换为满值
|
||||
remain.value = 0;
|
||||
loading.value = true;
|
||||
setTimeout(() => {
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}, 150);
|
||||
} else {
|
||||
// 已在底部,直接切换满值
|
||||
remain.value = value.value;
|
||||
loading.value = false;
|
||||
setTimeout(() => { transitionStyle.value = "all 1s linear"; }, 50);
|
||||
}
|
||||
return;
|
||||
}
|
||||
loading.value = false;
|
||||
currentTeam.value = value.team
|
||||
if (value.team === 'red')
|
||||
@@ -36,7 +63,14 @@ const updateRemain = (value) => {
|
||||
if (value.team === 'blue')
|
||||
barColor.value = "linear-gradient( 180deg, #9AB3FF 0%, #4288FF 100%)";
|
||||
if (value.reset) {
|
||||
// 重置前先清除旧计时器,防止超时未射箭时旧 interval 残留,导致进度条震荡
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
// 重置时瞬间跳满格,禁用 CSS 过渡避免从旧值「涨到满」的动画
|
||||
transitionStyle.value = "none";
|
||||
remain.value = value.value;
|
||||
setTimeout(() => {
|
||||
transitionStyle.value = "all 1s linear";
|
||||
}, 50);
|
||||
return;
|
||||
}
|
||||
const newVal = Math.round(value.value);
|
||||
@@ -51,6 +85,8 @@ const updateRemain = (value) => {
|
||||
remain.value = newVal;
|
||||
}
|
||||
|
||||
// 启动前先清除旧计时器,防止多次 {stop:false} 事件叠加多个 interval
|
||||
if (timer.value) clearInterval(timer.value);
|
||||
timer.value = setInterval(() => {
|
||||
loading.value = remain.value === 0;
|
||||
if (remain.value > 0) remain.value--;
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
import { createSSRApp } from 'vue'
|
||||
import { createPinia } from 'pinia'
|
||||
import piniaPluginPersistedstate from 'pinia-plugin-persistedstate'
|
||||
import App from './App.vue'
|
||||
|
||||
export function createApp() {
|
||||
const app = createSSRApp(App)
|
||||
const pinia = createPinia()
|
||||
pinia.use(piniaPluginPersistedstate)
|
||||
app.use(pinia)
|
||||
return {
|
||||
app
|
||||
|
||||
@@ -39,6 +39,9 @@
|
||||
{
|
||||
"path": "pages/battle-result"
|
||||
},
|
||||
{
|
||||
"path": "pages/friend-battle-result"
|
||||
},
|
||||
{
|
||||
"path": "pages/point-book-edit"
|
||||
},
|
||||
|
||||
@@ -117,7 +117,7 @@ const checkBowData = () => {
|
||||
}deg)`,
|
||||
}"
|
||||
>
|
||||
<view v-if="data.mvp && data.mvp[0].totalRings">
|
||||
<view v-if="data.mvp && data.mvp.totalRings">
|
||||
<image src="../static/title-mvp.png" mode="widthFix" />
|
||||
<text
|
||||
>斩获<text
|
||||
@@ -127,7 +127,7 @@ const checkBowData = () => {
|
||||
margin: '0 3px',
|
||||
fontWeight: '600',
|
||||
}"
|
||||
>{{ data.mvp[0].totalRings }}</text
|
||||
>{{ data.mvp.totalRings }}</text
|
||||
>环</text
|
||||
>
|
||||
</view>
|
||||
|
||||
@@ -9,9 +9,7 @@ import Avatar from "@/components/Avatar.vue";
|
||||
import ScreenHint from "@/components/ScreenHint.vue";
|
||||
import {
|
||||
getRoomAPI,
|
||||
destroyRoomAPI,
|
||||
exitRoomAPI,
|
||||
startRoomAPI,
|
||||
chooseTeamAPI,
|
||||
getReadyAPI,
|
||||
kickPlayerAPI,
|
||||
@@ -19,6 +17,7 @@ import {
|
||||
import { MESSAGETYPES, MESSAGETYPESV2 } from "@/constants";
|
||||
import useStore from "@/store";
|
||||
import { storeToRefs } from "pinia";
|
||||
import audioManager from "@/audioManager";
|
||||
const store = useStore();
|
||||
const { user } = storeToRefs(store);
|
||||
|
||||
@@ -42,10 +41,23 @@ const battleTitle = computed(() => {
|
||||
return `${half}v${half}对抗赛`;
|
||||
});
|
||||
|
||||
/** 靶纸尺寸(cm),由 URL 参数或 API 返回的 targetType 字段填充 */
|
||||
const targetSize = ref(0);
|
||||
|
||||
/**
|
||||
* 根据 targetSize 动态生成靶纸尺寸文本,如"40cm"
|
||||
* 数据未就绪时显示 "--";数据来源:创建者取 URL 参数 target,加入者取 API 返回的 targetType
|
||||
*/
|
||||
const targetSizeLabel = computed(() =>
|
||||
targetSize.value ? `${targetSize.value}cm` : '--'
|
||||
);
|
||||
|
||||
const ready = ref(false);
|
||||
const allReady = ref(false);
|
||||
const timer = ref(null);
|
||||
const goBattle = ref(false);
|
||||
/** 从结算页返回时为 true,跳过进场靶纸语音 */
|
||||
const skipTargetAudio = ref(false);
|
||||
|
||||
/**
|
||||
* 从服务端刷新当前房间数据,更新成员列表、准备状态等信息
|
||||
@@ -56,6 +68,15 @@ async function refreshRoomData() {
|
||||
const result = await getRoomAPI(roomNumber.value);
|
||||
if (result.started) return;
|
||||
room.value = result;
|
||||
// 加入者通过 API 返回的 targetType 字段同步靶纸尺寸,并持久化到本地缓存
|
||||
if (result.targetType) {
|
||||
targetSize.value = result.targetType;
|
||||
uni.setStorageSync(`targetSize_${roomNumber.value}`, result.targetType);
|
||||
} else if (targetSize.value === 0) {
|
||||
// API 无该字段时,从本地缓存兜底(如"返回房间"场景)
|
||||
const stored = uni.getStorageSync(`targetSize_${roomNumber.value}`);
|
||||
if (stored) targetSize.value = stored;
|
||||
}
|
||||
owner.value = {};
|
||||
opponent.value = {};
|
||||
const members = result.members || [];
|
||||
@@ -115,10 +136,6 @@ async function refreshRoomData() {
|
||||
// timer.value = setTimeout(refreshRoomData, 2000);
|
||||
}
|
||||
|
||||
const startGame = async () => {
|
||||
const result = await startRoomAPI(room.value.number);
|
||||
};
|
||||
|
||||
const getReady = async () => {
|
||||
await getReadyAPI(roomNumber.value);
|
||||
};
|
||||
@@ -193,14 +210,6 @@ const chooseTeam = async (team) => {
|
||||
refreshMembers(result.members);
|
||||
};
|
||||
|
||||
const destroyRoom = async () => {
|
||||
if (roomNumber.value) await destroyRoomAPI(roomNumber.value);
|
||||
};
|
||||
|
||||
const exitRoom = async () => {
|
||||
uni.navigateBack();
|
||||
};
|
||||
|
||||
/** 待确认踢出的玩家信息 */
|
||||
const playerToKick = ref(null);
|
||||
/** 控制踢出确认弹窗的显示状态 */
|
||||
@@ -241,11 +250,41 @@ const canClick = computed(() => {
|
||||
return true;
|
||||
});
|
||||
|
||||
/**
|
||||
* 根据对战类型和人数动态生成分享文案
|
||||
* 1v1 / 默认 → "星球论箭,来一决高下敢否?"
|
||||
* 2v2 → "2v2对抗赛,是兄弟来助我一把!"
|
||||
* 3v3 → "3v3对抗赛,来了马上发车!"
|
||||
* 乱斗 → "热血乱斗赛,敢来争锋?"
