@zeewain/3d-avatar-sdk 2.1.1 → 2.1.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/index.esm.js CHANGED
@@ -1023,7 +1023,7 @@ const ENV_MAP = {
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  },
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  /** 生产环境配置 */
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  prod: {
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- apiBaseUrl: 'https://aiip.zeewain.com'
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+ apiBaseUrl: 'https://ai.zeewain3d.com'
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  }
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  };
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  /**
@@ -1034,7 +1034,7 @@ const ENV_MAP = {
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  * @example
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  * ```typescript
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  * const config = getEnvConfig('prod');
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- * console.log(config.apiBaseUrl); // https://aiip.zeewain.com/api/dh-talker
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+ * console.log(config.apiBaseUrl); // https://ai.zeewain3d.com/api/dh-talker
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  * ```
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  */
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  function getEnvConfig(env = 'dev', withApiModule = true) {
@@ -1505,6 +1505,8 @@ var BroadcastType;
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  */
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  var BroadcastTaskStatus;
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  (function (BroadcastTaskStatus) {
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+ /** 等待中(尚未开始请求) */
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+ BroadcastTaskStatus["PENDING"] = "pending";
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  /** 请求中 */
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  BroadcastTaskStatus["REQUESTING"] = "requesting";
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  /** 已完成 */
@@ -1570,7 +1572,7 @@ class BroadcastService extends UnityBaseService {
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  * @override
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  */
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  handleCallback(operation, code, message, data) {
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- var _a, _b, _c, _d, _e, _f, _g, _h, _j;
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+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l;
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  // 提取 isBroadcastCompleted 参数
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  const { isBroadcastCompleted } = JSON.parse(data || '{}');
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  // 先调用基类处理逻辑
@@ -1582,7 +1584,14 @@ class BroadcastService extends UnityBaseService {
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  if (isBroadcastCompleted) {
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  this.broadcastCompletedCount++;
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  const status = this.getStatus();
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- if (((_a = status.queueInfo) === null || _a === void 0 ? void 0 : _a.completedTasks) === this.broadcastCompletedCount) {
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+ // 判断是否所有任务都已完成:
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+ // 1. 没有待请求的任务 (PENDING)
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+ // 2. 没有正在请求的任务 (REQUESTING)
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+ // 3. Unity播放完成次数等于已完成任务数
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+ const isAllTasksCompleted = ((_a = status.queueInfo) === null || _a === void 0 ? void 0 : _a.pendingTasks) === 0
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+ && ((_b = status.queueInfo) === null || _b === void 0 ? void 0 : _b.requestingTasks) === 0
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+ && ((_c = status.queueInfo) === null || _c === void 0 ? void 0 : _c.completedTasks) === this.broadcastCompletedCount;
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+ if (isAllTasksCompleted) {
