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- 在IStorage接口中添加目录操作相关方法:ListDirectoriesAsync、 ListFilesAsync、DirectoryExistsAsync、CreateDirectoryAsync - 为FileStorage和GodotFileStorage实现目录操作功能 - 添加ScopedStorage的目录操作委托实现 - 新增ISaveRepository接口定义基于槽位的存档系统 - 实现SaveRepository类提供完整的存档管理功能 - 添加SaveConfiguration类用于存档系统配置
293 lines
8.0 KiB
Markdown
293 lines
8.0 KiB
Markdown
# SaveRepository 使用指南
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## 概述
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`SaveRepository<TSaveData>` 是 GFramework 提供的通用存档仓库实现,基于 `IStorage` 抽象层,支持基于槽位的存档管理。
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## 核心特性
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- ✅ **完全解耦引擎依赖** - 框架层无 Godot 代码
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- ✅ **配置对象带默认值** - 无需 ProjectSettings 也能工作
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- ✅ **泛型设计** - 支持任意实现 `IData` 的存档类型
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- ✅ **自动槽位管理** - 利用 `ScopedStorage` 实现路径隔离
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- ✅ **异步操作** - 所有方法均为异步,避免阻塞主线程
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## 快速开始
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### 1. 定义存档数据类型
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```csharp
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using GFramework.Game.Abstractions.data;
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public class GameSaveData : IData
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{
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public string PlayerName { get; set; } = "";
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public int Level { get; set; } = 1;
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public float PlayTime { get; set; } = 0f;
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public DateTime SaveTime { get; set; } = DateTime.Now;
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}
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```
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### 2. 在启动类中注册
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```csharp
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// 在 GameApp.cs 或类似的启动类中
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protected override void OnRegisterUtility()
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{
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// 1. 注册序列化器
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var serializer = new JsonSerializer();
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this.RegisterUtility<ISerializer>(serializer);
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// 2. 注册存储
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this.RegisterUtility<IStorage>(new GodotFileStorage(serializer));
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// 3. 创建存档配置
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var saveConfig = new SaveConfiguration
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{
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SaveRoot = "user://saves", // 存档根目录
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SaveSlotPrefix = "slot_", // 槽位前缀
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SaveFileName = "save.json" // 存档文件名
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};
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// 4. 注册存档仓库
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this.RegisterUtility<ISaveRepository<GameSaveData>>(
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new SaveRepository<GameSaveData>(
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this.GetUtility<IStorage>()!,
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saveConfig
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)
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);
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}
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```
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### 3. 使用存档仓库
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```csharp
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// 获取存档仓库
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var saveRepo = this.GetUtility<ISaveRepository<GameSaveData>>();
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// 保存存档到槽位 1
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var saveData = new GameSaveData
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{
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PlayerName = "玩家1",
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Level = 10,
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PlayTime = 3600f
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};
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await saveRepo.SaveAsync(slot: 1, saveData);
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// 加载槽位 1 的存档
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var loadedData = await saveRepo.LoadAsync(slot: 1);
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GD.Print($"玩家: {loadedData.PlayerName}, 等级: {loadedData.Level}");
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// 检查槽位是否存在
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if (await saveRepo.ExistsAsync(slot: 1))
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{
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GD.Print("槽位 1 存在存档");
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}
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// 列出所有有效槽位
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var slots = await saveRepo.ListSlotsAsync();
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GD.Print($"找到 {slots.Count} 个存档槽位");
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// 删除槽位 1 的存档
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await saveRepo.DeleteAsync(slot: 1);
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```
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## 高级用法
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### 从 ProjectSettings 读取配置
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```csharp
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var saveConfig = new SaveConfiguration
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{
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SaveRoot = ProjectSettings.HasSetting("application/config/save/save_path")
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? ProjectSettings.GetSetting("application/config/save/save_path").AsString()
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: "user://saves",
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SaveSlotPrefix = ProjectSettings.HasSetting("application/config/save/save_slot_prefix")
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? ProjectSettings.GetSetting("application/config/save/save_slot_prefix").AsString()
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: "slot_",
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SaveFileName = ProjectSettings.HasSetting("application/config/save/save_file_name")
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? ProjectSettings.GetSetting("application/config/save/save_file_name").AsString()
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: "save.json"
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};
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```
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### 支持版本迁移
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```csharp
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using GFramework.Game.Abstractions.data;
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public class GameSaveData : IData, IVersionedData
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{
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public int Version { get; set; } = 1;
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public string PlayerName { get; set; } = "";
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public int Level { get; set; } = 1;
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// 版本 2 新增字段
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public int Experience { get; set; } = 0;
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}
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// 实现迁移逻辑(未来可扩展)
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public class GameSaveDataMigration_1_to_2 : IDataMigration<GameSaveData>
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{
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public int FromVersion => 1;
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public int ToVersion => 2;
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public GameSaveData Migrate(GameSaveData oldData)
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{
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// 迁移逻辑:为旧存档添加默认经验值
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oldData.Experience = oldData.Level * 100;
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oldData.Version = 2;
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return oldData;
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}
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}
