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