fix: Round 55 递归硬中止、存档加载缓存刷新、好感度空值防护、选项穿透延迟、分支对话去重

- QuestSO.HasPrerequisiteCycle/HasBranchCycle: depth>32 改为 LogError+return true 硬中止,防止栈溢出
- DialogueSequenceSO.HasChoiceCycle: 新增 depth 参数及 >32 硬中止,同时更新递归调用传 depth+1
- IQuestEventSource: 新增 OnAfterSaveLoaded 事件接口,供存档加载后统一刷新缓存
- QuestManager.OnLoad: 末尾触发 OnAfterSaveLoaded,确保所有缓存组件收到通知
- QuestGiver: 订阅 OnAfterSaveLoaded 设 _cacheDirty,存档恢复后 NPC 交互提示始终最新
- QuestManager.ApplyAffinity: 新增 giverNpc null 显式 LogWarning、maxAffinity<0 LogError 防护
- DialogueManager: 选项穿透防护改为预创建 WaitForSeconds(0.15f),替代 yield return null
- QuestManager.UnlockBranches: 多分支同时满足时只播首个有对话的分支,防止重复播放

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
2026-05-25 07:37:03 +08:00
parent 943178cbc1
commit 8e88fc42e9
6 changed files with 67 additions and 17 deletions

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@@ -99,6 +99,8 @@ namespace BaseGames.Dialogue
private WaitTypingOrSkip _waitTypingOrSkip; private WaitTypingOrSkip _waitTypingOrSkip;
private WaitSkip _waitSkip; private WaitSkip _waitSkip;
private WaitForChoice _waitForChoice; private WaitForChoice _waitForChoice;
// 延迟 0.15s 防止玩家快速连击穿透跳过打字机后立即触发选项0
private WaitForSeconds _waitChoiceInputGuard;
/// <summary> /// <summary>
/// 当 IsDialogueActive 时排队等待的对话请求。 /// 当 IsDialogueActive 时排队等待的对话请求。
@@ -123,9 +125,10 @@ namespace BaseGames.Dialogue
{ {
if (ServiceLocator.GetOrDefault<IDialogueService>() != null) { Destroy(gameObject); return; } if (ServiceLocator.GetOrDefault<IDialogueService>() != null) { Destroy(gameObject); return; }
ServiceLocator.Register<IDialogueService>(this); ServiceLocator.Register<IDialogueService>(this);
_waitTypingOrSkip = new WaitTypingOrSkip(this); _waitTypingOrSkip = new WaitTypingOrSkip(this);
_waitSkip = new WaitSkip(this); _waitSkip = new WaitSkip(this);
_waitForChoice = new WaitForChoice(this); _waitForChoice = new WaitForChoice(this);
_waitChoiceInputGuard = new WaitForSeconds(0.15f);
} }
private void OnDestroy() private void OnDestroy()
@@ -390,9 +393,10 @@ namespace BaseGames.Dialogue
// 清除打字机阶段积压的输入,防止选项显示后被立即误触发 // 清除打字机阶段积压的输入,防止选项显示后被立即误触发
_skipRequested = false; _skipRequested = false;
_selectedChoiceIndex = -1; _selectedChoiceIndex = -1;
// 延迟一帧:确保此前积压的"确认键"输入在下一帧开始前已被消耗, // 延迟 0.15s:确保此前积压的"确认键"输入已被彻底消耗,
// 防止快速连击(跳过打字机→再误触发选项0的穿透问题。 // 防止快速连击(跳过打字机→立即误选选项0的穿透问题。
yield return null; // 使用预创建的缓存实例,避免每次分配 WaitForSeconds 对象。
yield return _waitChoiceInputGuard;
// 捕获当前播放标记,防止被打断后遗留回调写入新序列的选择索引 // 捕获当前播放标记,防止被打断后遗留回调写入新序列的选择索引
int capturedId = _playbackId; int capturedId = _playbackId;
_dialogueBox.ShowChoices(line.choices, idx => _dialogueBox.ShowChoices(line.choices, idx =>

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@@ -286,8 +286,13 @@ namespace BaseGames.Dialogue
} }
private static bool HasChoiceCycle(DialogueSequenceSO seq, private static bool HasChoiceCycle(DialogueSequenceSO seq,
System.Collections.Generic.HashSet<string> visited) System.Collections.Generic.HashSet<string> visited, int depth = 0)
{ {
if (depth > 32)
{
Debug.LogError($"[DialogueSequenceSO] 选项链深度超过 32 层(路径末端:'{seq.name}'),已视为存在循环引用并中止检测。请减少 nextSequence 嵌套层数。");
return true;
}
if (string.IsNullOrEmpty(seq.sequenceId)) return false; if (string.IsNullOrEmpty(seq.sequenceId)) return false;
if (!visited.Add(seq.sequenceId)) return true; if (!visited.Add(seq.sequenceId)) return true;
if (seq.lines != null) if (seq.lines != null)
@@ -297,7 +302,7 @@ namespace BaseGames.Dialogue
if (line.choices == null) continue; if (line.choices == null) continue;
foreach (var choice in line.choices) foreach (var choice in line.choices)
{ {
if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited)) if (choice.nextSequence != null && HasChoiceCycle(choice.nextSequence, visited, depth + 1))
return true; return true;
} }
} }
@@ -307,7 +312,7 @@ namespace BaseGames.Dialogue
{ {
foreach (var variant in seq.variants) foreach (var variant in seq.variants)
{ {
if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited)) if (variant.sequence != null && HasChoiceCycle(variant.sequence, visited, depth + 1))
return true; return true;
} }
} }