|
||||
*/
|
||||
const shareTitle = computed(() => {
|
||||
const { battleType, count } = room.value;
|
||||
if (battleType === 2) return '热血乱斗赛,敢来争锋?';
|
||||
if (battleType === 1 && count === 4) return '2v2对抗赛,是兄弟来助我一把!';
|
||||
if (battleType === 1 && count === 6) return '3v3对抗赛,来了马上发车!';
|
||||
return '星球论箭,来一决高下敢否?';
|
||||
});
|
||||
|
||||
/**
|
||||
* 根据对战类型和靶纸尺寸动态返回分享封面图路径,共 4 张图:
|
||||
* contest_share_20.png — 约战/对抗赛 + 20cm 靶
|
||||
* contest_share_40.png — 约战/对抗赛 + 40cm 靶
|
||||
* melee_share_20.png — 多人乱斗 + 20cm 靶
|
||||
* melee_share_40.png — 多人乱斗 + 40cm 靶
|
||||
*
|
||||
* 当 targetSize 未知时默认取 20cm 图。
|
||||
*/
|
||||
const shareImage = computed(() => {
|
||||
const type = room.value.battleType === 2 ? 'melee' : 'contest';
|
||||
const size = targetSize.value === 40 ? '40' : '20';
|
||||
return `https://static.shelingxingqiu.com/shootmini/static/share/${type}_share_${size}.png`;
|
||||
});
|
||||
|
||||
onShareAppMessage(() => {
|
||||
return {
|
||||
title: "邀请您进入房间对战",
|
||||
title: shareTitle.value,
|
||||
path: "/pages/friend-battle?roomID=" + roomNumber.value,
|
||||
imageUrl: "",
|
||||
imageUrl: shareImage.value,
|
||||
};
|
||||
});
|
||||
|
||||
@@ -265,10 +304,21 @@ onShow(() => {
|
||||
* - 同步到 Pinia Store(供 Header 组件展示房号胶囊)
|
||||
*/
|
||||
onLoad(async (options) => {
|
||||
// 从结算页跳回时携带 fromResult=1,标记跳过进场语音
|
||||
if (options.fromResult) skipTargetAudio.value = true;
|
||||
if (options.roomNumber) {
|
||||
roomNumber.value = options.roomNumber;
|
||||
store.updateRoomNumber(options.roomNumber);
|
||||
}
|
||||
// 创建者通过 URL 参数 target(1→20cm,2→40cm)初始化靶纸尺寸,并持久化到本地缓存
|
||||
if (options.target) {
|
||||
targetSize.value = parseInt(options.target) * 20;
|
||||
uni.setStorageSync(`targetSize_${roomNumber.value}`, targetSize.value);
|
||||
} else if (roomNumber.value) {
|
||||
// "返回房间"等无 target 参数的场景:从本地缓存恢复(待 refreshRoomData 进一步覆盖)
|
||||
const stored = uni.getStorageSync(`targetSize_${roomNumber.value}`);
|
||||
if (stored) targetSize.value = stored;
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
@@ -280,6 +330,13 @@ onMounted(() => {
|
||||
keepScreenOn: true,
|
||||
});
|
||||
uni.$on("socket-inbox", onReceiveMessage);
|
||||
// 页面加载完成 1 秒后根据靶纸尺寸播报对应语音;从结算页返回时跳过
|
||||
setTimeout(() => {
|
||||
if (!skipTargetAudio.value) {
|
||||
const key = targetSize.value === 40 ? '40CM全环靶' : '20CM全环靶';
|
||||
audioManager.play(key);
|
||||
}
|
||||
}, 1000);
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
@@ -299,11 +356,8 @@ onBeforeUnmount(() => {
|
||||
<GuideTwo>
|
||||
<view class="battle-guide">
|
||||
<view class="guide-tips">
|
||||
<text>弓箭手们,人都到齐了吗?</text>
|
||||
<text v-if="room.battleType === 1">{{
|
||||
`${room.count / 2}v${room.count / 2}比赛即将开始!`
|
||||
}}</text>
|
||||
<text v-if="room.battleType === 2">大乱斗即将开始! </text>
|
||||
<text class="guide-tips__target">请使用{{ targetSizeLabel }}全环靶</text>
|
||||
<text class="guide-tips__warn">如果实际靶纸与选择靶纸不同,将导致射箭无效</text>
|
||||
</view>
|
||||
</view>
|
||||
</GuideTwo>
|
||||
@@ -344,7 +398,8 @@ onBeforeUnmount(() => {
|
||||
<view v-for="(item, index) in players" :key="index">
|
||||
<Avatar v-if="item.id" :src="item.avatar" :size="36" />
|
||||
<text v-if="owner.id === item.id">管理员</text>
|
||||
<button v-if="owner.id !== item.id && item.id" hover-class="none" class="remove-player"
|
||||
<!-- 仅房主可见踢人按钮,且不能踢自己 -->
|
||||
<button v-if="owner.id !== item.id && item.id && owner.id === user.id" hover-class="none" class="remove-player"
|
||||
@click="() => removePlayer(item)" :style="{ top: '-10rpx', right: '-10rpx' }">
|
||||
<image src="../static/close-white.png" mode="widthFix" />
|
||||
</button>
|
||||
@@ -384,8 +439,9 @@ onBeforeUnmount(() => {
|
||||
</view>
|
||||
</view>
|
||||
</block>
|
||||
<!-- isOwner:当前用户是房主时才展示踢人按钮 -->
|
||||
<PlayerSeats v-if="room.battleType === 2" :total="room.count || 10" :players="players"
|
||||
:removePlayer="removePlayer" />
|
||||
:removePlayer="removePlayer" :isOwner="owner.id === user.id" />
|
||||
<view>
|
||||
<SButton :disabled="!canClick" :onClick="getReady">
|
||||
{{
|
||||
@@ -818,4 +874,23 @@ onBeforeUnmount(() => {
|
||||
border: 1rpx solid #a3793f66;
|
||||
color: #fed847;
|
||||
}
|
||||
|
||||
.guide-tips__target {
|
||||
font-weight: 400;
|
||||
font-size: 26rpx;
|
||||
color: rgba(255, 217, 71, 0.8);
|
||||
}
|
||||
|
||||
.guide-tips__warn {
|
||||
font-weight: 400;
|
||||
font-size: 22rpx;
|
||||
color: rgba(255, 255, 255, 0.8);
|
||||
margin-top: 6rpx;
|
||||
}
|
||||
|
||||
.guide-tips {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
padding-left: 20rpx;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -162,7 +162,8 @@ onLoad(async (options) => {
|
||||
<view v-if="warnning" class="warnning">
|
||||
{{ warnning }}
|
||||
</view>
|
||||
<CreateRoom v-if="!warnning" :onConfirm="() => (showModal = false)" />
|
||||
<!-- showModal 关闭时立即销毁组件,重开时重建,确保选项重置为 0 -->
|
||||
<CreateRoom v-if="!warnning && showModal" :onConfirm="() => (showModal = false)" />
|
||||
</SModal>
|
||||
<Signin :show="showSignin" :onClose="onSignin" />
|
||||
</view>
|
||||
|
||||
@@ -68,28 +68,29 @@ onShow(async () => {
|
||||
const token = uni.getStorageSync(`${env}_token`);
|
||||
|
||||
if (!user.value.id && !token) {
|
||||
try {
|
||||
const wxResult = await uni.login({provider: "weixin"});
|
||||
const bindResult = await checkUserBindAPI(wxResult.code);
|
||||
if (bindResult.binded) {
|
||||
const newResult = await uni.login({provider: "weixin"});
|
||||
const silentResult = await silentLoginAPI(newResult.code);
|
||||
if (silentResult.user) updateUser(silentResult.user);
|
||||
const devices = await getMyDevicesAPI();
|
||||
if (devices.bindings && devices.bindings.length) {
|
||||
updateDevice(
|
||||
devices.bindings[0].deviceId,
|
||||
devices.bindings[0].deviceName
|
||||
);
|
||||
const data = await getDeviceBatteryAPI();
|
||||
updateOnline(data.online);
|
||||
}
|
||||
} else {
|
||||
showModal.value = true;
|
||||
}
|
||||
} catch (e) {
|
||||
console.log("检查绑定状态失败", e);
|
||||
}
|
||||
// showModal.value = true;
|
||||
// try {
|
||||
// const wxResult = await uni.login({provider: "weixin"});
|
||||
// const bindResult = await checkUserBindAPI(wxResult.code);
|
||||
// if (bindResult.binded) {
|
||||
// const newResult = await uni.login({provider: "weixin"});
|
||||
// const silentResult = await silentLoginAPI(newResult.code);
|
||||
// if (silentResult.user) updateUser(silentResult.user);
|
||||
// const devices = await getMyDevicesAPI();
|
||||
// if (devices.bindings && devices.bindings.length) {
|
