LogService.ts
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import DataService from "./DataService";
import { __LOG__, GAMEDATA } from "../base/SDKConst";
import { SDKApi } from "../http/SDKApi";
import WxSystem from "../wx/WxSystem";
import StorageUtils from "../utils/StorageUtils";
import { DOT_SHARE_TYPE, DOT_AD_TYPE, DOT_AD_STATUS, AdType } from "../base/SDKEnum";
import DateUtils from "../utils/DateUtils";
export default class LogService {
// 曝光数据
private exposureArr: any;
// 资源变更统计
private logResArr: _LogResData[];
// 关卡统计
private logLevelArr: _LogLevelData[];
// 是否已经处理请求了shareList接口
private isHandledShare: boolean;
private timeoutShareId: any;
// reg接口是否已经返回数据状态
private regFinishState: number;
private lastReqBannerTime: any;
private lastReqBannerData: any;
private queue: Array<any> = [];
private constructor() {
this.exposureArr = {};
this.logResArr = [];
this.logLevelArr = [];
this.regFinishState = 0;
this.isHandledShare = false;
this.timeoutShareId = 0;
this.lastReqBannerTime = {};
this.lastReqBannerData = {};
}
setRegFinishState(state: number) {
this.regFinishState = state;
}
private get SystemId() {
return DataService.I.SystemId;
}
private get LaunchTime() {
return DataService.I.LaunchTime;
}
private get LaunchKey() {
return DataService.I.LaunchKey;
}
// private get EventLaunchKey() {
// return DataService.I.getEventLaunchKey();
// }
// private get LaunchSource() {
// return DataService.I.LaunchSource;
// }
private get Scene() {
return DataService.I.Scene;
}
private get RegTime() {
return DataService.I.RegTime;
}
private get UserId() {
return DataService.I.UserId;
}
private get OpenId() {
return DataService.I.OpenId;
}
private get UserInviteUid() {
return DataService.I.UserInviteUid;
}
private get QueryUserInviteUid() {
return DataService.I.QueryUserInviteUid;
}
private get QueryExtData() {
return DataService.I.QueryExtData;
}
private get Shield() {
return DataService.I.Shield;
}
private get shareKey() {
return DataService.I.ShareKey;
}
private get shareId() {
return DataService.I.ShareId;
}
fixLaunchKey(launch_key: string) {
DataService.I.fixLaunchKey(launch_key);
}
//是否登录
isLogin: boolean = false;
/**
* 内部游戏调用设置:是否新老用户
* @param data
*/
setLogind(data: _LoginInnerData) {
DataService.I.setLoginData(data);
this.isLogin = true;
if (this.queue.length > 0) {
for (let i = 0; i < this.queue.length; i++) {
let fun = this.queue[i];
fun();
}
}
this.queue = [];
}
async dot(eventkey: string, options = {}) {
//2020-12-31 改二级key
let itemkey = '';
let itemvalue = '';
if (JSON.stringify(options) != '{}' && typeof options === 'object') {
for (let k in options) {
if (itemkey === '') {
itemkey = k;
itemvalue = options[k];
}
}
}
// !this.isLogin && await PromiseSame.get(SDKTools.login, 'login')
let fun = () => SDKApi.dot({
...this.buildParams(),
eventkey,
value: JSON.stringify(options),
itemkey,
itemvalue
});
this.checkLogin(fun);
}
/**
* 关卡开始
* @param stageid 关卡ID, 必须1.1、12.2 “.”前面代表模式 后面代表关卡
* @param stagename 关卡名称,格式:"xx模式-第x关"
* @param pattern 模式名称,格式:"xx模式"
*/
async levelStart(stageid, stagename, pattern) {
let fun = () => SDKApi.level({
...this.buildParams(),
stageid,
stagename,
pattern,
typ: 1
})
this.checkLogin(fun);
}
/**
* 关卡进行中
* @param stageid 关卡ID, 必须1.1、12.2 “.”前面代表模式 后面代表关卡
* @param stagename 关卡名称,格式:"xx模式-第x关"
* @param pattern 模式名称,格式:"xx模式"
* @param event 事件 tools:使用道具 award:奖励
* @param params_id 道具ID
* @param params_name 道具名称
* @param params_count 道具数量
* @param params_desc 道具描述
*/
async levelRunning(stageid, stagename, pattern, event, params_id, params_name, params_count, params_desc?) {
let fun = () => SDKApi.level({
...this.buildParams(),
stageid,
stagename,
pattern,
event,
params_id,
params_name,
params_count,
params_desc,
typ: 2
})
this.checkLogin(fun);
}
/**
* 关卡结束
* @param stageid 关卡ID, 必须1.1、12.2 “.”前面代表模式 后面代表关卡
* @param stagename 关卡名称,格式:"xx模式-第x关"
* @param pattern 模式名称,格式:"xx模式"
* @param event complete:成功 fail:失败
* @param times 时间
* @param perc 失败时的完成进度 (浮点数)
*/
async levelEnd(stageid, stagename, pattern, event, times,perc?) {
let fun = () => SDKApi.level({
...this.buildParams(),
stageid,
stagename,
pattern,
event,
times,
perc,
typ: 3
})
this.checkLogin(fun);
}
/**
* loading资源完成,新版加载游戏资源完成时调用
*/
async loadingFinish() {
let fun = () => SDKApi.loadingFinish({
