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 UnityEngine;
using UnityEngine;
using asap.core;
using System.Text;
using cfg;
@@ -10,6 +10,8 @@ namespace Assets.Scripts.UI.SocialRush
{
public class SocialRushArchitecture
{
readonly game.PlayerDataStorage.IPlayerSaveStore saveStore = GContext.container.Resolve<game.PlayerDataStorage.IPlayerSaveStore>();
private Model _model = new Model();
private TableContext _tableContext;
public int EventId => _tableContext.EventId;
@@ -66,14 +68,14 @@ namespace Assets.Scripts.UI.SocialRush
sb.Append(_model.ProgressDisplay).Append(Pipe);
sb.Append(_model.ProgressActual).Append(Pipe);
sb.Append(_model.InflationRate).Append(Pipe);
PlayFabMgr.Instance.UpdateUserDataValue(PfKey, sb.ToString());
saveStore.Write(PfKey, sb.ToString()).RequireAccepted();
}
public bool LoadPlayfab()
{
try
{
var dataString = PlayFabMgr.Instance.GetLocalData(PfKey);
var dataString = saveStore.Read(PfKey).ValueOrThrow();
var tokens = dataString.Trim(Pipe).Split(Pipe);
var eventId = int.Parse(tokens[0]);
var progressDisplay = int.Parse(tokens[1]);