||||
// updateDevice(
|
||||
// devices.bindings[0].deviceId,
|
||||
// devices.bindings[0].deviceName
|
||||
// );
|
||||
// const data = await getDeviceBatteryAPI();
|
||||
// updateOnline(data.online);
|
||||
// }
|
||||
// } else {
|
||||
// showModal.value = true;
|
||||
// }
|
||||
// } catch (e) {
|
||||
// console.log("检查绑定状态失败", e);
|
||||
// }
|
||||
}
|
||||
|
||||
const promises = [getScoreRankList(undefined, 1, 10)];
|
||||
|
||||
@@ -20,25 +20,47 @@ onLoad(async (options) => {
|
||||
const result = await getBattleAPI(battleId.value);
|
||||
data.value = result;
|
||||
if (result.mode > 3) {
|
||||
players.value = result.resultList.map((item, index) => {
|
||||
const plist = result.teams[0] ? result.teams[0].players : [];
|
||||
const p = plist.find((p) => p.id === item.userId);
|
||||
const plist = result.teams[0] ? result.teams[0].players : [];
|
||||
// 以 id 为 key 建立 teams 玩家快速查找表
|
||||
const teamPlayerMap = {};
|
||||
plist.forEach((p) => { teamPlayerMap[p.id] = p; });
|
||||
|
||||
// 处理有成绩的玩家(resultList 顺序即排名顺序)
|
||||
const rankedPlayers = (result.resultList || []).map((item, index) => {
|
||||
const playerId = item.userId || item.id;
|
||||
const p = teamPlayerMap[playerId] || item;
|
||||
const arrows = new Array(12);
|
||||
result.rounds.forEach((r, index) => {
|
||||
if (r.shoots[item.userId]) {
|
||||
r.shoots[item.userId].forEach((s, index2) => {
|
||||
arrows[index2 + index * 6] = s;
|
||||
result.rounds.forEach((r, rIndex) => {
|
||||
if (r.shoots[playerId]) {
|
||||
r.shoots[playerId].forEach((s, sIndex) => {
|
||||
arrows[sIndex + rIndex * 6] = s;
|
||||
});
|
||||
}
|
||||
});
|
||||
return {
|
||||
...item,
|
||||
id: playerId,
|
||||
rank: index + 1,
|
||||
name: p.name,
|
||||
avatar: p.avatar || "",
|
||||
name: (p && p.name) || item.name,
|
||||
avatar: (p && p.avatar) || item.avatar || "",
|
||||
arrows,
|
||||
};
|
||||
});
|
||||
|
||||
// 追加未出现在 resultList 中的玩家(未射箭),rank=0 隐藏角标
|
||||
const rankedIds = new Set(rankedPlayers.map((p) => p.id));
|
||||
const unrankedPlayers = plist
|
||||
.filter((p) => !rankedIds.has(p.id))
|
||||
.map((p) => ({
|
||||
id: p.id,
|
||||
name: p.name,
|
||||
avatar: p.avatar || "",
|
||||
arrows: [],
|
||||
totalScore: 0,
|
||||
rank: 0,
|
||||
}));
|
||||
|
||||
players.value = [...rankedPlayers, ...unrankedPlayers];
|
||||
}
|
||||
});
|
||||
|
||||
@@ -59,13 +81,14 @@ const checkBowData = (selected) => {
|
||||
<Container title="详情">
|
||||
<view class="container">
|
||||
<BattleHeader
|
||||
v-if="data.mode <= 3"
|
||||
:winner="data.winTeam"
|
||||
:blueTeam="data.teams[1] ? data.teams[1].players : []"
|
||||
:redTeam="data.teams[2] ? data.teams[2].players : []"
|
||||
:players="players"
|
||||
/>
|
||||
<view
|
||||
v-if="data.mode >= 3"
|
||||
v-if="data.mode > 3"
|
||||
class="score-header"
|
||||
:style="{ border: 'none', padding: '5px 15px' }"
|
||||
>
|
||||
@@ -76,14 +99,14 @@ const checkBowData = (selected) => {
|
||||
</view>
|
||||
</view>
|
||||
<PlayerScore2
|
||||
v-if="data.mode >= 3"
|
||||
v-if="data.mode > 3"
|
||||
v-for="(player, index) in players"
|
||||
:key="index"
|
||||
:name="player.name"
|
||||
:avatar="player.avatar"
|
||||
:arrows="player.arrows"
|
||||
:totalScore="player.totalScore"
|
||||
:rank="index + 1"
|
||||
:rank="player.rank"
|
||||
/>
|
||||
<view
|
||||
v-if="data.mode <= 3"
|
||||
|
||||
@@ -3,22 +3,90 @@ import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import Matching from "@/components/Matching.vue";
|
||||
import { matchGameAPI } from "@/apis";
|
||||
import { matchGameAPI, getBattleAPI } from "@/apis";
|
||||
import { MESSAGETYPESV2 } from "@/constants";
|
||||
|
||||
const gameType = ref(0);
|
||||
const teamSize = ref(0);
|
||||
const onComplete = ref(null);
|
||||
|
||||
/** 匹配超时计时器,用于检测 WS 消息丢失或真正超时 */
|
||||
const matchTimeoutTimer = ref(null);
|
||||
|
||||
/** 匹配超时阈值(ms),后端设置 15s 匹配,前端预留 5s 冗余 */
|
||||
const MATCH_TIMEOUT_MS = 20 * 1000;
|
||||
|
||||
/** 清除超时计时器 */
|
||||
const clearMatchTimeout = () => {
|
||||
if (matchTimeoutTimer.value) {
|
||||
clearTimeout(matchTimeoutTimer.value);
|
||||
matchTimeoutTimer.value = null;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 超时处理:查询后端是否已分配对局
|
||||
* - 有对局 → WS 消息丢失场景,自动跳入
|
||||
* - 无对局 → 真正超时,提示用户并返回大厅
|
||||
*/
|
||||
const handleMatchTimeout = async () => {
|
||||
try {
|
||||
const battle = await getBattleAPI();
|
||||
if (battle && battle.matchId) {
|
||||
uni.showToast({ title: "匹配成功,正在进入...", icon: "none" });
|
||||
if (battle.mode <= 3) {
|
||||
uni.redirectTo({ url: `/pages/team-battle?battleId=${battle.matchId}` });
|
||||
} else {
|
||||
uni.redirectTo({ url: `/pages/melee-battle?battleId=${battle.matchId}` });
|
||||
}
|
||||
} else {
|
||||
uni.showToast({ title: "匹配超时,请重试", icon: "none" });
|
||||
try {
|
||||
if (gameType.value && teamSize.value) {
|
||||
await matchGameAPI(false, gameType.value, teamSize.value);
|
||||
}
|
||||
} catch (_) { /* 取消失败忽略 */ }
|
||||
uni.navigateBack();
|
||||
}
|
||||
} catch (e) {
|
||||
uni.showToast({ title: "匹配超时,请重试", icon: "none" });
|
||||
uni.navigateBack();
|
||||
}
|
||||
};
|
||||
|
||||
async function stopMatch() {
|
||||
uni.$showHint(3);
|
||||
}
|
||||
|
||||
/**
|
||||
* 取消匹配,带容错处理:
|
||||
* - 取消成功 → 返回大厅
|
||||
* - 取消失败(后端已分配对局但 WS 未到达)→ 查询并跳入当前对局
|
||||
*/
|
||||
async function cancelMatch() {
|
||||
if (gameType.value && teamSize.value) {
|
||||
await matchGameAPI(false, gameType.value, teamSize.value);
|
||||
clearMatchTimeout();
|
||||
try {
|
||||
if (gameType.value && teamSize.value) {
|
||||
await matchGameAPI(false, gameType.value, teamSize.value);
|
||||
}
|
||||
uni.navigateBack();
|
||||
} catch (e) {
|
||||
// 取消匹配接口失败,尝试查询是否已被分配对局
|
||||
try {
|
||||
const battle = await getBattleAPI();
|
||||
if (battle && battle.matchId) {
|
||||
if (battle.mode <= 3) {
|
||||
uni.redirectTo({ url: `/pages/team-battle?battleId=${battle.matchId}` });
|
||||
} else {
|
||||
uni.redirectTo({ url: `/pages/melee-battle?battleId=${battle.matchId}` });
|
||||
}
|
||||
} else {
|
||||
uni.navigateBack();
|
||||
}
|
||||
} catch (_) {
|
||||
uni.navigateBack();
|
||||
}
|
||||
}
|
||||
uni.navigateBack()
|
||||
}
|
||||
|
||||
async function onReceiveMessage(msg) {
|
||||
@@ -26,13 +94,17 @@ async function onReceiveMessage(msg) {
|
||||
onComplete.value = () => {}
|
||||
}
|
||||
if (msg.type === MESSAGETYPESV2.AboutToStart) {
|
||||
if (gameType.value == 1) {
|
||||
// 收到开始消息,清除超时计时器
|
||||
clearMatchTimeout();
|
||||
// 使用后端下发的 mode 字段判断跳转目标,与好友约战(battle-room.vue)保持一致
|
||||
