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 asap.core;
using asap.core;
using cfg;
using game;
using GameCore;
@@ -11,6 +11,8 @@ using UnityEngine.UI;
public class PlayerHeadPopupPanel : MonoBehaviour
{
game.PlayerDataStorage.IPlayerSaveStore saveStore;
IUserService userService;
public Button btn_mask;
public Button btn_close;
@@ -30,6 +32,7 @@ public class PlayerHeadPopupPanel : MonoBehaviour
private void Awake()
{
saveStore = GContext.container.Resolve<game.PlayerDataStorage.IPlayerSaveStore>();
userAvatars = GContext.container.Resolve<Tables>().TbUserAvatar.DataList;
userService = GContext.container.Resolve<IUserService>();
btn_mask = transform.Find("mask").GetComponent<Button>();
@@ -196,9 +199,10 @@ public class PlayerHeadPopupPanel : MonoBehaviour
}
}
var result = await userService.LinkAccount(EAccoutType.hwFacebook);
if (this == null || !saveStore.IsCurrent) return;
if (result.code == 0)
{
PlayFabMgr.Instance.UpdateUserDataValue(EAccoutType.hwFacebook.ToString(), "1");
saveStore.Write(EAccoutType.hwFacebook.ToString(), "1").RequireAccepted();
Dictionary<string, string> EAccoutUrl = userService.EAccoutUrl;
if (EAccoutUrl != null && EAccoutUrl.Count > 0)
{