chore(m2): 保存功能验收及后续清理前检查点
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@@ -10,9 +10,7 @@ namespace game.PlayerDataStorage
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bool IsCurrent { get; }
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PlayerSaveReadResult Read(string key);
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PlayerSaveWriteResult Write(string key, string value, bool remoteStore = true);
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Task<PlayerSaveConfirmation> WriteAndConfirmAsync(string key, string value, CancellationToken token = default);
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Task<PlayerSaveConfirmation> ConfirmAsync(PlayerSaveReceipt receipt, CancellationToken token = default);
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Task<PlayerSaveConfirmation> FlushAsync(CancellationToken token = default);
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Task<bool> SyncDataImmidiate(string key, string value);
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}
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public sealed class PlayerSaveReadResult
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@@ -50,13 +48,4 @@ namespace game.PlayerDataStorage
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}
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}
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// Buffered and LocalOnly are deliberately different from cloud confirmation.
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public enum PlayerSaveStatus { Confirmed, Buffered, LocalOnly, Rejected, Superseded, Unknown, Cancelled }
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public sealed class PlayerSaveConfirmation
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{
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public PlayerSaveStatus Status { get; }
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public bool Confirmed => Status == PlayerSaveStatus.Confirmed;
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public string Error { get; }
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internal PlayerSaveConfirmation(PlayerSaveStatus status, string error = null) { Status = status; Error = error; }
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}
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}
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