// mode <= 3 为团队对抗,mode > 3 为大乱斗,覆盖全部 gameType(1~5),不再遗漏
|
||||
if (msg.mode <= 3) {
|
||||
uni.redirectTo({
|
||||
url: `/pages/team-battle?battleId=${msg.id}&gameMode=2`,
|
||||
url: `/pages/team-battle?battleId=${msg.id}`,
|
||||
});
|
||||
} else if (gameType.value == 2) {
|
||||
} else {
|
||||
uni.redirectTo({
|
||||
url: `/pages/melee-battle?battleId=${msg.id}&gameMode=2`,
|
||||
url: `/pages/melee-battle?battleId=${msg.id}`,
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -54,6 +126,7 @@ onMounted(() => {
|
||||
});
|
||||
|
||||
onBeforeUnmount(() => {
|
||||
clearMatchTimeout();
|
||||
uni.setKeepScreenOn({
|
||||
keepScreenOn: false,
|
||||
});
|
||||
@@ -64,6 +137,9 @@ onBeforeUnmount(() => {
|
||||
onShow(async () => {
|
||||
if (gameType.value && teamSize.value) {
|
||||
matchGameAPI(true, gameType.value, teamSize.value);
|
||||
// 启动超时计时器,防止 WS 消息丢失或长时间无对手导致用户卡死
|
||||
clearMatchTimeout();
|
||||
matchTimeoutTimer.value = setTimeout(handleMatchTimeout, MATCH_TIMEOUT_MS);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import { ref, onMounted, onBeforeUnmount } from "vue";
|
||||
import { ref, onMounted, onBeforeUnmount, watch } from "vue";
|
||||
import { onLoad, onShow, onHide } from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import BowTarget from "@/components/BowTarget.vue";
|
||||
@@ -10,16 +10,19 @@ import SButton from "@/components/SButton.vue";
|
||||
import Avatar from "@/components/Avatar.vue";
|
||||
import ScreenHint from "@/components/ScreenHint.vue";
|
||||
import TestDistance from "@/components/TestDistance.vue";
|
||||
import SModal from "@/components/SModal.vue";
|
||||
import audioManager from "@/audioManager";
|
||||
import { getBattleAPI, laserCloseAPI } from "@/apis";
|
||||
import { MESSAGETYPESV2 } from "@/constants";
|
||||
import useStore from "@/store";
|
||||
import { storeToRefs } from "pinia";
|
||||
const store = useStore();
|
||||
const { user } = storeToRefs(store);
|
||||
const { user, online } = storeToRefs(store);
|
||||
const title = ref("");
|
||||
const start = ref(null);
|
||||
const battleId = ref("");
|
||||
/** 对战模式:1=好友约战 2=排位赛,用于结算页跳转判断 */
|
||||
const way = ref(0);
|
||||
const currentRound = ref(1);
|
||||
const tips = ref("即将开始...");
|
||||
const players = ref([]);
|
||||
@@ -27,16 +30,25 @@ const playersSorted = ref([]);
|
||||
const playersScores = ref([]);
|
||||
const halfTimeTip = ref(false);
|
||||
const halfRest = ref(false);
|
||||
/** 控制设备离线提示弹窗的显示状态 */
|
||||
const showOfflineModal = ref(false);
|
||||
|
||||
const navigateToResult = () => {
|
||||
uni.redirectTo({ url: `/pages/battle-result?battleId=${battleId.value}` });
|
||||
};
|
||||
/**
|
||||
* 监听设备在线状态,大乱斗比赛进行中设备离线时弹窗提示用户
|
||||
*/
|
||||
watch(online, (newVal, oldVal) => {
|
||||
if (!newVal && oldVal && start.value === true) {
|
||||
showOfflineModal.value = true;
|
||||
}
|
||||
});
|
||||
|
||||
function recoverData(battleInfo, { force = false } = {}) {
|
||||
if (!battleInfo) return;
|
||||
try {
|
||||
if (battleInfo.way === 1) title.value = "好友约战 - 大乱斗";
|
||||
if (battleInfo.way === 2) title.value = "排位赛 - 大乱斗";
|
||||
// 保存 way 供结算跳转时使用
|
||||
way.value = battleInfo.way ?? 0;
|
||||
|
||||
// 优先使用接口数据,否则使用缓存
|
||||
if (battleInfo.teams?.[0]?.players) {
|
||||
@@ -122,8 +134,9 @@ async function onReceiveMessage(msg) {
|
||||
tips.value = "准备下半场";
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
setTimeout(() => {
|
||||
// 全部跳转到新结算页
|
||||
uni.redirectTo({
|
||||
url: "/pages/battle-result?battleId=" + msg.matchId,
|
||||
url: "/pages/friend-battle-result?battleId=" + msg.matchId,
|
||||
});
|
||||
}, 1000);
|
||||
}
|
||||
@@ -200,13 +213,25 @@ onShow(async () => {
|
||||
<ScreenHint
|
||||
:show="halfTimeTip"
|
||||
mode="small"
|
||||
:onClose="() => (halfTimeTip = false)"
|
||||
>
|
||||
<view class="half-time-tip">
|
||||
<text>上半场结束,休息一下吧:)</text>
|
||||
<text>20秒后开始下半场</text>
|
||||
</view>
|
||||
</ScreenHint>
|
||||
<!-- 设备离线提示弹窗 -->
|
||||
<SModal
|
||||
:show="showOfflineModal"
|
||||
:noBg="true"
|
||||
height="360rpx"
|
||||
:onClose="() => (showOfflineModal = false)"
|
||||
>
|
||||
<view class="offline-modal">
|
||||
<text class="offline-title">设备已离线</text>
|
||||
<text class="offline-desc">检测到设备已断开连接,请检查设备后继续比赛</text>
|
||||
<SButton @click="showOfflineModal = false">我知道了</SButton>
|
||||
</view>
|
||||
</SModal>
|
||||
</view>
|
||||
</Container>
|
||||
</template>
|
||||
@@ -216,4 +241,25 @@ onShow(async () => {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.offline-modal {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
padding: 60rpx 40rpx 40rpx;
|
||||
gap: 24rpx;
|
||||
}
|
||||
|
||||
.offline-title {
|
||||
font-size: 36rpx;
|
||||
font-weight: bold;
|
||||
color: #FED847;
|
||||
}
|
||||
|
||||
.offline-desc {
|
||||
font-size: 28rpx;
|
||||
color: #CCCCCC;
|
||||
text-align: center;
|
||||
line-height: 1.6;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -55,7 +55,14 @@ const onPractiseLoading = async (page) => {
|
||||
};
|
||||
const getName = (battle) => {
|
||||
if (battle.mode <= 3) return `${battle.mode}V${battle.mode}`;
|
||||
return battle.mode + "人大乱斗";
|
||||
// 排位赛大乱斗:mode 数字与实际人数不一致,使用固定映射
|
||||
if (battle.way === 2) {
|
||||
if (battle.mode === 4) return "5人大乱斗";
|
||||
if (battle.mode === 5) return "10人大乱斗";
|
||||
}
|
||||
// 好友约战大乱斗:从 teams[0].players 取实际参与人数动态展示
|
||||
const count = battle.teams?.[0]?.players?.length;
|
||||
return count ? `${count}人大乱斗` : "大乱斗";
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -108,7 +115,7 @@ onLoad((options) => {
|
||||
:blueTeam="item.teams[1] ? item.teams[1].players : []"
|
||||
:redTeam="item.teams[2] ? item.teams[2].players : []"
|
||||
:winner="item.winTeam"
|
||||
:showRank="item.teams[0]"
|
||||
:showRank="!!item.teams[0]"
|
||||
:showHeader="false"
|
||||
/>
|
||||
</view>
|
||||
@@ -131,7 +138,7 @@ onLoad((options) => {
|
||||
:blueTeam="item.teams[1] ? item.teams[1].players : []"
|
||||
:redTeam="item.teams[2] ? item.teams[2].players : []"
|
||||
:winner="item.winTeam"
|
||||
:showRank="item.teams[0]"
|
||||
:showRank="!!item.teams[0]"
|
||||
:showHeader="false"
|
||||
/>
|
||||
</view>
|
||||
|
||||
@@ -323,6 +323,7 @@ onShow(async () => {
|
||||
>
|
||||
<text>{{ seasonName }}</text>
|
||||
<image
|
||||
class="triangle-icon"
|
||||
v-show="seasonData.length > 1"
|
||||
src="../static/rank/triangle.png"
|
||||
mode="widthFix"
|
||||
@@ -592,6 +593,7 @@ onShow(async () => {
|
||||
.ranking-season > image {
|
||||
width: 12px;
|
||||
height: 12px;
|
||||
transform: rotateX(180deg);
