feat: 更新存档管理,添加异步存档槽管理功能,优化存档验证逻辑

This commit is contained in:
2026-05-20 16:18:35 +08:00
parent 8c66640a6d
commit acb36d750f
7 changed files with 60 additions and 16 deletions

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using UnityEngine;
using BaseGames.Core.Events;
@@ -105,12 +106,20 @@ namespace BaseGames.Core
#if UNITY_EDITOR || DEVELOPMENT_BUILD
Debug.Log($"[AutoSave] 触发:{reason}");
#endif
// 与手动存档使用相同槽位fire-and-forget
_ = svc.SaveAsync(svc.ActiveSlot);
RunFireAndForget(svc.SaveAsync(svc.ActiveSlot), reason);
}
yield return new WaitForSecondsRealtime(_cooldownSeconds);
_onCooldown = false;
}
private static async void RunFireAndForget(System.Threading.Tasks.Task task, string context)
{
try { await task; }
catch (Exception e)
{
Debug.LogError($"[AutoSave] {context} 存档失败: {e.Message}\n{e.StackTrace}");
}
}
}
}

View File

@@ -232,5 +232,10 @@ namespace BaseGames.Core
public System.Collections.Generic.IEnumerable<string> GetCompletedChains() => _save.GetCompletedChains();
public void SetChainCompleted(string chainId) => _save.SetChainCompleted(chainId);
public void MarkBossDefeated(string bossId) => _save.MarkBossDefeated(bossId);
// ── 存档槽管理(主菜单 UI 用)─────────────────────────────────────────
public System.Threading.Tasks.Task<BaseGames.Core.Save.SlotSummary> GetSlotSummaryAsync(int slotIndex)
=> _save.GetSlotSummaryAsync(slotIndex);
public void CreateSlot(int slotIndex) => _save.CreateSlot(slotIndex);
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using BaseGames.Core.Save;
namespace BaseGames.Core
{
@@ -76,5 +77,13 @@ namespace BaseGames.Core
/// <summary>标记某个 Boss 已被击败,立即写入当前 SaveData无需等待下次存档。</summary>
void MarkBossDefeated(string bossId);
// ── 存档槽管理(主菜单 UI 用)────────────────────────────────────────
/// <summary>读取指定存档槽摘要数据用于 UI 展示;槽不存在时返回 null。</summary>
Task<SlotSummary> GetSlotSummaryAsync(int slotIndex);
/// <summary>新建存档槽(不写盘,仅初始化内存 SaveData 并设定活跃槽索引)。</summary>
void CreateSlot(int slotIndex);
}
}

View File

@@ -127,7 +127,7 @@ namespace BaseGames.Core.Save
return false;
}
if (!ValidateChecksum(loaded, json))
if (!ValidateChecksum(loaded))
{
if (loaded.Meta.IsSteelSoul)
{
@@ -278,7 +278,7 @@ namespace BaseGames.Core.Save
return gameSecret;
}
private bool ValidateChecksum(SaveData data, string rawJson)
private bool ValidateChecksum(SaveData data)
{
if (string.IsNullOrEmpty(data?.Meta?.Checksum)) return true;
var saved = data.Meta.Checksum;

View File

@@ -28,6 +28,16 @@ public class SpeedrunTimer : MonoBehaviour, ISaveable
/// <summary>上一帧已显示的整秒值,展示内容未变化时跳过字符串重建。</summary>
private int _lastDisplayedSecond = -1;
private void OnEnable()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Register(this);
}
private void OnDisable()
{
ServiceLocator.GetOrDefault<ISaveableRegistry>()?.Unregister(this);
}
private void Start()
{
bool show = _settings != null && _settings.ShowSpeedrunTimer;

