多轮审查和修复

This commit is contained in:
2026-05-12 15:34:08 +08:00
parent f55d2a57c3
commit ebbbb7332e
805 changed files with 838724 additions and 1905 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json;
using UnityEngine;
@@ -8,33 +9,35 @@ using UnityEngine;
namespace BaseGames.Core.Save
{
/// <summary>
/// 存档管理器Phase 0 骨架)
/// 存档管理器。
/// 完整序列化/反序列化由 Newtonsoft.Json 驱动。
/// </summary>
[DefaultExecutionOrder(-900)]
public class SaveManager : MonoBehaviour
public class SaveManager : MonoBehaviour, ISaveableRegistry
{
public static SaveManager Instance { get; private set; }
public const string MinCompatibleVersion = "1.0";
private const int QuickSaveSlot = 98;
public const int QuickSaveSlot = 98;
[Header("Event Channels - Raise")]
[SerializeField] private BaseGames.Core.Events.BoolEventChannelSO _onSaveIndicatorVisible;
private ISaveStorage _storage;
private readonly List<ISaveable> _saveables = new();
private readonly HashSet<ISaveable> _saveables = new();
private readonly SemaphoreSlim _saveLock = new SemaphoreSlim(1, 1);
private SaveData _current;
private int _currentSlot = 0;
public int CurrentSlot => _currentSlot;
public static string LastCheckpointScene { get; private set; }
public static string LastCheckpointSpawnId { get; private set; }
public string LastCheckpointScene { get; private set; }
public string LastCheckpointSpawnId { get; private set; }
private static SaveManager _instance;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
if (_instance != null) { Destroy(gameObject); return; }
_instance = this;
ServiceLocator.Register<ISaveableRegistry>(this);
_storage = new LocalFileStorage();
}
@@ -46,69 +49,113 @@ namespace BaseGames.Core.Save
// ── 存档 ──────────────────────────────────────────────────────────────
public async Task SaveAsync(int slot = -1)
{
int targetSlot = slot < 0 ? _currentSlot : slot;
_current ??= new SaveData();
await _saveLock.WaitAsync();
try
{
int targetSlot = slot < 0 ? _currentSlot : slot;
_current ??= new SaveData();
_onSaveIndicatorVisible?.Raise(true);
foreach (var s in _saveables) s.OnSave(_current);
_onSaveIndicatorVisible?.Raise(true);
var snapshot = _saveables.ToList();
foreach (var s in snapshot) s.OnSave(_current);
_current.Meta.LastSaved = DateTime.UtcNow.ToString("o");
_current.Meta.SlotIndex = targetSlot;
_current.Meta.SaveCount++;
_current.Meta.LastSaved = DateTime.UtcNow.ToString("o");
_current.Meta.SlotIndex = targetSlot;
_current.Meta.SaveCount++;
// 先清空 checksum序列化并计算再序列化含 checksum 的最终版本
_current.Meta.Checksum = null;
string jsonForChecksum = JsonConvert.SerializeObject(_current, Formatting.Indented);
_current.Meta.Checksum = ComputeChecksum(jsonForChecksum);
string finalJson = JsonConvert.SerializeObject(_current, Formatting.Indented);
// 先清空 checksum序列化并计算再序列化含 checksum 的最终版本
// 使用 Formatting.None 减少序列化字符串体积和 GC 分配
_current.Meta.Checksum = null;
string jsonForChecksum = JsonConvert.SerializeObject(_current, Formatting.None);
_current.Meta.Checksum = ComputeChecksum(jsonForChecksum);
string finalJson = JsonConvert.SerializeObject(_current, Formatting.None);
await _storage.WriteAsync(targetSlot, finalJson);
await _storage.WriteAsync(targetSlot, finalJson);
LastCheckpointScene = _current.Player?.Scene;
LastCheckpointSpawnId = _current.Meta?.SavePointId;
LastCheckpointScene = _current.Player?.Scene;
LastCheckpointSpawnId = _current.Meta?.SavePointId;
_onSaveIndicatorVisible?.Raise(false);
_onSaveIndicatorVisible?.Raise(false);
}
finally
{
_saveLock.Release();
}
}
// ── 读档 ──────────────────────────────────────────────────────────────
public async Task<bool> LoadAsync(int slot)
{
if (!_storage.Exists(slot)) return false;
string json = await _storage.ReadAsync(slot);
if (json == null) return false;
SaveData loaded;
try { loaded = JsonConvert.DeserializeObject<SaveData>(json); }
catch (Exception e)
await _saveLock.WaitAsync();