|
||||
}
|
||||
|
||||
.ranking-season > text {
|
||||
@@ -807,18 +809,18 @@ onShow(async () => {
|
||||
}
|
||||
|
||||
.season-list {
|
||||
background-color: #000c;
|
||||
background-color: rgba(0, 0, 0, 0.8);
|
||||
border-radius: 15px;
|
||||
color: #fff;
|
||||
font-size: 12px;
|
||||
padding: 5px 0;
|
||||
padding: 12px 0;
|
||||
position: absolute;
|
||||
width: 220rpx;
|
||||
height: auto;
|
||||
max-height: 400rpx;
|
||||
overflow: hidden;
|
||||
overflow-y: auto;
|
||||
top: -44rpx;
|
||||
top: -42rpx;
|
||||
right: -30rpx;
|
||||
letter-spacing: 2px;
|
||||
z-index: 10;
|
||||
@@ -829,7 +831,7 @@ onShow(async () => {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
word-break: keep-all;
|
||||
padding: 20rpx 0;
|
||||
padding: 20rpx 10rpx;
|
||||
}
|
||||
|
||||
.season-list > view > text {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
<script setup>
|
||||
import {ref, onMounted, onBeforeUnmount, nextTick} from "vue";
|
||||
import {ref, onMounted, onBeforeUnmount, nextTick, watch} from "vue";
|
||||
import {onLoad, onShow, onHide} from "@dcloudio/uni-app";
|
||||
import Container from "@/components/Container.vue";
|
||||
import BattleHeader from "@/components/BattleHeader.vue";
|
||||
@@ -11,6 +11,7 @@ import RoundEndTip from "@/components/RoundEndTip.vue";
|
||||
import TestDistance from "@/components/TestDistance.vue";
|
||||
import TeamAvatars from "@/components/TeamAvatars.vue";
|
||||
import ShootProgress2 from "@/components/ShootProgress2.vue";
|
||||
import SModal from "@/components/SModal.vue";
|
||||
import {laserCloseAPI, getBattleAPI} from "@/apis";
|
||||
import {MESSAGETYPESV2} from "@/constants";
|
||||
import audioManager from "@/audioManager";
|
||||
@@ -18,11 +19,13 @@ import useStore from "@/store";
|
||||
import {storeToRefs} from "pinia";
|
||||
|
||||
const store = useStore();
|
||||
const {user} = storeToRefs(store);
|
||||
const {user, online} = storeToRefs(store);
|
||||
const start = ref(null);
|
||||
const tips = ref("");
|
||||
const battleId = ref("");
|
||||
const currentRound = ref(0);
|
||||
/** 专用于 RoundEndTip 展示的轮次,与进度条的 currentRound 解耦,避免 ToSomeoneShoot 提前更新 currentRound 导致 Tip 显示错误轮次 */
|
||||
const roundTipRound = ref(0);
|
||||
const goldenRound = ref(0);
|
||||
const currentRedPoint = ref(0);
|
||||
const currentBluePoint = ref(0);
|
||||
@@ -38,10 +41,29 @@ const showRoundTip = ref(false);
|
||||
const isFinalShoot = ref(false);
|
||||
const matchStatus = ref(undefined);
|
||||
const updateRemainSecond = ref(0);
|
||||
/** 当前对局每人射击时间(秒),从后端 shootTime 字段动态读取,默认 15 */
|
||||
const shootTimeTotal = ref(15);
|
||||
/** 对战来源类型(1=好友约战,2=匹配对战),用于结算页分流 */
|
||||
const battleWay = ref(0);
|
||||
/** 上一次处理的 ToSomeoneShoot 关键字段,用于去重过滤重复消息 */
|
||||
const lastToSomeoneShootKey = ref("");
|
||||
/** 控制设备离线提示弹窗的显示状态 */
|
||||
const showOfflineModal = ref(false);
|
||||
|
||||
/**
|
||||
* 监听设备在线状态,比赛进行中设备离线时弹窗提示用户
|
||||
*/
|
||||
watch(online, (newVal, oldVal) => {
|
||||
if (!newVal && oldVal && start.value === true) {
|
||||
showOfflineModal.value = true;
|
||||
}
|
||||
});
|
||||
|
||||
const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
|
||||
try {
|
||||
battleId.value = battleInfo.matchId;
|
||||
// 存储对战来源,供结算跳转分流使用
|
||||
if (battleInfo.way !== undefined) battleWay.value = battleInfo.way;
|
||||
|
||||
// 优先使用接口返回的队伍数据,如果没有则尝试从缓存读取(应对匹配刚完成接口未就绪的情况)
|
||||
const t1 = battleInfo.teams?.[1] || {};
|
||||
@@ -71,6 +93,8 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
|
||||
return;
|
||||
}
|
||||
if (!arrowOnly) {
|
||||
// 在 ToSomeoneShoot 时同步更新当前轮次,使进度条轮次图片及时切换
|
||||
currentRound.value = battleInfo.current.round || 1;
|
||||
currentShooterId.value = battleInfo.current.playerId;
|
||||
const redPlayer = battleInfo.teams[2].players.find(
|
||||
(item) => item.id === battleInfo.current.playerId
|
||||
@@ -83,17 +107,50 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
|
||||
) {
|
||||
nextTips += "你";
|
||||
}
|
||||
// 同队连续出手时 tips 值不变,HeaderProgress watch 不触发音频
|
||||
// 需在赋值前比较旧值,手动播放音频确保始终触发 onAudioEnded 启动计时器
|
||||
// 注意:使用 interrupt=false 避免打断上一支箭的环数播报音频
|
||||
if (tips.value === nextTips && !nextTips.includes("重回")) {
|
||||
const audioKey = redPlayer ? "请红方射箭" : "请蓝方射箭";
|
||||
audioManager.play(audioKey, false);
|
||||
}
|
||||
tips.value = nextTips;
|
||||
uni.$emit("update-tips", nextTips);
|
||||
uni.$emit("update-remain", {reset: true, value: 15, team: redTeam?'red':'blue'});
|
||||
// 同步写入 Pinia store,供 HeaderProgress 通过 immediate watch 在 onMounted 时立即读取
|
||||
// 规避 WeChat 小程序 onShow 在组件 onMounted 之前触发导致 uni.$emit 事件丢失的时序问题
|
||||
store.updateTips(nextTips);
|
||||
// force 模式下改为在 nextTick 内发送 update-tips,规避 WeChat 小程序
|
||||
// onShow 与 onMounted 时序问题导致 HeaderProgress 监听器尚未注册的边界情况
|
||||
if (!force) {
|
||||
uni.$emit("update-tips", nextTips);
|
||||
}
|
||||
// redPlayer 已在上方 find() 确认:不为 null 则当前射手在红队
|
||||
const targetTeam = redPlayer ? 'red' : 'blue';
|
||||
// 从后端消息读取本局射击时间,动态设置进度条满值与倒计时秒数(降级兜底 15s)
|
||||
shootTimeTotal.value = battleInfo.shootTime ?? 15;
|
||||
if (force) {
|
||||
const remain = (Date.now() - battleInfo.current.startTime) / 1000;
|
||||
console.log(`当前轮已进行${remain}秒`);
|
||||
if (remain > 0 && remain < 15) {
|
||||
updateRemainSecond.value = 15 - remain - 0.2
|
||||
// force 模式下 start.value 刚由 null 变 true,Vue 异步调度渲染,
|
||||
// ShootProgress2(v-if="start")尚未挂载,update-remain 事件会被丢弃。
|
||||
// 同时 HeaderProgress 对含"重回"的 tips 拦截音频,倒计时无法依赖
|
||||
// onAudioEnded 驱动,需在 nextTick 后直接启动。
|
||||
const elapsed = (Date.now() - battleInfo.current.startTime) / 1000;
|
||||
console.log(`当前轮已进行${elapsed}秒`);
|
||||
if (elapsed > 0 && elapsed < shootTimeTotal.value) {
|
||||
updateRemainSecond.value = shootTimeTotal.value - elapsed - 0.2;
|
||||
}
|
||||
const actualRemain = updateRemainSecond.value;
|
||||
nextTick(() => {
|
||||
// 在 nextTick 内统一发送,确保 ShootProgress2 和 HeaderProgress 均已挂载
|
||||
uni.$emit("update-tips", nextTips);
|
||||
uni.$emit("update-remain", {reset: true, value: shootTimeTotal.value, team: targetTeam});
|
||||
// 重置动画完成后,直接启动倒计时(无需依赖音频结束回调)
|
||||
setTimeout(() => {
|
||||
uni.$emit("update-remain", {stop: false, value: actualRemain, team: targetTeam});
|
||||
}, 100);
|
||||
});
|
||||
} else {
|
||||
updateRemainSecond.value = battleInfo.readyTime
|
||||
// ToSomeoneShoot 到达时:若进度条仍在倒计时则瞬间清零再切换满值,确保视觉连贯
|
||||
uni.$emit("update-remain", {zeroThenReset: true, value: shootTimeTotal.value, team: targetTeam});
|
||||
updateRemainSecond.value = shootTimeTotal.value;
|
||||
}
|
||||
} else {
|
||||