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  // 重置状态、计数
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  this.isBroadcastingAudio = false;
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  this.hasReceivedAudio = false;
@@ -1592,19 +1601,19 @@ class BroadcastService extends UnityBaseService {
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  this.logger.warn('Broadcast all completed');
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  }
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  // this.logger.warn('AAAAAA', { status: this.getStatus(), broadcastCompletedCount: this.broadcastCompletedCount });
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- (_c = (_b = this.callbacks).onFinish) === null || _c === void 0 ? void 0 : _c.call(_b);
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+ (_e = (_d = this.callbacks).onFinish) === null || _e === void 0 ? void 0 : _e.call(_d);
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  }
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  break;
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  case BroadcastOperationType.PAUSE_BROADCAST:
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- (_e = (_d = this.callbacks).onPause) === null || _e === void 0 ? void 0 : _e.call(_d);
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+ (_g = (_f = this.callbacks).onPause) === null || _g === void 0 ? void 0 : _g.call(_f);
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  this.logger.debug('Broadcast paused callback triggered');
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  break;
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  case BroadcastOperationType.RESUME_BROADCAST:
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- (_g = (_f = this.callbacks).onResume) === null || _g === void 0 ? void 0 : _g.call(_f);
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+ (_j = (_h = this.callbacks).onResume) === null || _j === void 0 ? void 0 : _j.call(_h);
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  this.logger.debug('Broadcast resumed callback triggered');
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  break;
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  case BroadcastOperationType.STOP_BROADCAST:
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- (_j = (_h = this.callbacks).onStop) === null || _j === void 0 ? void 0 : _j.call(_h);
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+ (_l = (_k = this.callbacks).onStop) === null || _l === void 0 ? void 0 : _l.call(_k);
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  this.logger.debug('Broadcast stopped callback triggered');
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  break;
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  }
@@ -1661,7 +1670,7 @@ class BroadcastService extends UnityBaseService {
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  // 重置序号计数器
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  this.taskSequence = 0;
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  this.currentSendingSequence = 0;
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- // 通知Unity开始新任务(清空队列)
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+ // 通知Unity开始新任务(清空队列),这里不使用sendAsyncMessage,因为startBroadcast不需要等待完成,而是在任务播报完成后通过回调通知
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  this.sendMessage('StartBroadcast', {
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  callbackFun: this.uniqueCallbackName,
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  operationType: BroadcastOperationType.START_BROADCAST,
@@ -1773,18 +1782,20 @@ class BroadcastService extends UnityBaseService {
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  * @description 获取当前播报服务的状态信息,包括队列状态
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  */
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  getStatus() {
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+ const pendingTasks = this.taskQueue.filter((t) => t.status === BroadcastTaskStatus.PENDING).length;
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  const completedTasks = this.taskQueue.filter((t) => t.status === BroadcastTaskStatus.COMPLETED).length;
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  const requestingTasks = this.taskQueue.filter((t) => t.status === BroadcastTaskStatus.REQUESTING).length;
