feat(upserver): 保存M2客户端KV迁移至本人统计写检查点

保存独立KV用户服务、固定会话存档与原业务接线,以及C3d资料缓存和C3e本人统计写。
保留原PF/AGG路线、业务公式和时序;榜单读取、好友资料、公告、匹配及首场景闸仍待完成。

验证:ServiceHost两条件各33组646断言;Unity CLI Loop编译0错误269警告。
包含相关方案、评审裁决、测试及状态文档。未操作服务器、正式账号或打包。
This commit is contained in:
Liubing\LB
2026-09-30 19:19:05 +08:00
parent 1c0cdf7a99
commit 6813da149a
511 changed files with 151858 additions and 2376 deletions

View File

@@ -1,4 +1,4 @@
using asap.core;
using asap.core;
using cfg;
using GameCore;
using System;
@@ -11,6 +11,8 @@ using UnityEngine;
/// </summary>
public class EventLuckyGameModel : ILuckyTaskGetData
{
readonly game.PlayerDataStorage.IPlayerSaveStore saveStore = GContext.container.Resolve<game.PlayerDataStorage.IPlayerSaveStore>();
public static EventLuckyGameModel Get()
{
var model = GContext.container.Resolve<EventLuckyGameModel>();
@@ -57,7 +59,7 @@ public class EventLuckyGameModel : ILuckyTaskGetData
string s = Newtonsoft.Json.JsonConvert.SerializeObject(eventLuckGameRecord);
//Debug.Log($"[EventLuckGameModel] Save EventLuckGameRecord: {s}");
PlayFabMgr.Instance.UpdateUserDataValue(Key, s);
saveStore.Write(Key, s).RequireAccepted();
}
//=========================以下是活动数据=========================
@@ -163,7 +165,7 @@ public class EventLuckyGameModel : ILuckyTaskGetData
{
return;
}
string s = PlayFabMgr.Instance.GetLocalData(Key);
string s = saveStore.Read(Key).ValueOrThrow();
if (string.IsNullOrEmpty(s))
{
eventLuckGameRecord = new EventLuckGameRecord();