currentRound.value = battleInfo.current.round || 1;
|
||||
@@ -113,27 +170,44 @@ const recoverData = (battleInfo, {force = false, arrowOnly = false} = {}) => {
|
||||
};
|
||||
|
||||
function onAudioEnded(s) {
|
||||
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0) {
|
||||
let team = s.indexOf('请红方射箭') >= 0 ? 'red' : 'blue';
|
||||
// "请红方射箭"/"请蓝方射箭":队友或对手轮次;"轮到你了":用户本人轮次(HeaderProgress特殊分支)
|
||||
// 三者音频结束后均需启动倒计时进度条
|
||||
if (s.indexOf('请红方射箭') >= 0 || s.indexOf('请蓝方射箭') >= 0 || s.indexOf('轮到你了') >= 0) {
|
||||
let team;
|
||||
if (s.indexOf('请红方射箭') >= 0) team = 'red';
|
||||
else if (s.indexOf('请蓝方射箭') >= 0) team = 'blue';
|
||||
else team = tips.value.includes('红队') ? 'red' : 'blue'; // 轮到你了:从当前tips判断用户所在队伍
|
||||
uni.$emit("update-remain", {stop: false, value: updateRemainSecond.value, team: team});
|
||||
}
|
||||
if (s.indexOf("比赛结束") >= 0) {
|
||||
console.log("比赛结束");
|
||||
onBattleEnd()
|
||||
}
|
||||
}
|
||||
|
||||
function onBattleEnd() {
|
||||
if (matchStatus.value === 2) {
|
||||
// 全部跳转到新结算页
|
||||
uni.redirectTo({
|
||||
url: `/pages/battle-result?battleId=${battleId.value}`,
|
||||
url: `/pages/friend-battle-result?battleId=${battleId.value}`,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function onNewRound(msg) {
|
||||
/**
|
||||
* @param {object} msg - NewRound 消息
|
||||
* @param {number} prevRound - 在 NewRound 消息到达时即时捕获的旧轮次,用于 Tip 展示,避免异步延迟内 currentRound 已被更新
|
||||
*/
|
||||
function onNewRound(msg, prevRound) {
|
||||
showRoundTip.value = true;
|
||||
isFinalShoot.value = msg.current.goldRound;
|
||||
const latestRound = msg.rounds[currentRound.value - 1];
|
||||
// 决金轮箭数不确定(平局后可能再加一箭),清零 totalShot 隐藏箭数显示
|
||||
if (msg.current.goldRound) {
|
||||
store.updateShotInfo(0, 0);
|
||||
}
|
||||
// 用传入的 prevRound(捕获时刻的旧轮次)展示结算 Tip,与进度条 currentRound 解耦
|
||||
roundTipRound.value = prevRound;
|
||||
const latestRound = msg.rounds[prevRound - 1];
|
||||
if (latestRound) {
|
||||
if (isFinalShoot.value) {
|
||||
currentBluePoint.value = msg.teams[1].score;
|
||||
@@ -150,14 +224,20 @@ async function onReceiveMessage(msg) {
|
||||
if (msg.type === MESSAGETYPESV2.BattleStart) {
|
||||
start.value = true;
|
||||
} else if (msg.type === MESSAGETYPESV2.ToSomeoneShoot) {
|
||||
// 去重防护:如果 playerId + round 与上一次处理完全相同,则忽略重复推送的消息
|
||||
// (防止 onBeforeUnmount 未及时 off 和页面重创建导致同一事件被处理多次)
|
||||
const key = `${msg?.current?.playerId}-${msg?.current?.round}`;
|
||||
if (key === lastToSomeoneShootKey.value) return;
|
||||
lastToSomeoneShootKey.value = key;
|
||||
recoverData(msg);
|
||||
} else if (msg.type === MESSAGETYPESV2.ShootResult) {
|
||||
uni.$emit("update-remain", {stop: true})
|
||||
showRoundTip.value = false;
|
||||
recoverData(msg, {arrowOnly: true});
|
||||
} else if (msg.type === MESSAGETYPESV2.NewRound) {
|
||||
// 在进入延迟前先捕获当前轮次,供 onNewRound 使用,防止 800ms 内 ToSomeoneShoot 提前更新 currentRound 造成 Tip 展示错轮
|
||||
const prevRound = currentRound.value;
|
||||
setTimeout(() => {
|
||||
onNewRound(msg)
|
||||
onNewRound(msg, prevRound)
|
||||
}, 800)
|
||||
} else if (msg.type === MESSAGETYPESV2.BattleEnd) {
|
||||
matchStatus.value = msg.status;
|
||||
@@ -174,6 +254,9 @@ async function onReceiveMessage(msg) {
|
||||
|
||||
onLoad(async (options) => {
|
||||
if (options.battleId) battleId.value = options.battleId;
|
||||
// 重置箭数和提示文案,防止因 Pinia 保留上一场比赛的旧值而错误展示
|
||||
store.updateShotInfo(0, 0);
|
||||
store.updateTips("");
|
||||
// uni.enableAlertBeforeUnload({
|
||||
// message: "离开比赛可能导致比赛失败,是否继续?",
|
||||
// success: (res) => {
|
||||
@@ -193,6 +276,8 @@ onBeforeUnmount(() => {
|
||||
uni.setKeepScreenOn({
|
||||
keepScreenOn: false,
|
||||
});
|
||||
// 注销所有第三方事件盓听,防止页面重创建时监听叠加导致消息重复处理
|
||||
uni.$off("socket-inbox", onReceiveMessage);
|
||||
uni.$off("audioEnded", onAudioEnded);
|
||||
audioManager.stopAll();
|
||||
});
|
||||
@@ -202,14 +287,24 @@ onShow(async () => {
|
||||
const result = await getBattleAPI(battleId.value);
|
||||
if (!result) return;
|
||||
if (result.status === 2) {
|
||||
uni.showToast({
|
||||
title: "比赛已结束",
|
||||
icon: "none",
|
||||
});
|
||||
uni.navigateBack({
|
||||
delta: 2,
|
||||
// 比赛已结束(如切后台再回来):跳新结算页
|
||||
uni.redirectTo({
|
||||
url: `/pages/friend-battle-result?battleId=${result.matchId}`,
|
||||
});
|
||||
} else {
|
||||
if (result.status !== 0) {
|
||||
// 比赛进行中,从后端恢复箭数(测距阶段不展示)
|
||||
// 决金轮不展示箭数;其余轮次从 indexMap 按用户 id 取已射箭数
|
||||
if (result.shootNumber && !result.current?.goldRound) {
|
||||
store.updateShotInfo(result.current?.indexMap?.[user.value.id] ?? 0, result.shootNumber);
|
||||
}
|
||||
} else {
|
||||
// 测距阶段重置箭数和提示文案,防止 ImmediateWatcher 读取 Pinia 保留的旧值
|
||||
store.updateShotInfo(0, 0);
|
||||
// 同步清空 Pinia tips 与本地 tips,避免重新开赛时 HeaderProgress 展示上一场旧文案
|
||||
store.updateTips("");
|
||||
tips.value = "";
|
||||
}
|
||||
recoverData(result, {force: true});
|
||||
}
|
||||
}
|
||||
@@ -219,10 +314,12 @@ onShow(async () => {
|
||||
<template>
|
||||
<Container :bgType="start ? 3 : 1">
|
||||
<view class="container">
|
||||
<!-- winner=0 表示对局尚未开始,不显示胜者徽章 -->
|
||||
<BattleHeader
|
||||
v-if="start === false"
|
||||
:redTeam="redTeam"
|
||||
:blueTeam="blueTeam"
|
||||
:winner="0"
|
||||
/>
|
||||
<TestDistance v-if="start === false" :guide="false" :isBattle="true"/>
|
||||
<view v-if="start" class="players-row">
|
||||
@@ -233,6 +330,7 @@ onShow(async () => {
|
||||
/>
|
||||
<ShootProgress2
|
||||
:tips="tips"
|
||||
:total="shootTimeTotal"
|
||||
:currentRound="
|
||||
goldenRound > 0 ? 'gold' + goldenRound : 'round' + currentRound
|
||||
"
|
||||
@@ -254,21 +352,33 @@ onShow(async () => {
|
||||
/>
|
||||
<ScreenHint
|
||||
:show="showRoundTip"
|
||||
:onClose="() => (showRoundTip = false)"
|
||||
:mode="isFinalShoot ? 'tall' : 'normal'"
|
||||
>
|
||||
<RoundEndTip
|
||||
v-if="showRoundTip"
|
||||
:isFinal="isFinalShoot"
|
||||
:round="currentRound"
|
||||
:round="roundTipRound"
|
||||
:bluePoint="currentBluePoint"
|
||||
:redPoint="currentRedPoint"
|
||||
:roundData="
|
||||
roundResults[currentRound - 1] ? roundResults[currentRound - 1] : []
|
||||
roundResults[roundTipRound - 1] ? roundResults[roundTipRound - 1] : []
|
||||
"
|
||||
:onAutoClose="()=>{ showRoundTip = false}"
|
||||
/>
|
||||
</ScreenHint>
|
||||
<!-- 设备离线提示弹窗 -->
|
||||
<SModal
|
||||
:show="showOfflineModal"
|
||||
:noBg="true"
|
||||
height="360rpx"
|
||||
:onClose="() => (showOfflineModal = false)"
|
||||
>
|
||||
<view class="offline-modal">
|
||||
<text class="offline-title">设备已离线</text>
|
||||
<text class="offline-desc">检测到设备已断开连接,请检查设备后继续比赛</text>
|
||||
