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