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  const failedTasks = this.taskQueue.filter((t) => t.status === BroadcastTaskStatus.FAILED).length;
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  const totalPendingResponses = this.taskQueue.reduce((sum, t) => sum + t.pendingResponses.length, 0);
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  const currentSendingSequence = this.currentSendingSequence;
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- const isGeneratingAudio = completedTasks + failedTasks !== this.taskQueue.length;
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+ const isGeneratingAudio = pendingTasks + requestingTasks > 0;
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  return {
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  isActive: this.isBroadcastingAudio || isGeneratingAudio, // 是否正在播报音频或正在生成音频
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  isGeneratingAudio,
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  hasReceivedAudio: this.hasReceivedAudio,
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  queueInfo: {
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  totalTasks: this.taskQueue.length,
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+ pendingTasks,
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  requestingTasks,
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  completedTasks,
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  failedTasks,
@@ -1818,7 +1829,7 @@ class BroadcastService extends UnityBaseService {
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  id: `broadcast_${Date.now()}_${Math.random().toString(36).substring(2, 9)}`,
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  sequence: ++this.taskSequence,
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  params,
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- status: BroadcastTaskStatus.REQUESTING,
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+ status: BroadcastTaskStatus.PENDING,
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  controller: new AbortController(),
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  pendingResponses: [],
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  isGenerationComplete: false,
@@ -1830,46 +1841,58 @@ class BroadcastService extends UnityBaseService {
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  /**
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  * 添加任务到队列
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  * @param task - 播报任务
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- * @description 将任务添加到队列并立即开始请求
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+ * @description 将任务添加到队列,只有当没有正在请求的任务时才开始请求(串行请求模式)
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  * @private
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  */
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  addTaskToQueue(task) {
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  this.taskQueue.push(task);
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- this.logger.debug('Task added to queue', { taskId: task.id, queueLength: this.taskQueue.length });
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- // 立即开始该任务的请求
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- this.startTaskRequest(task);
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+ this.logger.debug('Task added to queue', { taskId: task.id, params: task.params, queueLength: this.taskQueue.length });
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+ // 检查是否有正在请求的任务
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+ const hasRequestingTask = this.taskQueue.some((t) => t.status === BroadcastTaskStatus.REQUESTING);
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+ // 只有当没有正在请求的任务时,才开始当前任务的请求
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+ if (!hasRequestingTask) {
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+ this.startTaskRequest(task);
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+ }
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+ else {
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+ this.logger.debug('Task queued, waiting for previous task to complete', {