...this.buildParams()
})
this.checkLogin(fun);
// 30秒及时
this.startStay()
}
async active() {
let fun = () => SDKApi.active({
...this.buildParams(),
isnew: 0,
sharekey: this.shareKey,
shareid: this.shareId
})
this.checkLogin(fun);
}
/**
* 用户log - 退出登录
* @param time_len 用户在线时长,单位毫秒
*/
logOut(time_len: number) {
let fun = () => SDKApi.logOut({
...this.buildParams(),
times: time_len
})
this.checkLogin(fun);
}
/**
*
* @param sharekey
* @param type 1分享 2点击
*/
share(sharekey: string, shareid: number, type: DOT_SHARE_TYPE) {
let fun = () => SDKApi.share({
...this.buildParams(),
typ: type,
sharekey,
shareid,
shareuid: type === DOT_SHARE_TYPE.click ? this.QueryUserInviteUid : '', //点击才要分享id
})
this.checkLogin(fun);
}
/**
* adtyp:类型 1banner2激励视频3插屏4格子5原生模板
adstatus: 1请求 2返回 3展示 4点击 5完成 6中断 7失败
banner:1,3,6,7
video:1,5,6,7
interstitial:1
grid:1,3,6,7
custom:1,3,6,7
* @param sharekey
* @param adid
* @param adtyp
* @param adstatus
*/
adStat(videokey: string, adid: string, adtyp: DOT_AD_TYPE, adstatus: DOT_AD_STATUS) {
let fun = () => SDKApi.adStat({
...this.buildParams(),
videokey,
adplat: "1",
adid,
adtyp,
adstatus
})
this.checkLogin(fun);
}
private stayInterval
private startStay() {
this.stayInterval = setInterval(this.stayFun.bind(this), 1000);
}
private stayFun() {
let newUserTime = StorageUtils.I.get("newUserTime") || 0;
newUserTime++;
StorageUtils.I.set("newUserTime", newUserTime)
let newUserDot = StorageUtils.I.get("newUserDot") || 0;
if (newUserDot === 1) clearInterval(this.stayInterval);
// console.log("newUserTime", newUserTime, newUserDot)
if (newUserTime >= 30) {
StorageUtils.I.set("newUserDot", 1);
this.loadingFinishStay(30);
clearInterval(this.stayInterval);
}
}
async loadingFinishStay(times) {
let fun = () => {
if (DataService.I.RegTime === DateUtils.today) {
SDKApi.stay({
...this.buildParams(),
times,
})
}
}
this.checkLogin(fun);
}
/**
* 用户停留30s打点 2021-1-6 废弃
*/
stay(times) {
// let fun = () => SDKApi.stay({
// ...this.buildParams(),
// times,
// })
// this.checkLogin(fun);
}
/**
* 关键行为打点
*/
behaviors() {
let fun = () => SDKApi.behaviors({
...this.buildParams(),
})
this.checkLogin(fun);
}
checkLogin(fun) {
if (this.isLogin) {
fun();
} else {
this.queue.push(fun)
}
}
/**
* 跳转打点
*/
jumps(id, adtyp) {
let fun = () => SDKApi.jumps({
...this.buildParams(),
adid: 0,
adplat: 1,
adtyp,
typ: 1,
times: 1,
id
})
this.checkLogin(fun);
}
/**
* 曝光打点
*/
bannerExposure2(id, adtyp, times) {
let fun = () => SDKApi.jumps({
...this.buildParams(),
adid: 0,
adplat: 1,
adtyp,
typ: 2,
times,
id
})
this.checkLogin(fun);
}
/**
* 曝光累计
*/
addExposure(type: AdType | number, data: Array<IGameList>) {
if (!data) return
data.forEach(item => {
let { id } = item;
if (this.exposureArr.hasOwnProperty(type)) {
let d = this.exposureArr[type];
if (d.hasOwnProperty(id)) {
this.exposureArr[type][id]++;
} else {
this.exposureArr[type] = {
...this.exposureArr[type],
[id]: 1
}
}
} else {
let obj = {
[type]: { [id]: 1 }
}
this.exposureArr = {
...this.exposureArr,
...obj
}
}
})
// console.log("this.exposureArr", this.exposureArr)
}
/**
* 曝光打点
*/
bannerExposure() {
if (JSON.stringify(this.exposureArr) === '{}') return;
let obj = JSON.parse(JSON.stringify(this.exposureArr));
this.exposureArr = {};
for (let type in obj) {
let data = obj[type];
for (let key2 in data) {
this.bannerExposure2(key2, type, data[key2])
}
}
}
/**
* 用户创角
* @param role_name 角色名称
* @param region 区服
*/
role(role_name: string,region:string) {
let fun = () => SDKApi.role({
...this.buildParams(),
role_name,
region
})
this.checkLogin(fun);
}
/**
* 构建登录/弱登录公用参数
*/
private buildParams() {
let APIVersion = '0.6.0';//固定值
let gameid = GAMEDATA.game_id;
let channel = DataService.I.ChannelId;
let brand = WxSystem.I.brand;
let model = WxSystem.I.model;
let version = WxSystem.I.version;
let system = WxSystem.I.system;
let platform = WxSystem.I.platform;
let sdkversion = WxSystem.I.SDKVersion;
let scene = DataService.I.Scene + '';
let uid = this.UserId;
let env = DataService.I.EnvEnum === 1 ? 'pre' : 'prod';
return {
gameid,
channel,
APIVersion,
brand,
model,
version,
system,
platform,
sdkversion,
scene,
uid,
env
};
}
private static instance: LogService;
static get I(): LogService {
return this.instance || (this.instance = new LogService());
}
}