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。
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@@ -1,3 +1,4 @@
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using game.PlayerDataStorage;
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using asap.core;
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using cfg;
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using DG.Tweening;
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@@ -70,6 +71,7 @@ public partial class FishingBehaviorB : MonoBehaviour
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catch(Exception e) { game.PlayerDataStorage.PlayerKVGameplayLoop.Fault(e.Message); }
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}
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#endif
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IPlayerSaveStore saveStore;
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Tables _tables;
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[Header("RELATED OBJECT SETTINGS")]
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[SerializeField]
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@@ -213,6 +215,7 @@ public partial class FishingBehaviorB : MonoBehaviour
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}
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public void Init()
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{
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saveStore = GContext.container.Resolve<IPlayerSaveStore>();
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fishingData = GContext.container.Resolve<FishingData>();
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fishingBehaviorConf = fishingData.fishingBehaviorConf;
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collectingData = GContext.container.Resolve<CollectingData>();
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@@ -852,8 +855,8 @@ public partial class FishingBehaviorB : MonoBehaviour
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{
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GContext.Publish(new ConditionTypeEvent(ConditionType.ConsumeEnergy, energy));
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}
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var success = await PlayFabMgr.Instance.SyncDataImmidiate("NewPlayerDataDic",
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Newtonsoft.Json.JsonConvert.SerializeObject(commonDatas));
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var success = (await saveStore.WriteAndConfirmAsync("NewPlayerDataDic",
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Newtonsoft.Json.JsonConvert.SerializeObject(commonDatas))).Confirmed;
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Debug.Log($"[FishBehaviourB::ConsumeBaitOnPlayfab] {success}");
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}
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