283 lines
8.8 KiB
Dart
283 lines
8.8 KiB
Dart
// packages/service_api/lib/services/identity_service.dart
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import 'dart:convert';
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import 'package:flutter_secure_storage/flutter_secure_storage.dart';
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import 'package:uuid/uuid.dart';
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// 현재 로그인 세션을 담을 모델
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class UserSession {
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final String userId;
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final String? userName;
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final String loginProvider; // "guest", "google", "apple"
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final String? email;
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UserSession({
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required this.userId,
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this.userName,
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this.loginProvider = "guest",
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this.email,
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});
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bool get isGuest => loginProvider == "guest";
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}
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// 앱-고유 ID와 사용자 이름, 레벨 진행 상황을 관리하는 서비스
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class IdentityService {
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static const String _userIdKey = 'app_user_id';
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static const String _userNameKey = 'app_user_name';
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static const String _loginProviderKey = 'app_login_provider';
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static const String _userEmailKey = 'app_user_email';
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// 게임별 저장 키 정의
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static const String _sudokuMaxLevelKey = 'max_unlocked_level';
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static const String _sudokuRankMapKey = 'last_checked_rank_map';
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static const String _spiderMaxLevelKey = 'max_unlocked_spider_level';
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static const String _spiderRankMapKey = 'last_checked_spider_rank_map';
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static const String _mathQuizMaxLevelKey = 'max_unlocked_mathquiz_level';
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static const String _mathQuizRankMapKey = 'last_checked_mathquiz_rank_map';
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// [🔥 신규] 색상 일치 게임 키
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static const String _colorMatchMaxLevelKey = 'max_unlocked_colormatch_level';
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static const String _colorMatchRankMapKey = 'last_checked_colormatch_rank_map';
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// [🔥 신규] 순서 기억 게임 키
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static const String _sequenceMaxLevelKey = 'max_unlocked_sequence_level';
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static const String _sequenceRankMapKey = 'last_checked_sequence_rank_map';
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// [🔥 신규] 카드 뒤집기 게임 키
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static const String _cardFlipMaxLevelKey = 'max_unlocked_cardflip_level';
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static const String _cardFlipRankMapKey = 'last_checked_cardflip_rank_map';
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final _storage = const FlutterSecureStorage();
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IOSOptions _getIOSOptions() => const IOSOptions();
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AndroidOptions _getAndroidOptions() => const AndroidOptions(
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encryptedSharedPreferences: true,
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);
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// 1. 현재 세션 정보를 '객체'로 가져오기
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Future<UserSession> getUserSession() async {
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final userId = await getOrCreateUserId();
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final userName = await getSavedUserName();
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final loginProvider = await _storage.read(
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key: _loginProviderKey,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions()
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) ?? "guest";
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final email = await _storage.read(
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key: _userEmailKey,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions()
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);
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return UserSession(
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userId: userId,
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userName: userName,
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loginProvider: loginProvider,
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email: email,
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);
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}
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// 2. 앱-고유 ID 가져오기 (없으면 생성)
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Future<String> getOrCreateUserId() async {
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String? userId = await _storage.read(
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key: _userIdKey,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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if (userId == null) {
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userId = const Uuid().v4();
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await _storage.write(
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key: _userIdKey,
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value: userId,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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}
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return userId;
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}
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// 3. 랭킹에 등록한 사용자 이름 가져오기
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Future<String?> getSavedUserName() async {
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return await _storage.read(
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key: _userNameKey,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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}
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// 4. 랭킹 등록 성공 시, 사용자 이름 저장하기
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Future<void> saveUserName(String name) async {
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await _storage.write(
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key: _userNameKey,
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value: name,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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}
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// 5. 소셜 로그인 성공 시 호출 (계정 연결)
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Future<UserSession> saveSocialLogin({
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required String newUserId,
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required String newUserName,
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required String newEmail,
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required String provider,
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}) async {
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await _storage.write(key: _userIdKey, value: newUserId, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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await _storage.write(key: _userNameKey, value: newUserName, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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await _storage.write(key: _userEmailKey, value: newEmail, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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await _storage.write(key: _loginProviderKey, value: provider, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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return UserSession(
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userId: newUserId,
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userName: newUserName,
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loginProvider: provider,
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email: newEmail,
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);
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}
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// 6. 로그아웃 (게스트 계정으로 되돌리기)
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Future<UserSession> logout() async {
