feat: 优化存档管理,添加异步加载槽位摘要功能,减少主菜单等待时间
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@@ -221,6 +221,9 @@ namespace BaseGames.Core.Save
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}
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// ── 存档槽摘要 ────────────────────────────────────────────────────────
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/// <summary>
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/// 仅解析 Meta 和 Player 两个顶层字段,避免反序列化整个 SaveData 造成不必要的 GC 压力。
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/// </summary>
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public async Task<SlotSummary> GetSlotSummaryAsync(int slotIndex)
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{
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if (!_storage.Exists(slotIndex)) return null;
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@@ -228,14 +231,14 @@ namespace BaseGames.Core.Save
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if (json == null) return null;
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try
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{
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var data = JsonConvert.DeserializeObject<SaveData>(json);
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var root = Newtonsoft.Json.Linq.JObject.Parse(json);
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return new SlotSummary
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{
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SlotIndex = slotIndex,
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Playtime = data.Meta.Playtime,
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LastSaved = data.Meta.LastSaved,
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SceneName = data.Player?.Scene,
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ActiveFormId = data.Player?.ActiveFormId,
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Playtime = root["Meta"]?["Playtime"]?.Value<float>() ?? 0f,
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LastSaved = root["Meta"]?["LastSaved"]?.Value<string>(),
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SceneName = root["Player"]?["Scene"]?.Value<string>(),
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ActiveFormId = root["Player"]?["ActiveFormId"]?.Value<string>(),
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};
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}
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catch { return null; }
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@@ -25,10 +25,14 @@ namespace BaseGames.Core.Save
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public async Task WriteAsync(int slotIndex, string json)
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{
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var path = GetPath(slotIndex);
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// 先写临时文件再原子性替换,防止写入中途断电损坏存档
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// 先写临时文件再原子性替换,防止写入中途断电损坏存档。
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// File.Replace 要求 destination 必须已存在;首次存档时直接 Move。
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var tmp = path + ".tmp";
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await File.WriteAllTextAsync(tmp, json);
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File.Replace(tmp, path, path + ".bak", ignoreMetadataErrors: true);
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if (File.Exists(path))
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File.Replace(tmp, path, path + ".bak", ignoreMetadataErrors: true);
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else
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File.Move(tmp, path);
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}
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public async Task<string> ReadAsync(int slotIndex)
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@@ -34,7 +34,7 @@ namespace BaseGames.Core.Save
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[Serializable]
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public class SaveMeta
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{
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public string Version = "2.2";
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public string Version = SaveMigrator.CurrentVersion;
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public int SlotIndex;
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public string LastSaved; // ISO 8601
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public float Playtime;
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@@ -82,6 +82,9 @@ namespace BaseGames.Equipment
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{
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data.Tools.ToolSlot0 = _slots[0]?.toolId;
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data.Tools.ToolSlot1 = _slots[1]?.toolId;
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// 持久化剩余使用次数(-1 = 无限,保持原值)
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data.Tools.ToolStates["Slot0_Uses"] = Newtonsoft.Json.Linq.JObject.FromObject(new { uses = _remainingUses[0] });
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data.Tools.ToolStates["Slot1_Uses"] = Newtonsoft.Json.Linq.JObject.FromObject(new { uses = _remainingUses[1] });
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}
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public void OnLoad(SaveData data)
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@@ -90,6 +93,12 @@ namespace BaseGames.Equipment
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EquipTool(0, _toolCatalog.Find(data.Tools.ToolSlot0));
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EquipTool(1, _toolCatalog.Find(data.Tools.ToolSlot1));
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// 恢复剩余使用次数(EquipTool 会重置为 maxUses,此处覆盖还原)
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if (data.Tools.ToolStates.TryGetValue("Slot0_Uses", out var uses0))
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_remainingUses[0] = uses0["uses"]?.Value<int>() ?? _remainingUses[0];
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if (data.Tools.ToolStates.TryGetValue("Slot1_Uses", out var uses1))
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_remainingUses[1] = uses1["uses"]?.Value<int>() ?? _remainingUses[1];
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}
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}
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}
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@@ -109,7 +109,9 @@ namespace BaseGames.Player
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{
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if (_config.forms[i]?.formId == data.Player.ActiveFormId)
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{
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SwitchToFormByIndex(i);
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// 直接赋值,不触发事件——加载时场景尚未完全就绪,订阅者(WeaponManager 等)
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// 会在各自 OnEnable + Register → OnLoad 回调中自行恢复状态。
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CurrentForm = _config.forms[i];
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return;
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}
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}
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@@ -97,6 +97,9 @@ namespace BaseGames.Progression
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if (_states.TryGetValue(kv.Key, out var state))
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state.Progress = kv.Value.Percent;
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}
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// 加载后立即重新评估所有未解锁成就,避免离线满足条件的成就须等到下次游戏事件才触发。
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EvaluateAll(saveData);
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}
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// ── 轮询检查 ──────────────────────────────────────────────────────────
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@@ -33,11 +33,18 @@ namespace BaseGames.UI.Menus
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{
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var svc = ServiceLocator.GetOrDefault<ISaveService>();
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if (svc == null) return;
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// 并行加载所有槽位摘要,减少主菜单等待时间
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var tasks = new Task<SlotSummary>[_slotUIs.Length];
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for (int i = 0; i < _slotUIs.Length; i++)
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tasks[i] = svc.GetSlotSummaryAsync(i);
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var summaries = await Task.WhenAll(tasks);
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for (int i = 0; i < _slotUIs.Length; i++)
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{
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if (_slotUIs[i] == null) continue;
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var summary = await svc.GetSlotSummaryAsync(i);
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_slotUIs[i].Refresh(summary);
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_slotUIs[i].Refresh(summaries[i]);
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}
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}
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