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 System;
using System;
using asap.core;
using cfg;
using GameCore;
@@ -12,6 +12,8 @@ namespace Assets.Scripts.UI.JigsawPuzzle
{
public class JigsawPuzzleManager:IDisposable
{
readonly game.PlayerDataStorage.IPlayerSaveStore saveStore = GContext.container.Resolve<game.PlayerDataStorage.IPlayerSaveStore>();
public const string PriceImgName = "separate_icon_eventjigsawpuzzle_piece_";
public JigsawPuzzleManager()
@@ -77,7 +79,7 @@ namespace Assets.Scripts.UI.JigsawPuzzle
}
private JigsawPuzzleData GetCacheData()
{
string dataStr = PlayFabMgr.Instance.GetLocalData(nameof(JigsawPuzzleData));
string dataStr = saveStore.Read(nameof(JigsawPuzzleData)).ValueOrThrow();
#if UNITY_EDITOR
Debug.Log($"jsd JigsawPuzzleData LoadData sData {dataStr}");
#endif
@@ -91,7 +93,7 @@ namespace Assets.Scripts.UI.JigsawPuzzle
#if UNITY_EDITOR
Debug.Log($"jsd JigsawPuzzleData SaveData {JsonConvert.SerializeObject(Data)}");
#endif
PlayFabMgr.Instance.UpdateUserDataValue(nameof(JigsawPuzzleData), JsonConvert.SerializeObject(Data));
saveStore.Write(nameof(JigsawPuzzleData), JsonConvert.SerializeObject(Data)).RequireAccepted();
}
private List<EventJigsawPuzzleReward> _rewards = new List<EventJigsawPuzzleReward>();