263 lines
11 KiB
C#
263 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using UnityEngine;
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namespace BaseGames.Core.Save
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{
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/// <summary>
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/// 存档管理器。
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/// 完整序列化/反序列化由 Newtonsoft.Json 驱动。
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/// </summary>
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[DefaultExecutionOrder(-900)]
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public class SaveManager : MonoBehaviour, ISaveableRegistry
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{
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public const int QuickSaveSlot = 98;
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[Header("Event Channels - Raise")]
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[SerializeField] private BaseGames.Core.Events.BoolEventChannelSO _onSaveIndicatorVisible;
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private ISaveStorage _storage;
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private readonly HashSet<ISaveable> _saveables = new();
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private readonly SemaphoreSlim _saveLock = new SemaphoreSlim(1, 1);
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private SaveData _current;
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private int _currentSlot = 0;
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public int CurrentSlot => _currentSlot;
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public SaveData Data => _current;
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public string LastCheckpointScene { get; private set; }
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public string LastCheckpointSpawnId { get; private set; }
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private static SaveManager _instance;
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private void Awake()
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{
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if (_instance != null) { Destroy(gameObject); return; }
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_instance = this;
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ServiceLocator.Register<ISaveableRegistry>(this);
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_storage = new LocalFileStorage();
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}
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// ── ISaveable 注册 ────────────────────────────────────────────────────
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public void Register(ISaveable s) => _saveables.Add(s);
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public void Unregister(ISaveable s) => _saveables.Remove(s);
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// ── 存档 ──────────────────────────────────────────────────────────────
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public async Task SaveAsync(int slot = -1)
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{
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await _saveLock.WaitAsync();
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try
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{
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int targetSlot = slot < 0 ? _currentSlot : slot;
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_current ??= new SaveData();
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_onSaveIndicatorVisible?.Raise(true);
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var snapshot = _saveables.ToList();
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foreach (var s in snapshot) s.OnSave(_current);
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_current.Meta.LastSaved = DateTime.UtcNow.ToString("o");
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_current.Meta.SlotIndex = targetSlot;
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_current.Meta.SaveCount++;
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// 先清空 checksum,序列化并计算,再序列化含 checksum 的最终版本
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// 使用 Formatting.None 减少序列化字符串体积和 GC 分配
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_current.Meta.Checksum = null;
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string jsonForChecksum = JsonConvert.SerializeObject(_current, Formatting.None);
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_current.Meta.Checksum = ComputeChecksum(jsonForChecksum);
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string finalJson = JsonConvert.SerializeObject(_current, Formatting.None);
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await _storage.WriteAsync(targetSlot, finalJson);
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LastCheckpointScene = _current.Player?.Scene;
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LastCheckpointSpawnId = _current.Meta?.SavePointId;
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_onSaveIndicatorVisible?.Raise(false);
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}
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finally
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{
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_saveLock.Release();
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}
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}
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// ── 读档 ──────────────────────────────────────────────────────────────
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public async Task<bool> LoadAsync(int slot)
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{
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await _saveLock.WaitAsync();
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try
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{
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if (!_storage.Exists(slot)) return false;
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string json = await _storage.ReadAsync(slot);
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if (json == null) return false;
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SaveData loaded;
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try { loaded = JsonConvert.DeserializeObject<SaveData>(json); }
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catch (Exception e)
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{
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Debug.LogError($"[SaveManager] 存档解析失败 slot={slot}: {e.Message}");
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return false;
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}
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if (!ValidateChecksum(loaded, json))
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{
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Debug.LogWarning("[SaveManager] 存档 checksum 校验失败。");
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// 非 SteelSoul 模式仍允许加载(只是警告)
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}
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loaded = SaveMigrator.Migrate(loaded);
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_current = loaded;
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_currentSlot = slot;
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var snapshot = _saveables.ToList();
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foreach (var s in snapshot) s.OnLoad(_current);
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LastCheckpointScene = _current.Player?.Scene;
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LastCheckpointSpawnId = _current.Meta?.SavePointId;
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return true;
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}
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finally
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{
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_saveLock.Release();
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}
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}
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public bool SlotExists(int slot) => _storage.Exists(slot);
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public IEnumerable<int> GetExistingSlots() => _storage.GetExistingSlots();
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// ── 具名数据访问器(替代直接访问 Data 属性) ──────────────────────────────────
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/// <summary>判断指定收藏物 ID 是否已拾取。</summary>
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public bool IsWorldCollected(string id)
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=> _current?.World.CollectedIds.Contains(id) == true;
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/// <summary>判断指定门 / 进程锁 ID 是否已开启。</summary>