View File

@@ -173,6 +173,12 @@ namespace BaseGames.Quest
/// 参数:(questId, oldState, newState)。 /// 参数:(questId, oldState, newState)。
/// </summary> /// </summary>
event Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged; event Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged;
/// <summary>
/// 存档加载完成后触发OnLoad 结束时)。
/// 供 QuestGiver、HUD 等缓存组件订阅以刷新本地缓存,
/// 避免因存档加载跳过 OnQuestStateChanged 事件导致显示陈旧数据。
/// </summary>
event System.Action OnAfterSaveLoaded;
} }
// ========================================================================= // =========================================================================

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@@ -58,7 +58,10 @@ namespace BaseGames.Quest
_questManager = SL.GetOrDefault<IQuestManager>(); _questManager = SL.GetOrDefault<IQuestManager>();
_questEvents = _questManager as IQuestEventSource; _questEvents = _questManager as IQuestEventSource;
if (_questEvents != null) if (_questEvents != null)
{
_questEvents.OnQuestStateChanged += HandleQuestStateChanged; _questEvents.OnQuestStateChanged += HandleQuestStateChanged;
_questEvents.OnAfterSaveLoaded += HandleAfterSaveLoaded;
}
} }
protected override void OnDisable() protected override void OnDisable()
@@ -67,6 +70,7 @@ namespace BaseGames.Quest
if (_questEvents != null) if (_questEvents != null)
{ {
_questEvents.OnQuestStateChanged -= HandleQuestStateChanged; _questEvents.OnQuestStateChanged -= HandleQuestStateChanged;
_questEvents.OnAfterSaveLoaded -= HandleAfterSaveLoaded;
_questEvents = null; _questEvents = null;
} }
_questManager = null; _questManager = null;
@@ -80,6 +84,9 @@ namespace BaseGames.Quest
if (q != null && q.questId == questId) { _cacheDirty = true; return; } if (q != null && q.questId == questId) { _cacheDirty = true; return; }
} }
// 存档加载完成后统一刷新缓存,确保 NPC 交互提示反映最新任务状态
private void HandleAfterSaveLoaded() => _cacheDirty = true;
// 本地化提示词辅助:如 Key 在表中找不到(返回值等于 Key 自身),回退到内联默认文本 // 本地化提示词辅助:如 Key 在表中找不到(返回值等于 Key 自身),回退到内联默认文本
private static string GetPrompt(string key, string fallback) private static string GetPrompt(string key, string fallback)
{ {