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+ taskId: task.id,
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+ pendingTasks: this.taskQueue.filter((t) => t.status === BroadcastTaskStatus.PENDING).length
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+ });
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+ }
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  // 开始处理队列
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- this.processQueue();
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+ this.processTaskQueue();
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  }
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  /**
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  * 处理队列
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- * @description 处理队列中的任务,发起请求生成音频
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+ * @description 处理队列中的任务响应,按序号发送给unity播放
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  * @private
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  */
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- processQueue() {
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+ processTaskQueue() {
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  // 启动队列处理定时器(如果尚未启动)
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  if (!this.queueProcessTimer) {
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  this.queueProcessTimer = setInterval(() => {
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- this.processQueueStep();
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+ this.processTaskQueueStep();
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  }, 100); // 每100ms检查一次队列状态
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  }
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  // 立即处理一次
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- this.processQueueStep();
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+ this.processTaskQueueStep();
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  }
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  /**
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  * 队列处理步骤
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- * @description 处理队列中的单个步骤,包括发起请求和发送音频
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+ * @description 处理队列中的单个步骤,按序号发送给unity播放
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  * @private
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  */
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- processQueueStep() {
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- // 按序号找到下一个要处理的任务
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+ processTaskQueueStep() {
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+ // 按序号找到下一个要处理的任务(只处理已开始请求的任务,排除 PENDING 状态)
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  const nextTask = this.taskQueue.find((task) => task.sequence === this.currentSendingSequence + 1
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+ && task.status !== BroadcastTaskStatus.PENDING
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  && task.pendingResponses.length > 0);
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  if (nextTask) {
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  this.sendNextResponse(nextTask);
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  }
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- // 如果队列中没有剩余任务,则停止定时器
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- const remainingTasks = this.taskQueue.filter(task => task.status !== BroadcastTaskStatus.COMPLETED
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+ // 如果队列中没有剩余任务(排除待处理、已完成、失败和取消的任务),则停止定时器
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+ const remainingTasks = this.taskQueue.filter(task => task.status !== BroadcastTaskStatus.PENDING
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+ && task.status !== BroadcastTaskStatus.COMPLETED
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  && task.status !== BroadcastTaskStatus.FAILED
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  && task.status !== BroadcastTaskStatus.CANCELLED);
1875
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  if (remainingTasks.length === 0) {
@@ -1915,6 +1938,19 @@ class BroadcastService extends UnityBaseService {
