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 System;
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using System;
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using System.Collections.Generic;
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using GameCore;
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using asap.core;
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@@ -14,6 +14,8 @@ using Activity.Event;
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public class DeBugPanel : MonoBehaviour
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{
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game.PlayerDataStorage.IPlayerSaveStore saveStore;
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static public bool isShow = true;
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private CanvasGroup _canvasGroup;
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private Button btn_close;
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@@ -111,6 +113,7 @@ public class DeBugPanel : MonoBehaviour
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// Start is called before the first frame update
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void Awake()
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{
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saveStore = GContext.container.Resolve<game.PlayerDataStorage.IPlayerSaveStore>();
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inputField_itemId = transform.Find("root/InputField_icon").GetComponent<TMP_InputField>();
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inputField_itemCount = transform.Find("root/InputField_icon_num").GetComponent<TMP_InputField>();
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btn_addItem = transform.Find("root/btn_sure2/btn_green").GetComponent<Button>();
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@@ -572,7 +575,7 @@ public class DeBugPanel : MonoBehaviour
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data.refreshCount = 0;
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data.adCount = 0;
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data.refreshDay = ZZTimeHelper.UtcNow().UtcNowOffset().Date.DayOfYear;
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PlayFabMgr.Instance.UpdateUserDataValue(AquariumManager.AquariumEventDataNewKey, data.Serialize());
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saveStore.Write(AquariumManager.AquariumEventDataNewKey, data.Serialize()).RequireAccepted();
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}
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}
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