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@@ -241,6 +241,8 @@ namespace BaseGames.Quest
public event System.Action<string> OnQuestReadyToComplete; public event System.Action<string> OnQuestReadyToComplete;
/// <inheritdoc/> /// <inheritdoc/>
public event System.Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged; public event System.Action<string, QuestStateEnum, QuestStateEnum> OnQuestStateChanged;
/// <inheritdoc/>
public event System.Action OnAfterSaveLoaded;
// ── 公共 API ────────────────────────────────────────────────────────── // ── 公共 API ──────────────────────────────────────────────────────────
@@ -384,14 +386,29 @@ namespace BaseGames.Quest
private void ApplyAffinity(QuestSO quest) private void ApplyAffinity(QuestSO quest)
{ {
if (quest.reward == null || quest.reward.affinityBonus == 0) return; if (quest.reward == null || quest.reward.affinityBonus == 0) return;
// 明确检查 giverNpc 引用及 npcId 有效性,提供可操作的错误信息
if (quest.giverNpc == null)
{
Debug.LogWarning(
$"[QuestManager] 任务 '{quest.questId}' 有好感度奖励 +{quest.reward.affinityBonus}" +
"但 giverNpc 未配置,好感度无法发放。请在 QuestSO 中指定 giverNpc。", quest);
return;
}
if (string.IsNullOrEmpty(quest.GiverNpcId)) return; if (string.IsNullOrEmpty(quest.GiverNpcId)) return;
_npcRelations.TryGetValue(quest.GiverNpcId, out int current); _npcRelations.TryGetValue(quest.GiverNpcId, out int current);
int newTotal = current + quest.reward.affinityBonus; int newTotal = current + quest.reward.affinityBonus;
// 上限截断npcSO.maxAffinity > 0 时好感度不得超过上限 // 上限截断npcSO.maxAffinity > 0 时好感度不得超过上限
int maxAffinity = quest.giverNpc?.maxAffinity ?? 0; int maxAffinity = quest.giverNpc.maxAffinity;
if (maxAffinity > 0 && newTotal > maxAffinity) if (maxAffinity < 0)
{
Debug.LogError(
$"[QuestManager] NPC '{quest.GiverNpcId}' 的 maxAffinity 配置为负数({maxAffinity}" +
"应为 0无上限或正整数。已跳过上限截断请修正 NpcSO 配置。", quest.giverNpc);
}
else if (maxAffinity > 0 && newTotal > maxAffinity)
{ {
#if UNITY_EDITOR || DEVELOPMENT_BUILD #if UNITY_EDITOR || DEVELOPMENT_BUILD
Debug.LogWarning( Debug.LogWarning(
@@ -421,7 +438,8 @@ namespace BaseGames.Quest
/// <summary> /// <summary>
/// 解锁满足条件的后续任务分支,并触发相应 NPC 完成反应对话。 /// 解锁满足条件的后续任务分支,并触发相应 NPC 完成反应对话。
/// 允许同时满足多个分支(并行支线解锁) /// 允许同时满足多个分支(并行支线解锁),但 NPC 完成对话只播放首个有对话的分支,
/// 避免多分支同时满足时连续打断播放导致对话混乱。
/// </summary> /// </summary>
private void UnlockBranches(string questId, QuestSO quest) private void UnlockBranches(string questId, QuestSO quest)
{ {
@@ -430,6 +448,9 @@ namespace BaseGames.Quest
var dialogueService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Dialogue.IDialogueService>(); var dialogueService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Dialogue.IDialogueService>();
var saveService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Core.ISaveService>(); var saveService = BaseGames.Core.ServiceLocator.GetOrDefault<BaseGames.Core.ISaveService>();
// 同一次完成事件只播放首个有对话配置的满足分支,避免多分支同时满足时重复播放对话
bool dialoguePlayed = false;
foreach (var branch in quest.branches) foreach (var branch in quest.branches)
{ {
// 任务条件 // 任务条件
@@ -478,10 +499,14 @@ namespace BaseGames.Quest
_questStates[branch.nextQuest.questId] = QuestStateEnum.Available; _questStates[branch.nextQuest.questId] = QuestStateEnum.Available;
// 触发 NPC 完成反应对话(如 NPC 说"太好了,谢谢你!" // 触发 NPC 完成反应对话(如 NPC 说"太好了,谢谢你!"
if (branch.npcDialogueSequence != null) // 仅对首个有对话的满足分支播放,防止多分支同时满足时连续播放导致混乱
if (!dialoguePlayed && branch.npcDialogueSequence != null)
{ {
if (dialogueService != null) if (dialogueService != null)
{
dialogueService.StartDialogue(branch.npcDialogueSequence, quest.GiverNpcId ?? ""); dialogueService.StartDialogue(branch.npcDialogueSequence, quest.GiverNpcId ?? "");
dialoguePlayed = true;
}
else else
Debug.LogWarning( Debug.LogWarning(
$"[QuestManager] 任务 '{questId}' 完成后需播放 NPC 对话 " + $"[QuestManager] 任务 '{questId}' 完成后需播放 NPC 对话 " +
@@ -713,6 +738,9 @@ namespace BaseGames.Quest
#endif #endif
// 存档中未记录的无前置任务,在新周目/首次加载后也保证可接取 // 存档中未记录的无前置任务,在新周目/首次加载后也保证可接取
InitializeAvailableQuests(); InitializeAvailableQuests();
// 通知所有缓存了任务状态的组件(如 QuestGiver刷新显示
// 因存档加载不逐条触发 OnQuestStateChanged需要统一广播一次刷新信号。
OnAfterSaveLoaded?.Invoke();
} }
// ── 私有辅助 ───────────────────────────────────────────────────────── // ── 私有辅助 ─────────────────────────────────────────────────────────

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@@ -188,8 +188,8 @@ namespace BaseGames.Quest
{ {
if (depth > 32) if (depth > 32)
{ {
Debug.LogWarning($"[QuestSO] 前置链深度超过 32 层(路径末端:'{quest.name}'),已止检测。请减少任务链深度。"); Debug.LogError($"[QuestSO] 前置链深度超过 32 层(路径末端:'{quest.name}'),已视为存在循环依赖并中止检测。请减少任务链深度。");
return false; return true;
} }
if (string.IsNullOrEmpty(quest.questId)) return false; if (string.IsNullOrEmpty(quest.questId)) return false;
if (!visited.Add(quest.questId)) return true; // 已在当前路径上 = 环路 if (!visited.Add(quest.questId)) return true; // 已在当前路径上 = 环路
@@ -242,8 +242,8 @@ namespace BaseGames.Quest
{ {
if (depth > 32) if (depth > 32)
{ {
Debug.LogWarning($"[QuestSO] 分支链深度超过 32 层(路径末端:'{quest.name}'),已止检测。请减少分支链深度。"); Debug.LogError($"[QuestSO] 分支链深度超过 32 层(路径末端:'{quest.name}'),已视为存在循环依赖并中止检测。请减少分支链深度。");
return false; return true;
} }
if (string.IsNullOrEmpty(quest.questId)) return false; if (string.IsNullOrEmpty(quest.questId)) return false;
if (!visited.Add(quest.questId)) return true; // 已在路径上 = 环路 if (!visited.Add(quest.questId)) return true; // 已在路径上 = 环路