try
{
Debug.LogError($"[SaveManager] 存档解析失败 slot={slot}: {e.Message}");
return false;
}
if (!_storage.Exists(slot)) return false;
if (!ValidateChecksum(loaded, json))
string json = await _storage.ReadAsync(slot);
if (json == null) return false;
SaveData loaded;
try { loaded = JsonConvert.DeserializeObject<SaveData>(json); }
catch (Exception e)
{
Debug.LogError($"[SaveManager] 存档解析失败 slot={slot}: {e.Message}");
return false;
}
if (!ValidateChecksum(loaded, json))
{
Debug.LogWarning("[SaveManager] 存档 checksum 校验失败。");
// 非 SteelSoul 模式仍允许加载(只是警告)
}
loaded = SaveMigrator.Migrate(loaded);
_current = loaded;
_currentSlot = slot;
var snapshot = _saveables.ToList();
foreach (var s in snapshot) s.OnLoad(_current);
LastCheckpointScene = _current.Player?.Scene;
LastCheckpointSpawnId = _current.Meta?.SavePointId;
return true;
}
finally
{
Debug.LogWarning("[SaveManager] 存档 checksum 校验失败。");
// 非 SteelSoul 模式仍允许加载(只是警告)
_saveLock.Release();
}
loaded = SaveMigrator.Migrate(loaded);
_current = loaded;
_currentSlot = slot;
foreach (var s in _saveables) s.OnLoad(_current);
LastCheckpointScene = _current.Player?.Scene;
LastCheckpointSpawnId = _current.Meta?.SavePointId;
return true;
}
public bool SlotExists(int slot) => _storage.Exists(slot);
public IEnumerable<int> GetExistingSlots() => _storage.GetExistingSlots();
// ── 具名数据访问器(替代直接访问 Data 属性) ──────────────────────────────────
/// <summary>判断指定收藏物 ID 是否已拾取。</summary>
public bool IsWorldCollected(string id)
=> _current?.World.CollectedIds.Contains(id) == true;
/// <summary>判断指定门 / 进程锁 ID 是否已开启。</summary>
public bool IsDoorOpened(string id)
=> _current?.World.OpenedDoors.Contains(id) == true;
/// <summary>返回当前存档中玩家最大 HP存档未加载时返回 0。</summary>
public int GetPlayerMaxHP() => _current?.Player.MaxHP ?? 0;
// ── 快速存档(挑战房间用)────────────────────────────────────────────
public void QuickSave() => _ = SaveAsync(QuickSaveSlot);
public void QuickLoad() => _ = LoadAsync(QuickSaveSlot);
public void QuickSave() => RunFireAndForget(SaveAsync(QuickSaveSlot), "QuickSave");
public void QuickLoad() => RunFireAndForget(LoadAsync(QuickSaveSlot), "QuickLoad");
/// <summary>
/// 将 async Task 包裹为 async void捕获所有异常并输出到 Log。
/// 用于无法 await 的调用点按钮回调、MonoBehaviour 方法等)。
/// </summary>
private static async void RunFireAndForget(Task task, string context)
{
try { await task; }
catch (Exception e)
{
Debug.LogError($"[SaveManager] {context} 失败: {e.Message}\n{e.StackTrace}");
}
}
// ── 世界标志 / EventChain ─────────────────────────────────────────────
public bool GetFlag(string flagId)
@@ -159,6 +206,12 @@ namespace BaseGames.Core.Save
_current.Meta.SlotIndex = slotIndex;
}
public async Task DeleteSlotAsync(int slotIndex)
{
await _storage.DeleteAsync(slotIndex);
if (_currentSlot == slotIndex) _current = null;
}
// ── 私有工具 ──────────────────────────────────────────────────────────
private string ComputeChecksum(string json)
{
@@ -170,9 +223,10 @@ namespace BaseGames.Core.Save
private string GetHmacKey()
{
string deviceId = SystemInfo.deviceUniqueIdentifier;
const string salt = "ZelingV2SaveIntegrity_v1";
return $"{deviceId}:{salt}";
// ⚠️ 不使用 deviceUniqueIdentifier——设备唯一标识在玩家换设备时会改变,
// 导致所有存档 checksum 永久失效。改用游戏固定密钥。
const string gameSecret = "ZelingV2SaveIntegrity_v2_9a3f7c1b";
return gameSecret;
}
private bool ValidateChecksum(SaveData data, string rawJson)
@@ -180,9 +234,15 @@ namespace BaseGames.Core.Save
if (string.IsNullOrEmpty(data?.Meta?.Checksum)) return true;
var saved = data.Meta.Checksum;
data.Meta.Checksum = null;
string jsonNoChecksum = JsonConvert.SerializeObject(data, Formatting.Indented);
string jsonNoChecksum = JsonConvert.SerializeObject(data, Formatting.None);
data.Meta.Checksum = saved;
return ComputeChecksum(jsonNoChecksum) == saved;
}
private void OnDestroy()
{
if (_instance == this) _instance = null;
ServiceLocator.Unregister<ISaveableRegistry>(this);
}
}
}