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

This commit is contained in:
2026-05-20 18:18:30 +08:00
parent e50cf57321
commit bc7063fb95
7 changed files with 39 additions and 11 deletions

View File

@@ -221,6 +221,9 @@ namespace BaseGames.Core.Save
}
// ── 存档槽摘要 ────────────────────────────────────────────────────────
/// <summary>
/// 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。
/// </summary>
public async Task<SlotSummary> GetSlotSummaryAsync(int slotIndex)
{
if (!_storage.Exists(slotIndex)) return null;
@@ -228,14 +231,14 @@ namespace BaseGames.Core.Save
if (json == null) return null;
try
{
var data = JsonConvert.DeserializeObject<SaveData>(json);
var root = Newtonsoft.Json.Linq.JObject.Parse(json);
return new SlotSummary
{
SlotIndex = slotIndex,
Playtime = data.Meta.Playtime,
LastSaved = data.Meta.LastSaved,
SceneName = data.Player?.Scene,
ActiveFormId = data.Player?.ActiveFormId,
Playtime = root["Meta"]?["Playtime"]?.Value<float>() ?? 0f,
LastSaved = root["Meta"]?["LastSaved"]?.Value<string>(),
SceneName = root["Player"]?["Scene"]?.Value<string>(),
ActiveFormId = root["Player"]?["ActiveFormId"]?.Value<string>(),
};
}
catch { return null; }

View File

@@ -25,10 +25,14 @@ namespace BaseGames.Core.Save
public async Task WriteAsync(int slotIndex, string json)
{
var path = GetPath(slotIndex);
// 先写临时文件再原子性替换,防止写入中途断电损坏存档
// 先写临时文件再原子性替换,防止写入中途断电损坏存档
// File.Replace 要求 destination 必须已存在;首次存档时直接 Move。
var tmp = path + ".tmp";
await File.WriteAllTextAsync(tmp, json);
if (File.Exists(path))
File.Replace(tmp, path, path + ".bak", ignoreMetadataErrors: true);
else
File.Move(tmp, path);
}
public async Task<string> ReadAsync(int slotIndex)

View File

@@ -34,7 +34,7 @@ namespace BaseGames.Core.Save
[Serializable]
public class SaveMeta
{
public string Version = "2.2";
public string Version = SaveMigrator.CurrentVersion;
public int SlotIndex;
public string LastSaved; // ISO 8601
public float Playtime;

View File

@@ -82,6 +82,9 @@ namespace BaseGames.Equipment
{
data.Tools.ToolSlot0 = _slots[0]?.toolId;
data.Tools.ToolSlot1 = _slots[1]?.toolId;
// 持久化剩余使用次数(-1 = 无限,保持原值)
data.Tools.ToolStates["Slot0_Uses"] = Newtonsoft.Json.Linq.JObject.FromObject(new { uses = _remainingUses[0] });
data.Tools.ToolStates["Slot1_Uses"] = Newtonsoft.Json.Linq.JObject.FromObject(new { uses = _remainingUses[1] });
}
public void OnLoad(SaveData data)
@@ -90,6 +93,12 @@ namespace BaseGames.Equipment
EquipTool(0, _toolCatalog.Find(data.Tools.ToolSlot0));
EquipTool(1, _toolCatalog.Find(data.Tools.ToolSlot1));
// 恢复剩余使用次数EquipTool 会重置为 maxUses此处覆盖还原
if (data.Tools.ToolStates.TryGetValue("Slot0_Uses", out var uses0))
_remainingUses[0] = uses0["uses"]?.Value<int>() ?? _remainingUses[0];
if (data.Tools.ToolStates.TryGetValue("Slot1_Uses", out var uses1))
_remainingUses[1] = uses1["uses"]?.Value<int>() ?? _remainingUses[1];
}
}
}

View File

@@ -109,7 +109,9 @@ namespace BaseGames.Player
{
if (_config.forms[i]?.formId == data.Player.ActiveFormId)
{
SwitchToFormByIndex(i);
// 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)
// 会在各自 OnEnable + Register → OnLoad 回调中自行恢复状态。
CurrentForm = _config.forms[i];
return;
}
}

View File

@@ -97,6 +97,9 @@ namespace BaseGames.Progression
if (_states.TryGetValue(kv.Key, out var state))
state.Progress = kv.Value.Percent;
}
// 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。
EvaluateAll(saveData);
}
// ── 轮询检查 ──────────────────────────────────────────────────────────

View File

@@ -33,11 +33,18 @@ namespace BaseGames.UI.Menus
{
var svc = ServiceLocator.GetOrDefault<ISaveService>();
if (svc == null) return;
// 并行加载所有槽位摘要,减少主菜单等待时间
var tasks = new Task<SlotSummary>[_slotUIs.Length];
for (int i = 0; i < _slotUIs.Length; i++)
tasks[i] = svc.GetSlotSummaryAsync(i);
var summaries = await Task.WhenAll(tasks);
for (int i = 0; i < _slotUIs.Length; i++)
{
if (_slotUIs[i] == null) continue;
var summary = await svc.GetSlotSummaryAsync(i);
_slotUIs[i].Refresh(summary);
_slotUIs[i].Refresh(summaries[i]);
}
}