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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@@ -1,4 +1,4 @@
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using asap.core;
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using asap.core;
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using asap.playfab.async;
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using GameCore;
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using PlayFab.ClientModels;
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@@ -14,6 +14,7 @@ namespace game
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{
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public class FriendService
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{
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[Inject] public PlayerDataStorage.IPlayerSaveStore SaveStore { get; set; }
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[Inject]
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public IUserService userService { get; set; }
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@@ -45,7 +46,7 @@ namespace game
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{
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List<cfg.Invite> invites = tables.TbInvite.DataList;
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//已经领取奖励的数量
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string receiveRewardCountStr = PlayFabMgr.Instance.GetLocalData(InviteLinkRewardCountKey);
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string receiveRewardCountStr = SaveStore.Read(InviteLinkRewardCountKey).ValueOrThrow();
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int.TryParse(receiveRewardCountStr, out InviteLinkRewardCount);
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int canRewardCount = InviteLinkRewardCount;
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for (int i = InviteLinkRewardCount; i < invites.Count; i++)
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@@ -93,7 +94,7 @@ namespace game
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GContext.container.Resolve<PlayerItemData>().AddItemByDropList(DropIDs, null);
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GContext.Publish(new ShowData());
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InviteLinkRewardCount = canRewardCount;
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PlayFabMgr.Instance.UpdateUserDataValue(InviteLinkRewardCountKey, InviteLinkRewardCount.ToString());
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SaveStore.Write(InviteLinkRewardCountKey, InviteLinkRewardCount.ToString()).RequireAccepted();
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RedPointManager.Instance.SetRedPointState(RedPointName.Home_Invite, false);
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#if AGG
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using (var e = GEvent.GameEvent("invite_reward"))
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