View File

@@ -3,6 +3,7 @@ using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
@@ -14,7 +15,6 @@ namespace BaseGames.UI.Menus
public class SaveSlotController : MonoBehaviour
{
[SerializeField] private SaveSlotUI[] _slotUIs; // 存档槽 UI数量由 Inspector 决定)
[SerializeField] private GameSaveManager _saveManager;
[Header("Event Channels")]
[SerializeField] private IntEventChannelSO _onSlotConfirmed; // 携带槽索引,供 GameManager 监听
@@ -22,7 +22,6 @@ namespace BaseGames.UI.Menus
private void OnEnable()
{
var task = RefreshAsync();
// 捕获 async Task 异常,避免 async void 吞掉未处理异常
task.ContinueWith(t =>
{
if (t.IsFaulted)
@@ -32,11 +31,12 @@ namespace BaseGames.UI.Menus
private async Task RefreshAsync()
{
if (_saveManager == null) return;
var svc = ServiceLocator.GetOrDefault<ISaveService>();
if (svc == null) return;
for (int i = 0; i < _slotUIs.Length; i++)
{
if (_slotUIs[i] == null) continue;
var summary = await _saveManager.GetSlotSummaryAsync(i);
var summary = await svc.GetSlotSummaryAsync(i);
_slotUIs[i].Refresh(summary);
}
}
@@ -44,16 +44,19 @@ namespace BaseGames.UI.Menus
/// <summary>选中指定槽位(新局或继续)。由 SaveSlotUI 内部按钮调用。</summary>
public void OnSlotSelected(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= _slotUIs.Length || _saveManager == null) return;
if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
_ = SelectSlotAsync(slotIndex);
}
private async Task SelectSlotAsync(int slotIndex)
{
if (_saveManager.SlotExists(slotIndex))
await _saveManager.LoadAsync(slotIndex);
var svc = ServiceLocator.GetOrDefault<ISaveService>();
if (svc == null) return;
if (svc.HasSave(slotIndex))
await svc.LoadAsync(slotIndex);
else
_saveManager.CreateSlot(slotIndex);
svc.CreateSlot(slotIndex);
_onSlotConfirmed?.Raise(slotIndex);
}
@@ -61,13 +64,15 @@ namespace BaseGames.UI.Menus
/// <summary>删除指定槽位存档并刷新 UI。由 SaveSlotUI 内部按钮调用。</summary>
public void OnSlotDeleteRequested(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= _slotUIs.Length || _saveManager == null) return;
if (slotIndex < 0 || slotIndex >= _slotUIs.Length) return;
_ = DeleteAndRefreshAsync(slotIndex);
}
private async Task DeleteAndRefreshAsync(int slotIndex)
{
await _saveManager.DeleteSlotAsync(slotIndex);
var svc = ServiceLocator.GetOrDefault<ISaveService>();
if (svc == null) return;
await svc.DeleteSlotAsync(slotIndex);
await RefreshAsync();
}
}

View File

@@ -8,8 +8,8 @@ namespace BaseGames.World
/// 挂载位置Persistent 场景的根 GameObject与 GameServiceRegistrar 同级)。
/// 需在 Inspector 中绑定场景中唯一的 WorldStateRegistry ScriptableObject 资源。
///
/// OnSave从 Registry 读取 Collectible / Destroyed / Flag 个分类,写入 SaveData。
/// SavePoint 和 Door 两个分类由各自的 SaveableMonoBehaviour 独立写入,此处跳过
/// OnSave从 Registry 读取 Collectible / Destroyed / Door / Flag 个分类,写入 SaveData。
/// 每个分类在写入前先 Clear确保运行时删除的状态不会残留在存档里
/// OnLoad将完整的 SaveData 传递给 Registry恢复所有分类的运行时缓存。
/// 这是 Registry 从空白变为"知道世界状态"的唯一时机。
/// </summary>
@@ -29,6 +29,12 @@ namespace BaseGames.World
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Destroyed))
data.World.DestroyedObjectIds.Add(id);
data.World.OpenedDoors.Clear();
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Door))
data.World.OpenedDoors.Add(id);
// 清除所有 Flag 后重写,确保运行时 ClearFlag() 的变更能正确落盘
data.EventChains.WorldFlags.Clear();
foreach (var id in _registry.GetAllIds(WorldObjectCategory.Flag))
data.EventChains.WorldFlags[id] = true;
}