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```
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### 多种存档类型
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```csharp
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// 游戏存档
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this.RegisterUtility<ISaveRepository<GameSaveData>>(
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new SaveRepository<GameSaveData>(storage, new SaveConfiguration
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{
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SaveRoot = "user://saves/game",
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SaveSlotPrefix = "slot_",
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SaveFileName = "save.json"
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})
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);
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// 用户配置存档
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this.RegisterUtility<ISaveRepository<UserProfileData>>(
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new SaveRepository<UserProfileData>(storage, new SaveConfiguration
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{
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SaveRoot = "user://saves/profile",
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SaveSlotPrefix = "profile_",
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SaveFileName = "profile.json"
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})
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);
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// 成就数据存档
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this.RegisterUtility<ISaveRepository<AchievementData>>(
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new SaveRepository<AchievementData>(storage, new SaveConfiguration
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{
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SaveRoot = "user://saves/achievements",
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SaveSlotPrefix = "achievement_",
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SaveFileName = "data.json"
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})
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);
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```
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## 文件结构
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使用默认配置时,存档文件结构如下:
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```
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user://saves/
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├── slot_1/
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│ └── save.json
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├── slot_2/
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│ └── save.json
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└── slot_3/
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└── save.json
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```
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## API 参考
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### ISaveRepository<TSaveData>
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| 方法 | 说明 | 返回值 |
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|------|------|--------|
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| `ExistsAsync(int slot)` | 检查指定槽位是否存在存档 | `Task<bool>` |
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| `LoadAsync(int slot)` | 加载指定槽位的存档 | `Task<TSaveData>` |
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| `SaveAsync(int slot, TSaveData data)` | 保存存档到指定槽位 | `Task` |
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| `DeleteAsync(int slot)` | 删除指定槽位的存档 | `Task` |
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| `ListSlotsAsync()` | 列出所有有效的存档槽位 | `Task<IReadOnlyList<int>>` |
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### SaveConfiguration
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| 属性 | 类型 | 默认值 | 说明 |
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|------|------|--------|------|
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| `SaveRoot` | `string` | `"user://saves"` | 存档根目录 |
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| `SaveSlotPrefix` | `string` | `"slot_"` | 槽位前缀 |
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| `SaveFileName` | `string` | `"save.json"` | 存档文件名 |
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## 从旧版 SaveStorageUtility 迁移
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### 主要变化
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1. **所有方法改为异步** - 使用 `async/await`
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2. **接口名称变更** - `ISaveStorageUtility` → `ISaveRepository<TSaveData>`
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3. **方法名称添加 Async 后缀**
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4. **配置通过对象传递** - 支持默认值
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### 迁移对照表
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| 旧方法 | 新方法 |
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|--------|--------|
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| `Exists(int slot)` | `await ExistsAsync(int slot)` |
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| `Load(int slot)` | `await LoadAsync(int slot)` |
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| `Save(int slot, data)` | `await SaveAsync(int slot, data)` |
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| `Delete(int slot)` | `await DeleteAsync(int slot)` |
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| `ListSlots()` | `await ListSlotsAsync()` |
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### 迁移示例
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**旧代码:**
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```csharp
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var saveUtil = this.GetUtility<ISaveStorageUtility>();
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saveUtil.Save(1, data);
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var loadedData = saveUtil.Load(1);
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```
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**新代码:**
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```csharp
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var saveRepo = this.GetUtility<ISaveRepository<GameSaveData>>();
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await saveRepo.SaveAsync(1, data);
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var loadedData = await saveRepo.LoadAsync(1);
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```
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## 常见问题
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### Q: 如何切换到云存档?
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A: 只需替换 `IStorage` 实现即可:
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```csharp
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// 本地存档
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this.RegisterUtility<IStorage>(new GodotFileStorage(serializer));
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// 云存档(需要自行实现 CloudStorage)
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this.RegisterUtility<IStorage>(new CloudStorage(apiKey, serializer));
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```
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### Q: 如何加密存档?
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A: 使用装饰器模式包装 `IStorage`:
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```csharp
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var baseStorage = new GodotFileStorage(serializer);
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var encryptedStorage = new EncryptedStorage(baseStorage, encryptionKey);
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this.RegisterUtility<IStorage>(encryptedStorage);
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```
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### Q: 如何实现自动备份?
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A: 使用 `DataRepository` 的 `AutoBackup` 选项(需要配合 `DataRepository` 使用)。
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### Q: LoadAsync 返回的是新实例还是缓存实例?
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A: 每次调用都会从存储读取并返回新实例,不会缓存。如果需要缓存,请在业务层实现。
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## 最佳实践
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1. **使用异步方法** - 避免阻塞主线程
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2. **错误处理** - 使用 try-catch 捕获 IO 异常
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3. **定期保存** - 不要等到游戏退出才保存
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4. **槽位验证** - 加载前先检查槽位是否存在
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5. **版本管理** - 为存档数据实现 `IVersionedData` 接口
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## 相关文档
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- [IStorage 接口文档](./IStorage.md)
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- [ScopedStorage 使用指南](./ScopedStorage.md)
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- [数据仓库模式](./DataRepository.md)
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