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  body: JSON.stringify(requestBody),
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  signal: task.controller.signal,
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  openWhenHidden: true,
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+ /**
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+ * 连接建立时的回调,用于检查 HTTP 状态码
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+ * @param response - HTTP 响应对象
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+ * @throws {SDKError} 当 HTTP 状态码异常时抛出对应的 SDKError
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+ */
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+ onopen: (response) => __awaiter(this, void 0, void 0, function* () {
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+ // 检查 HTTP 状态码,处理 401 token 过期等异常
1948
+ if (!response.ok) {
1949
+ const error = this.createHttpError(response.status, response.statusText, task.id);
1950
+ this.handleTaskError(task, error);
1951
+ throw error;
1952
+ }
1953
+ }),
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  onmessage: (event) => {
1919
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  this.handleTaskResponse(task, event.data);
1920
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  },
@@ -1922,13 +1958,17 @@ class BroadcastService extends UnityBaseService {
1922
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  this.handleTaskClose(task);
1923
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  },
1924
1960
  onerror: (error) => {
1925
- this.handleTaskError(task, error);
1926
- throw new Error(`Task ${task.id} request failed: ${error}`);
1961
+ // 将所有异常统一转换为 SDKError
1962
+ const sdkError = this.convertToSDKError(error, task.id);
1963
+ this.handleTaskError(task, sdkError);
1964
+ throw sdkError;
1927
1965
  }
1928
1966
  });
1929
1967
  }
1930
1968
  catch (error) {
1931
- this.handleTaskError(task, error);
1969
+ // 将所有异常统一转换为 SDKError
1970
+ const sdkError = this.convertToSDKError(error, task.id);
1971
+ this.handleTaskError(task, sdkError);
1932
1972
  }
1933
1973
  });
1934
1974
  }
@@ -1944,7 +1984,7 @@ class BroadcastService extends UnityBaseService {
1944
1984
  const response = JSON.parse(data);
1945
1985
  // 错误处理
1946
1986
  if (response.code !== 0) {
1947
- this.handleBroadcastError(response.code);
1987
+ this.handleBroadcastError(response.code, response.message);
1948
1988
  return;
1949
1989
  }
1950
1990
  // 处理音频数据
@@ -1956,7 +1996,7 @@ class BroadcastService extends UnityBaseService {
1956
1996
  }
1957
1997
  // 添加处理后的响应对象到待发送队列
1958
1998
  task.pendingResponses.push(response);
1959
- this.logger.debug('Response added to task', { taskId: task.id, pendingCount: task.pendingResponses.length });
1999
+ this.logger.debug('Response added to task', { taskId: task.id, response, pendingCount: task.pendingResponses.length });
1960
2000
  // 检查是否完成
1961
2001
  if (response.data.done) {
1962
2002
  task.isGenerationComplete = true;
@@ -1965,13 +2005,13 @@ class BroadcastService extends UnityBaseService {
1965
2005
  }
1966
2006
  }
1967
2007
  catch (error) {
1968
- this.handleTaskError(task, error);
2008
+ this.handleTaskError(task, new SDKError(OperationErrorCode.OPERATION_FAILED, typeof error === 'string' ? error : (error.message || '播报服务错误')));
1969
2009
  }
1970
2010
  }
1971
2011
  /**
1972
- * 发送下一个响应
2012
+ * 发送下一个响应给unity播放
1973
2013
  * @param task - 播报任务
1974
- * @description 发送任务中的第一个待发送响应到Unity,发送后立即删除
2014
+ * @description 发送任务的响应数组中的第一个待发送响应到Unity(按顺序发送),发送后立即删除
1975
2015
  * @private
1976
2016
  */
1977
2017
  sendNextResponse(task) {
@@ -1986,7 +2026,7 @@ class BroadcastService extends UnityBaseService {
1986
2026
  remainingResponses: task.pendingResponses.length,
1987
2027
  voiceUrl: (_a = response.data) === null || _a === void 0 ? void 0 : _a.voiceUrl
1988
2028
  });
1989
- // 发送响应到Unity
2029
+ // 发送响应到Unity,这里不使用sendAsyncMessage,因为appendBroadcast不需要等待完成,而是在任务播报完成后通过startBroadcast回调通知
1990
2030
  this.sendMessage('AppendBroadcast', {
1991
2031
  response,
1992
2032
  callbackFun: this.uniqueCallbackName,
@@ -2002,7 +2042,7 @@ class BroadcastService extends UnityBaseService {
2002
2042
  /**
2003
2043
  * 处理任务关闭
2004
2044
  * @param task - 播报任务
2005
- * @description 处理任务的流式连接关闭