<SButton @click="showOfflineModal = false">我知道了</SButton>
|
||||
</view>
|
||||
</SModal>
|
||||
</view>
|
||||
</Container>
|
||||
</template>
|
||||
@@ -286,4 +396,25 @@ onShow(async () => {
|
||||
margin-top: -2%;
|
||||
margin-bottom: 6%;
|
||||
}
|
||||
|
||||
.offline-modal {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
padding: 60rpx 40rpx 40rpx;
|
||||
gap: 24rpx;
|
||||
}
|
||||
|
||||
.offline-title {
|
||||
font-size: 36rpx;
|
||||
font-weight: bold;
|
||||
color: #FED847;
|
||||
}
|
||||
|
||||
.offline-desc {
|
||||
font-size: 28rpx;
|
||||
color: #CCCCCC;
|
||||
text-align: center;
|
||||
line-height: 1.6;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -69,6 +69,10 @@ onMounted(() => {
|
||||
const envVersion = accountInfo.miniProgram.envVersion;
|
||||
if (envVersion !== "release") showLogout.value = true;
|
||||
});
|
||||
|
||||
/* global __BUILD_TIME__ */
|
||||
/** 构建时刻,由 vite.config.js define 在打包时自动注入;仅开发/体验版展示 */
|
||||
const buildVersion = typeof __BUILD_TIME__ !== 'undefined' ? __BUILD_TIME__ : '';
|
||||
</script>
|
||||
|
||||
<template>
|
||||
@@ -140,6 +144,10 @@ onMounted(() => {
|
||||
:onClick="toAudioTestPage"
|
||||
v-if="showLogout"
|
||||
/>
|
||||
<UserItem
|
||||
title="版本信息(仅用于测试)"
|
||||
v-if="showLogout"
|
||||
>{{ buildVersion }}</UserItem>
|
||||
<UserItem
|
||||
title="退出登录(仅用于测试)"
|
||||
:onClick="logout"
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 5">
|
||||
<rect id="矩形备份" width="156" height="58" fill="url(#paint0_linear_1394_738459)"/>
|
||||
</g>
|
||||
<defs>
|
||||
<linearGradient id="paint0_linear_1394_738459" x1="0" y1="87" x2="156" y2="87" gradientUnits="userSpaceOnUse">
|
||||
<stop stop-color="#7E3627"/>
|
||||
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 540 B |
@@ -0,0 +1,11 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 12">
|
||||
<rect id="矩形备份" width="156" height="58" fill="url(#paint0_linear_1394_738487)"/>
|
||||
</g>
|
||||
<defs>
|
||||
<linearGradient id="paint0_linear_1394_738487" x1="0" y1="87" x2="156" y2="87" gradientUnits="userSpaceOnUse">
|
||||
<stop stop-color="#573E25"/>
|
||||
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 541 B |
@@ -0,0 +1,11 @@
|
||||
<svg width="156" height="58" viewBox="0 0 156 58" fill="none" xmlns="http://www.w3.org/2000/svg">
|
||||
<g id="编组 9">
|
||||
<rect id="矩形备份" width="156" height="58" fill="url(#paint0_linear_1394_738473)"/>
|
||||
</g>
|
||||
<defs>
|
||||
<linearGradient id="paint0_linear_1394_738473" x1="0.251953" y1="86.9532" x2="156" y2="86.9532" gradientUnits="userSpaceOnUse">
|
||||
<stop stop-color="#25476F"/>
|
||||
<stop offset="1" stop-color="#292826" stop-opacity="0.01"/>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 557 B |
|
Before Width: | Height: | Size: 6.2 KiB |
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 52 KiB |
@@ -80,6 +80,9 @@ export default defineStore("store", {
|
||||
roomID: "",
|
||||
inBattle: false,
|
||||
roomNumber: "", // 当前房间号,供 Header 展示房号胶囊
|
||||
currentShot: 0, // 当前已射箭数(用于 HeaderProgress 恢复状态)
|
||||
totalShot: 0, // 轮次总箭数(用于 HeaderProgress 恢复状态)
|
||||
tips: "", // 当前提示文案(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题)
|
||||
},
|
||||
}),
|
||||
|
||||
@@ -136,20 +139,29 @@ export default defineStore("store", {
|
||||
this.game.roomID = roomID;
|
||||
this.game.inBattle = inBattle;
|
||||
},
|
||||
/** 更新当前射箭进度(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题) */
|
||||
updateShotInfo(currentShot = 0, totalShot = 0) {
|
||||
this.game.currentShot = currentShot;
|
||||
this.game.totalShot = totalShot;
|
||||
},
|
||||
/** 更新当前提示文案(用于 HeaderProgress 恢复状态,替代 uni.$emit 避免时序问题) */
|
||||
updateTips(tips = "") {
|
||||
this.game.tips = tips;
|
||||
},
|
||||
/** 更新当前房间号,供 Header 组件展示房号胶囊 */
|
||||
updateRoomNumber(number) {
|
||||
this.game.roomNumber = number;
|
||||
},
|
||||
},
|
||||
|
||||
// 开启数据持久化
|
||||
// 数据持久化(via pinia-plugin-persistedstate)
|
||||
// 仅持久化 user 和 device:身份凭证需在冷启动时恢复(如从分享链接进入)
|
||||
// config、game 等运行时状态不持久化,每次联网后重新拉取
|
||||
persist: {
|
||||
enabled: true,
|
||||
strategies: [
|
||||
{
|
||||
storage: uni.getStorageSync,
|
||||
paths: ["user", "device", "config"], // 只持久化用户信息
|
||||
},
|
||||
],
|
||||
storage: {
|
||||
getItem: (key) => uni.getStorageSync(key),
|
||||
setItem: (key, value) => uni.setStorageSync(key, value),
|
||||
},
|
||||
paths: ['user', 'device'],
|
||||
},
|
||||
});
|
||||
|
||||
@@ -1,12 +1,22 @@
|
||||
import { MESSAGETYPES, getMessageTypeName } from "@/constants";
|
||||
import { getUserGameState } from "@/apis";
|
||||
|
||||
let socket = null;
|
||||
let heartbeatInterval = null;
|
||||
let reconnectTimer = null;
|
||||
let manualClose = false;
|
||||
let checkingSession = false;
|
||||
let kickedOut = false;
|
||||
let isConnecting = false;
|
||||
|
||||
/**
|
||||
* 建立 WebSocket 连接
|
||||
*/
|
||||
function createWebSocket(token, onMessage) {
|
||||
if (!token) return;
|
||||
if (kickedOut) kickedOut = false;
|
||||
if (socket || isConnecting) return;
|
||||
|
||||
manualClose = false;
|
||||
isConnecting = true;
|
||||
|
||||
let url = "wss://api.shelingxingqiu.com/socket";
|
||||
try {
|
||||
const accountInfo = uni.getAccountInfoSync();
|
||||
@@ -14,48 +24,71 @@ function createWebSocket(token, onMessage) {
|
||||
|
||||
switch (envVersion) {
|
||||
case "develop": // 开发版
|
||||
// url = "ws://localhost:8000/socket";
|
||||
// url = "ws://192.168.1.30:8000/socket";
|
||||
url = "wss://apitest.shelingxingqiu.com/socket";
|
||||
break;
|
||||
case "trial": // 体验版
|
||||
url = "wss://apitest.shelingxingqiu.com/socket";
|
||||
break;
|
||||
case "release": // 正式版
|
||||
case "trial":
|
||||
url = "wss://apitest.shelingxingqiu.com/socket";
|
||||
break;
|
||||
case "release":
|
||||
url = "wss://api.shelingxingqiu.com/socket";
|
||||
break;
|
||||
default:
|
||||
// 保持默认值
|
||||
break;
|
||||
}
|
||||
} catch (e) {
|
||||
console.error("获取环境信息失败,使用默认正式环境", e);
|
||||
console.error("获取 WebSocket 环境信息失败,使用默认正式环境", e);
|
||||
}
|
||||
|
||||
url += `?authorization=${token}`;
|
||||
socket = uni.connectSocket({
|
||||
const socketTask = uni.connectSocket({
|
||||
url,
|
||||
success: () => {
|
||||
console.log("websocket 连接成功");
|
||||
// 启动心跳
|
||||
startHeartbeat(onMessage);
|
||||
console.log("WebSocket 已发起连接");
|
||||
},
|
||||
fail: () => {
|
||||
fail: (err) => {
|
||||
if (socket !== socketTask) return;
|
||||
console.error("WebSocket 连接失败", err);
|
||||
socket = null;
|
||||
isConnecting = false;
|
||||
reconnect(onMessage);
|
||||
},
|
||||
});
|
||||
|
||||
// 接收消息
|
||||