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public bool IsDoorOpened(string id)
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=> _current?.World.OpenedDoors.Contains(id) == true;
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/// <summary>返回当前存档中玩家最大 HP(存档未加载时返回 0)。</summary>
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public int GetPlayerMaxHP() => _current?.Player.MaxHP ?? 0;
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// ── 快速存档(挑战房间用)────────────────────────────────────────────
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public void QuickSave() => RunFireAndForget(SaveAsync(QuickSaveSlot), "QuickSave");
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public void QuickLoad() => RunFireAndForget(LoadAsync(QuickSaveSlot), "QuickLoad");
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/// <summary>
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/// 将 async Task 包裹为 async void,捕获所有异常并输出到 Log。
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/// 用于无法 await 的调用点(按钮回调、MonoBehaviour 方法等)。
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/// </summary>
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private static async void RunFireAndForget(Task task, string context)
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{
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try { await task; }
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catch (Exception e)
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{
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Debug.LogError($"[SaveManager] {context} 失败: {e.Message}\n{e.StackTrace}");
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}
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}
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// ── 世界标志 / EventChain ─────────────────────────────────────────────
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public bool GetFlag(string flagId)
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=> _current?.EventChains.WorldFlags.TryGetValue(flagId, out var v) == true && v;
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public void SetFlag(string flagId, bool value)
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{ _current ??= new SaveData(); _current.EventChains.WorldFlags[flagId] = value; }
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public void SetChainCompleted(string chainId)
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{ _current ??= new SaveData(); _current.EventChains.ChainStates[chainId] = "Completed"; }
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public IEnumerable<string> GetCompletedChains()
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=> _current?.EventChains.ChainStates.Keys ?? Enumerable.Empty<string>();
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public bool IsFirstClear(string challengeId)
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{
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if (_current == null) return false;
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if (_current.World.ChallengeFirstClears.Contains(challengeId)) return false;
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_current.World.ChallengeFirstClears.Add(challengeId);
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return true;
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}
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public bool IsBossDefeated(string bossId)
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=> _current?.World.DefeatedBossIds.Contains(bossId) == true;
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// ── 存档槽摘要 ────────────────────────────────────────────────────────
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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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string json = await _storage.ReadAsync(slotIndex);
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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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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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};
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}
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catch { return null; }
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}
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public void CreateSlot(int slotIndex)
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{
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_currentSlot = slotIndex;
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_current = new SaveData();
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_current.Meta.SlotIndex = slotIndex;
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}
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public async Task DeleteSlotAsync(int slotIndex)
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{
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await _storage.DeleteAsync(slotIndex);
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if (_currentSlot == slotIndex) _current = null;
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}
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/// <summary>
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/// 将紧急存档槽的数据复制到目标槽,并删除紧急存档。
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/// 由 <see cref="EmergencySaveService"/> 调用,确保所有 IO 操作通过统一的 ISaveStorage 进行。
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/// </summary>
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public async Task PromoteEmergencyToSlotAsync(int targetSlot, int emergencySlot)
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{
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if (!_storage.Exists(emergencySlot)) return;
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string json = await _storage.ReadAsync(emergencySlot);
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if (json == null) return;
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await _storage.WriteAsync(targetSlot, json);
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await _storage.DeleteAsync(emergencySlot);
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}
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// ── 私有工具 ──────────────────────────────────────────────────────────
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private string ComputeChecksum(string json)
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{
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var keyBytes = System.Text.Encoding.UTF8.GetBytes(GetHmacKey());
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using var hmac = new System.Security.Cryptography.HMACSHA256(keyBytes);
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var dataBytes = System.Text.Encoding.UTF8.GetBytes(json);
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return Convert.ToBase64String(hmac.ComputeHash(dataBytes));
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}
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private string GetHmacKey()
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{
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// ⚠️ 不使用 deviceUniqueIdentifier——设备唯一标识在玩家换设备时会改变,
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// 导致所有存档 checksum 永久失效。改用游戏固定密钥。
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const string gameSecret = "ZelingV2SaveIntegrity_v2_9a3f7c1b";
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return gameSecret;
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}
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private bool ValidateChecksum(SaveData data, string rawJson)
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{
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if (string.IsNullOrEmpty(data?.Meta?.Checksum)) return true;
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var saved = data.Meta.Checksum;
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data.Meta.Checksum = null;
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string jsonNoChecksum = JsonConvert.SerializeObject(data, Formatting.None);
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data.Meta.Checksum = saved;
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return ComputeChecksum(jsonNoChecksum) == saved;
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}
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private void OnDestroy()
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{
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if (_instance == this) _instance = null;
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ServiceLocator.Unregister<ISaveableRegistry>(this);
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}
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}
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}
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