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await _storage.delete(key: _userNameKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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await _storage.delete(key: _userEmailKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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await _storage.delete(key: _loginProviderKey, iOptions: _getIOSOptions(), aOptions: _getAndroidOptions());
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return await getUserSession();
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}
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// 7. [수정] 최대 레벨 가져오기 (모든 게임 타입 지원)
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Future<int> getMaxUnlockedLevel({String gameType = 'SUDOKU'}) async {
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String key;
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switch (gameType) {
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case 'SPIDER':
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key = _spiderMaxLevelKey;
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break;
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case 'MATH_QUIZ':
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key = _mathQuizMaxLevelKey;
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break;
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case 'COLOR_MATCH': // 👈 추가
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key = _colorMatchMaxLevelKey;
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break;
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case 'SEQUENCE': // 👈 추가
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key = _sequenceMaxLevelKey;
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break;
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case 'CARD_FLIP': // 👈 추가
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key = _cardFlipMaxLevelKey;
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break;
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default: // 'SUDOKU'
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key = _sudokuMaxLevelKey;
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}
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String? levelString = await _storage.read(
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key: key,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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return int.parse(levelString ?? '1');
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}
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// 8. [수정] 최대 레벨 저장하기 (모든 게임 타입 지원)
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Future<void> saveMaxUnlockedLevel(int level, {String gameType = 'SUDOKU'}) async {
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String key;
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switch (gameType) {
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case 'SPIDER':
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key = _spiderMaxLevelKey;
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break;
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case 'MATH_QUIZ':
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key = _mathQuizMaxLevelKey;
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break;
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case 'COLOR_MATCH': // 👈 추가
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key = _colorMatchMaxLevelKey;
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break;
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case 'SEQUENCE': // 👈 추가
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key = _sequenceMaxLevelKey;
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break;
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case 'CARD_FLIP': // 👈 추가
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key = _cardFlipMaxLevelKey;
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break;
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default: // 'SUDOKU'
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key = _sudokuMaxLevelKey;
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}
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await _storage.write(
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key: key,
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value: level.toString(),
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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}
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// 9. [수정] 마지막 랭킹 맵 가져오기 (모든 게임 타입 지원)
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Future<Map<int, int>> getLastSavedRankMap({String gameType = 'SUDOKU'}) async {
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String key;
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switch (gameType) {
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case 'SPIDER':
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key = _spiderRankMapKey;
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break;
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case 'MATH_QUIZ':
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key = _mathQuizRankMapKey;
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break;
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case 'COLOR_MATCH': // 👈 추가
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key = _colorMatchRankMapKey;
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break;
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case 'SEQUENCE': // 👈 추가
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key = _sequenceRankMapKey;
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break;
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case 'CARD_FLIP': // 👈 추가
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key = _cardFlipRankMapKey;
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break;
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default: // 'SUDOKU'
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key = _sudokuRankMapKey;
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}
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String? jsonString = await _storage.read(
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key: key,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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if (jsonString == null) return {};
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try {
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final Map<String, dynamic> decodedMap = jsonDecode(jsonString);
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return decodedMap.map((key, value) => MapEntry(int.parse(key), value as int));
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} catch (e) {
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return {};
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}
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}
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// 10. [수정] 마지막 랭킹 맵 저장하기 (모든 게임 타입 지원)
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Future<void> saveLastRankMap(Map<int, int> rankMap, {String gameType = 'SUDOKU'}) async {
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String key;
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switch (gameType) {
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case 'SPIDER':
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key = _spiderRankMapKey;
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break;
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case 'MATH_QUIZ':
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key = _mathQuizRankMapKey;
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break;
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case 'COLOR_MATCH': // 👈 추가
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key = _colorMatchRankMapKey;
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break;
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case 'SEQUENCE': // 👈 추가
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key = _sequenceRankMapKey;
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break;
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case 'CARD_FLIP': // 👈 추가
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key = _cardFlipRankMapKey;
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break;
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default: // 'SUDOKU'
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key = _sudokuRankMapKey;
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}
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final Map<String, int> stringKeyMap =
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rankMap.map((key, value) => MapEntry(key.toString(), value));
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String jsonString = jsonEncode(stringKeyMap);
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await _storage.write(
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key: key,
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value: jsonString,
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iOptions: _getIOSOptions(),
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aOptions: _getAndroidOptions(),
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);
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}
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} |