uni.onSocketMessage((res) => {
|
||||
socket = socketTask;
|
||||
|
||||
socketTask.onOpen(() => {
|
||||
if (socket !== socketTask) return;
|
||||
console.log("WebSocket 连接成功");
|
||||
isConnecting = false;
|
||||
startHeartbeat(onMessage);
|
||||
});
|
||||
|
||||
socketTask.onMessage((res) => {
|
||||
if (socket !== socketTask) return;
|
||||
|
||||
const { data, event } = JSON.parse(res.data);
|
||||
if (event === "pong") return;
|
||||
if (data.type) {
|
||||
console.log("收到消息:", getMessageTypeName(data.type), data.data);
|
||||
console.log(
|
||||
"收到 WebSocket 消息",
|
||||
getMessageTypeName(data.type),
|
||||
data.data
|
||||
);
|
||||
if (onMessage) onMessage({ ...(data.data || {}), type: data.type });
|
||||
return;
|
||||
}
|
||||
if (onMessage && data.updates) onMessage(data.updates);
|
||||
const msg = data.updates[0];
|
||||
if (msg) {
|
||||
console.log("收到消息:", getMessageTypeName(msg.constructor), msg);
|
||||
console.log(
|
||||
"收到 WebSocket 更新",
|
||||
getMessageTypeName(msg.constructor),
|
||||
msg
|
||||
);
|
||||
if (msg.constructor === MESSAGETYPES.RankUpdate) {
|
||||
uni.setStorageSync("latestRank", msg.lvl);
|
||||
} else if (msg.constructor === MESSAGETYPES.LvlUpdate) {
|
||||
@@ -68,84 +101,109 @@ function createWebSocket(token, onMessage) {
|
||||
}
|
||||
});
|
||||
|
||||
// 错误处理
|
||||
uni.onSocketError((err) => {
|
||||
socketTask.onError((err) => {
|
||||
if (socket !== socketTask) return;
|
||||
console.error("WebSocket 错误", err);
|
||||
reconnect(onMessage);
|
||||
});
|
||||
|
||||
uni.onSocketClose((result) => {
|
||||
socketTask.onClose(async (result) => {
|
||||
if (socket !== socketTask) return;
|
||||
console.log("WebSocket 已关闭", result);
|
||||
stopHeartbeat();
|
||||
reconnect(onMessage);
|
||||
socket = null;
|
||||
isConnecting = false;
|
||||
|
||||
if (manualClose || kickedOut) return;
|
||||
await handleUnexpectedClose(onMessage);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 重连机制
|
||||
*/
|
||||
function reconnect(onMessage) {
|
||||
reconnectTimer && clearTimeout(reconnectTimer);
|
||||
closeWebSocket(); // 确保关闭旧连接
|
||||
async function handleUnexpectedClose(onMessage) {
|
||||
if (checkingSession || manualClose || kickedOut) return;
|
||||
|
||||
const token = uni.getStorageSync(
|
||||
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
|
||||
);
|
||||
if (!token) return;
|
||||
|
||||
checkingSession = true;
|
||||
try {
|
||||
await getUserGameState();
|
||||
if (!manualClose && !kickedOut) reconnect(onMessage);
|
||||
} catch (err) {
|
||||
if (err?.type === "AUTH_INVALID") {
|
||||
kickedOut = true;
|
||||
manualClose = true;
|
||||
reconnectTimer && clearTimeout(reconnectTimer);
|
||||
uni.$emit("session-kicked-out");
|
||||
return;
|
||||
}
|
||||
if (!manualClose && !kickedOut) reconnect(onMessage);
|
||||
} finally {
|
||||
checkingSession = false;
|
||||
}
|
||||
}
|
||||
|
||||
function reconnect(onMessage) {
|
||||
reconnectTimer && clearTimeout(reconnectTimer);
|
||||
|
||||
const token = uni.getStorageSync(
|
||||
`${uni.getAccountInfoSync().miniProgram.envVersion}_token`
|
||||
);
|
||||
if (!token || manualClose || kickedOut || socket || isConnecting) return;
|
||||
|
||||
reconnectTimer = setTimeout(() => {
|
||||
console.log("reconnecting...");
|
||||
if (manualClose || kickedOut || socket || isConnecting) return;
|
||||
console.log("WebSocket 正在重连...");
|
||||
createWebSocket(token, onMessage);
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
function closeWebSocket() {
|
||||
function closeWebSocket(isManual = true) {
|
||||
manualClose = isManual;
|
||||
reconnectTimer && clearTimeout(reconnectTimer);
|
||||
stopHeartbeat();
|
||||
isConnecting = false;
|
||||
|
||||
if (socket) {
|
||||
reconnectTimer && clearTimeout(reconnectTimer);
|
||||
stopHeartbeat();
|
||||
const currentSocket = socket;
|
||||
socket = null;
|
||||
|
||||
try {
|
||||
socket.close();
|
||||
currentSocket.close();
|
||||
} catch (err) {
|
||||
console.error("关闭WebSocket连接失败", err);
|
||||
console.error("关闭 WebSocket 失败", err);
|
||||
}
|
||||
|
||||
socket = null; // 清除socket引用
|
||||
}
|
||||
}
|
||||
|
||||
function sendHeartbeat(onMessage) {
|
||||
uni.sendSocketMessage({
|
||||
if (!socket) return;
|
||||
|
||||
const currentSocket = socket;
|
||||
currentSocket.send({
|
||||
data: JSON.stringify({ event: "ping", data: {} }),
|
||||
success: () => {
|
||||
// console.log("发送心跳成功");
|
||||
},
|
||||
success: () => {},
|
||||
fail: (err) => {
|
||||
console.error("发送心跳失败", err);
|
||||
if (socket !== currentSocket) return;
|
||||
console.error("心跳发送失败", err);
|
||||
stopHeartbeat();
|
||||
closeWebSocket(); // 关闭失效的连接
|
||||
reconnect(onMessage); // 触发重连
|
||||
closeWebSocket(false);
|
||||
reconnect(onMessage);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动心跳
|
||||
*/
|
||||
function startHeartbeat(onMessage) {
|
||||
stopHeartbeat(); // 防止重复启动
|
||||
stopHeartbeat();
|
||||
|
||||
heartbeatInterval = setInterval(() => {
|
||||
if (socket && socket.readyState === 1) {
|
||||
// 检查连接状态
|
||||
if (socket) {
|
||||
sendHeartbeat(onMessage);
|
||||
}
|
||||
}, 10000);
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止心跳
|
||||
*/
|
||||
function stopHeartbeat() {
|
||||
if (heartbeatInterval) {
|
||||
clearInterval(heartbeatInterval);
|
||||
|
||||
@@ -12,6 +12,14 @@ export default defineConfig({
|
||||
plugins: [
|
||||
uni(),
|
||||
],
|
||||
/** 构建时常量注入:__BUILD_TIME__ 在源码中展开为精确的打包时刻字符串 */
|
||||
define: (() => {
|
||||
const d = new Date();
|
||||
const pad = (n) => String(n).padStart(2, '0');
|
||||
// 格式:YYYY.MMDD.HHmm,如 2026.0514.1530
|
||||
const version = `${d.getFullYear()}.${pad(d.getMonth() + 1)}${pad(d.getDate())}.${pad(d.getHours())}${pad(d.getMinutes())}`;
|
||||
return { __BUILD_TIME__: JSON.stringify(version) };
|
||||
})(),
|
||||
|
||||
})
|
||||
|
||||
|
||||
@@ -3468,6 +3468,11 @@ pify@^2.3.0:
|
||||
resolved "https://registry.npmjs.org/pify/-/pify-2.3.0.tgz"
|
||||
integrity sha512-udgsAY+fTnvv7kI7aaxbqwWNb0AHiB0qBO89PZKPkoTmGOgdbrHDKD+0B2X4uTfJ/FT1R09r9gTsjUjNJotuog==
|
||||
|
||||
pinia-plugin-persistedstate@3.2.1:
|
||||
version "3.2.1"
|
||||
resolved "https://registry.npmmirror.com/pinia-plugin-persistedstate/-/pinia-plugin-persistedstate-3.2.1.tgz#66780602aecd6c7b152dd7e3ddc249a1f7a13fe5"
|
||||
integrity sha512-MK++8LRUsGF7r45PjBFES82ISnPzyO6IZx3CH5vyPseFLZCk1g2kgx6l/nW8pEBKxxd4do0P6bJw+mUSZIEZUQ==
|
||||
|
||||
pinia@2.0.36:
|
||||
version "2.0.36"
|
||||
resolved "https://registry.npmjs.org/pinia/-/pinia-2.0.36.tgz"
|
||||
|
||||