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