2045
+ * @description 处理任务的流式连接关闭,并启动下一个待处理任务的请求
2006
2046
  * @private
2007
2047
  */
2008
2048
  handleTaskClose(task) {
@@ -2011,20 +2051,26 @@ class BroadcastService extends UnityBaseService {
2011
2051
  if (!task.isGenerationComplete && task.status === BroadcastTaskStatus.REQUESTING) {
2012
2052
  task.isGenerationComplete = true;
2013
2053
  }
2054
+ // 当前任务请求完成后(流断开后),启动下一个待处理任务的请求
2055
+ this.startNextPendingTask();
2014
2056
  }
2015
2057
  /**
2016
2058
  * 处理任务错误
2017
2059
  * @param task - 播报任务
2018
2060
  * @param error - 错误对象
2019
- * @description 处理任务执行过程中的错误
2061
+ * @description 处理任务执行过程中的错误,防止重复触发错误回调,并启动下一个待处理任务
2020
2062
  * @private
2021
2063
  */
2022
2064
  handleTaskError(task, error) {
2023
2065
  var _a, _b;
2066
+ // 如果任务已经是失败或取消状态,不再重复处理,防止回调被多次触发
2067
+ if (task.status === BroadcastTaskStatus.FAILED || task.status === BroadcastTaskStatus.CANCELLED) {
2068
+ return;
2069
+ }
2024
2070
  task.status = BroadcastTaskStatus.FAILED;
2025
2071
  task.error = error;
2026
2072
  this.logger.error(`Task failed - ${task.id}`, error);
2027
- // 触发错误回调
2073
+ // 触发错误回调(只触发一次)
2028
2074
  (_b = (_a = this.callbacks).onError) === null || _b === void 0 ? void 0 : _b.call(_a, error);
2029
2075
  }
2030
2076
  /**
@@ -2115,10 +2161,11 @@ class BroadcastService extends UnityBaseService {
2115
2161
  /**
2116
2162
  * 处理播报错误
2117
2163
  * @param errorCode - 错误码
2164
+ * @param errorMessage - 错误消息
2118
2165
  * @description 处理播报过程中的错误
2119
2166
  * @private
2120
2167
  */
2121
- handleBroadcastError(errorCode) {
2168
+ handleBroadcastError(errorCode, errorMessage) {
2122
2169
  // 用户权益额度不存在错误码 14001
2123
2170
  // 用户权益额度不足错误码 14002
2124
2171
  // 用户权益额度冻结失败 14003
@@ -2133,10 +2180,31 @@ class BroadcastService extends UnityBaseService {
2133
2180
  this.handleError(new SDKError(OperationErrorCode.BROADCAST_EQUITY_FREEZE_FAILED, '用户权益额度冻结失败'));
2134
2181
  break;
2135
2182
  default:
2136
- this.handleError(new SDKError(OperationErrorCode.OPERATION_FAILED, '播报服务错误'));
2183
+ this.handleError(new SDKError(OperationErrorCode.OPERATION_FAILED, `${errorMessage}(${errorCode})` || `播报服务错误(${errorCode})`));
2137
2184
  break;
2138
2185
  }
2139
2186
  }
2187
+ /**
2188
+ * 启动下一个待处理任务的请求
2189
+ * @description 在当前任务请求完成或失败后,检查并启动下一个待处理任务
2190
+ * @private
2191
+ */
2192
+ startNextPendingTask() {
2193
+ // 查找下一个待处理的任务(按序号排序,取第一个 PENDING 状态的任务)
2194
+ const nextPendingTask = this.taskQueue
2195
+ .filter((t) => t.status === BroadcastTaskStatus.PENDING)
2196
+ .sort((a, b) => a.sequence - b.sequence)[0];
2197
+ if (nextPendingTask) {
2198
+ this.logger.debug('Starting next pending task', {
2199
+ taskId: nextPendingTask.id,
2200
+ sequence: nextPendingTask.sequence
2201
+ });
2202
+ this.startTaskRequest(nextPendingTask);
2203
+ }
2204
+ else {
2205
+ this.logger.debug('No pending tasks to start');
2206
+ }
2207
+ }
2140
2208
  /**
2141
2209
  * 清理队列处理定时器
2142
2210
  * @description 清理队列处理定时器
@@ -2146,7 +2214,73 @@ class BroadcastService extends UnityBaseService {
2146
2214
  if (this.queueProcessTimer) {
2147
2215
  clearInterval(this.queueProcessTimer);
2148
2216
  this.queueProcessTimer = null;
2217
+ this.logger.debug('Queue process timer cleared');
2218
+ }
2219
+ }
2220
+ /**
2221
+ * 根据 HTTP 状态码创建对应的 SDKError
2222
+ * @param status - HTTP 状态码
2223
+ * @param statusText - HTTP 状态文本
2224
+ * @param taskId - 任务 ID(用于日志记录)
2225
+ * @returns SDKError 实例
2226
+ * @description 将 HTTP 错误状态码映射为对应的 SDKError
2227
+ * @private
2228
+ */
2229
+ createHttpError(status, statusText, taskId) {
2230
+ this.logger.warn(`HTTP error occurred - Task: ${taskId}, Status: ${status}`, { status, statusText });
2231
+ switch (status) {
2232
+ case 401:
2233
+ // Token 过期或未授权
2234
+ return new SDKError(NetworkErrorCode.UNAUTHORIZED, `Token 已过期或无效,请重新授权 (HTTP ${status})`);
2235
+ case 403:
2236
+ // 禁止访问
2237
+ return new SDKError(NetworkErrorCode.UNAUTHORIZED, `无权限访问该资源 (HTTP ${status})`);
2238
+ case 404:
2239
+ // 资源不存在
2240
+ return new SDKError(NetworkErrorCode.SERVER_ERROR, `请求的资源不存在 (HTTP ${status})`);
2241
+ case 500:
2242
+ case 502:
2243
+ case 503:
2244
+ case 504:
2245
+ // 服务器错误
2246
+ return new SDKError(NetworkErrorCode.SERVER_ERROR, `服务器错误,请稍后重试 (HTTP ${status})`);
2247
+ default:
2248
+ // 其他 HTTP 错误
2249
