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

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