+ return new SDKError(NetworkErrorCode.CONNECTION_FAILED, `网络请求失败: ${statusText || 'Unknown Error'} (HTTP ${status})`);
2250
+ }
2251
+ }
2252
+ /**
2253
+ * 将任意错误转换为 SDKError
2254
+ * @param error - 原始错误对象
2255
+ * @param taskId - 任务 ID(用于日志记录)
2256
+ * @returns SDKError 实例
2257
+ * @description 统一将各种类型的错误转换为 SDKError,便于上层统一处理
2258
+ * @private
2259
+ */
2260
+ convertToSDKError(error, taskId) {
2261
+ // 如果已经是 SDKError,直接返回
2262
+ if (error instanceof SDKError) {
2263
+ return error;
2149
2264
  }
2265
+ // 如果是普通 Error 对象
2266
+ if (error instanceof Error) {
2267
+ // 检查是否是网络相关的错误
2268
+ const errorMessage = error.message.toLowerCase();
2269
+ if (errorMessage.includes('timeout') || errorMessage.includes('timed out')) {
2270
+ return new SDKError(NetworkErrorCode.REQUEST_TIMEOUT, `请求超时 - Task: ${taskId}`, error);
2271
+ }
2272
+ if (errorMessage.includes('network') || errorMessage.includes('fetch') || errorMessage.includes('connection')) {
2273
+ return new SDKError(NetworkErrorCode.CONNECTION_FAILED, `网络连接失败 - Task: ${taskId}: ${error.message}`, error);
2274
+ }
2275
+ if (errorMessage.includes('abort') || errorMessage.includes('cancel')) {
2276
+ return new SDKError(OperationErrorCode.OPERATION_CANCELLED, `操作已取消 - Task: ${taskId}`, error);
2277
+ }
2278
+ // 默认作为操作失败处理
2279
+ return new SDKError(OperationErrorCode.OPERATION_FAILED, `播报任务执行失败 - Task: ${taskId}: ${error.message}`, error);
2280
+ }
2281
+ // 如果是字符串或其他类型
2282
+ const errorMessage = String(error);
2283
+ return new SDKError(OperationErrorCode.OPERATION_FAILED, `播报任务执行失败 - Task: ${taskId}: ${errorMessage}`);
2150
2284
  }
2151
2285
  }
2152
2286
 
@@ -2273,6 +2407,7 @@ class ZEEAvatarLoader {
2273
2407
  */
2274
2408
  initGlobalConfig() {
2275
2409
  const config = ConfigManager.getInstance().getConfig();
2410
+ const { assetsFrom } = config;
2276
2411
  const globalParams = {
2277
2412
  token: config === null || config === void 0 ? void 0 : config.token,
2278
2413
  apiBaseUrl: ConfigManager.getInstance().getApiBaseUrl(false),
@@ -2280,14 +2415,17 @@ class ZEEAvatarLoader {
2280
2415
  // 純AB包方案在SDK 2.1.0 中已弃用
2281
2416
  // assetsUrl: config?.assetsUrl
2282
2417
  };
2283
- const assetModuleParams = {
2284
- isZip: true,
2285
- assetBundlePath: config === null || config === void 0 ? void 0 : config.assetsUrl
2286
- };
2287
2418
  this.unityInstance.SendMessage('AvatarSDK', 'InitializeConfig', JSON.stringify(globalParams));
2288
- this.unityInstance.SendMessage('AvatarSDK', 'InitAssetBundleModule', JSON.stringify(assetModuleParams));
2289
2419
  console.warn('[ Send Unity message ]: AvatarSDK.InitializeConfig', globalParams);
2290
- console.warn('[ Send Unity message ]: AvatarSDK.InitAssetBundleModule', assetModuleParams);
2420
+ //
2421
+ if (assetsFrom !== 'cloud') {
2422
+ const assetModuleParams = {
2423
+ isZip: true,
2424
+ assetBundlePath: config === null || config === void 0 ? void 0 : config.assetsUrl
2425
+ };
2426
+ this.unityInstance.SendMessage('AvatarSDK', 'InitAssetBundleModule', JSON.stringify(assetModuleParams));
2427
+ console.warn('[ Send Unity message ]: AvatarSDK.InitAssetBundleModule', assetModuleParams);
2428
+ }
2291
2429
  }
2292
2430
  }
2293
2431
 
@@ -2325,7 +2463,7 @@ function compareVersionCompatibility(version1, version2) {
2325
2463
  * SDK 版本号
2326
2464
  * @const {string} SDK_VERSION
2327
2465
  */
2328
- const SDK_VERSION = '2.1.1';
2466
+ const SDK_VERSION = '2.1.3';
2329
2467
 
2330
2468
  /**
2331
2469
  * @fileoverview 统一的3D数字人SDK入口类
@@ -2391,14 +2529,16 @@ class ZEEAvatarSDK {
2391
2529
  this.avatarService = new AvatarService({
2392
2530
  unityInstance: this.unityInstance,
2393
2531
  instanceId: this.instanceId,
2394
- enableDebugLog: config.enableDebugLog
2532
+ enableDebugLog: config.enableDebugLog,
2533
+ timeout: config.operationTimeout
2395
2534
  });
2396
2535
  // 5. 创建带有唯一标识符的播报服务
2397
2536
  this.broadcastService = new BroadcastService({
2398
2537
  unityInstance: this.unityInstance,
2399
2538
  instanceId: this.instanceId,
2400
2539
  callbacks: config.broadcastCallbacks,
2401
- enableDebugLog: config.enableDebugLog
2540
+ enableDebugLog: config.enableDebugLog,
2541
+ timeout: config.operationTimeout
2402
2542
  });
2403
2543
  // 6. 初始化数字人
2404
2544
  const result = yield this.avatarService.initializeAvatar(avatarCode, cameraType);