mirror of
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- 新增 internal 迁移执行器,统一 settings 与 save 的链式版本校验 - 修复 SettingsModel 重复注册、缺链回填与目标版本判定的迁移约束 - 补充 Persistence 与 SettingsModel 定向测试,并更新迁移文档和 ai-plan 跟踪
710 lines
20 KiB
Markdown
710 lines
20 KiB
Markdown
---
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title: 数据与存档系统
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description: 数据与存档系统提供统一的数据持久化基础能力,支持多槽位存档、版本化数据和仓库抽象。
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---
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# 数据与存档系统
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## 概述
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数据与存档系统是 GFramework.Game 中用于管理游戏数据持久化的核心组件。它提供了统一的数据加载和保存接口,支持多槽位存档管理、版本化数据模式,以及与存储系统、序列化系统的组合使用。
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通过数据系统,你可以将游戏数据保存到本地存储,支持多个存档槽位,并在需要时于应用层实现版本迁移。
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**主要特性**:
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- 统一的数据持久化接口
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- 多槽位存档管理
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- 数据版本控制模式
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- 异步加载和保存
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- 批量数据操作
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- 与存储系统集成
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## 核心概念
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### 数据接口
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`IData` 标记数据类型:
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```csharp
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public interface IData
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{
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// 标记接口,用于标识可持久化的数据
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}
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```
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### 数据仓库
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`IDataRepository` 提供通用的数据操作:
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```csharp
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public interface IDataRepository : IUtility
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{
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Task<T> LoadAsync<T>(IDataLocation location) where T : class, IData, new();
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Task SaveAsync<T>(IDataLocation location, T data) where T : class, IData;
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Task<bool> ExistsAsync(IDataLocation location);
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Task DeleteAsync(IDataLocation location);
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Task SaveAllAsync(IEnumerable<(IDataLocation, IData)> dataList);
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}
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```
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`IDataRepository` 描述的是“仓库语义”,不是固定的落盘格式。实现可以选择每个数据项独立成文件,也可以把多个 section 聚合到同一个文件里。
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当前内建实现里:
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- `DataRepository` 采用“每个 location 一份持久化对象”的模型
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- `UnifiedSettingsDataRepository` 采用“所有设置聚合到一个统一文件”的模型
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两者对外遵守同一套约定:
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- `SaveAllAsync(...)` 视为一次批量提交,只发送 `DataBatchSavedEvent`,不会再为每个条目重复发送 `DataSavedEvent<T>`
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- `DeleteAsync(...)` 只有在目标数据真实存在并被删除时才会发送删除事件
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- 当 `DataRepositoryOptions.AutoBackup = true` 时,覆盖已有数据前会先保留上一份快照
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- 对 `UnifiedSettingsDataRepository` 来说,备份粒度是整个统一文件,而不是单个设置 section
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### 存档仓库
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`ISaveRepository<T>` 专门用于管理游戏存档:
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```csharp
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public interface ISaveRepository<TSaveData> : IUtility
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where TSaveData : class, IData, new()
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{
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ISaveRepository<TSaveData> RegisterMigration(ISaveMigration<TSaveData> migration);
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Task<bool> ExistsAsync(int slot);
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Task<TSaveData> LoadAsync(int slot);
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Task SaveAsync(int slot, TSaveData data);
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Task DeleteAsync(int slot);
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Task<IReadOnlyList<int>> ListSlotsAsync();
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}
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```
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`ISaveMigration<TSaveData>` 定义单步迁移:
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```csharp
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public interface ISaveMigration<TSaveData>
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where TSaveData : class, IData
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{
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int FromVersion { get; }
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int ToVersion { get; }
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TSaveData Migrate(TSaveData oldData);
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}
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```
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### 版本化数据
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`IVersionedData` 支持数据版本管理:
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```csharp
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public interface IVersionedData : IData
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{
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int Version { get; }
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DateTime LastModified { get; }
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}
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```
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## 基本用法
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### 定义数据类型
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```csharp
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using GFramework.Game.Abstractions.Data;
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// 简单数据
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public class PlayerData : IData
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{
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public string Name { get; set; }
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public int Level { get; set; }
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public int Experience { get; set; }
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}
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// 版本化数据
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public class SaveData : IVersionedData
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{
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public int Version { get; set; } = 1;
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public PlayerData Player { get; set; }
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public DateTime SaveTime { get; set; }
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}
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```
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### 使用存档仓库
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```csharp
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using GFramework.Core.Abstractions.Controller;
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using GFramework.Core.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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public partial class SaveController : IController
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{
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public async Task SaveGame(int slot)
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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// 创建存档数据
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var saveData = new SaveData
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{
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Player = new PlayerData
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{
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Name = "Player1",
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Level = 10,
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Experience = 1000
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},
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SaveTime = DateTime.Now
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};
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// 保存到指定槽位
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await saveRepo.SaveAsync(slot, saveData);
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Console.WriteLine($"游戏已保存到槽位 {slot}");
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}
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public async Task LoadGame(int slot)
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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// 检查存档是否存在
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if (!await saveRepo.ExistsAsync(slot))
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{
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Console.WriteLine($"槽位 {slot} 不存在存档");
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return;
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}
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// 加载存档
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var saveData = await saveRepo.LoadAsync(slot);
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Console.WriteLine($"加载存档: {saveData.Player.Name}, 等级 {saveData.Player.Level}");
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}
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public async Task DeleteSave(int slot)
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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// 删除存档
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await saveRepo.DeleteAsync(slot);
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Console.WriteLine($"已删除槽位 {slot} 的存档");
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}
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}
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```
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### 注册存档仓库
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```csharp
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using GFramework.Game.Data;
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public class GameArchitecture : Architecture
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{
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protected override void Init()
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{
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// 获取存储系统
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var storage = this.GetUtility<IStorage>();
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// 创建存档配置
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var saveConfig = new SaveConfiguration
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{
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SaveRoot = "saves",
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SaveSlotPrefix = "slot_",
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SaveFileName = "save.json"
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};
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// 注册存档仓库
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var saveRepo = new SaveRepository<SaveData>(storage, saveConfig);
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RegisterUtility<ISaveRepository<SaveData>>(saveRepo);
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}
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}
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```
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## 高级用法
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### 列出所有存档
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```csharp
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public async Task ShowSaveList()
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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// 获取所有存档槽位
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var slots = await saveRepo.ListSlotsAsync();
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Console.WriteLine($"找到 {slots.Count} 个存档:");
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foreach (var slot in slots)
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{
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var saveData = await saveRepo.LoadAsync(slot);
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Console.WriteLine($"槽位 {slot}: {saveData.Player.Name}, " +
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$"等级 {saveData.Player.Level}, " +
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$"保存时间 {saveData.SaveTime}");
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}
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}
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```
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### 自动保存
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```csharp
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using GFramework.Core.Abstractions.Controller;
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using GFramework.Core.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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public partial class AutoSaveController : IController
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{
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private CancellationTokenSource? _autoSaveCts;
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public void StartAutoSave(int slot, TimeSpan interval)
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{
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_autoSaveCts = new CancellationTokenSource();
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Task.Run(async () =>
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{
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while (!_autoSaveCts.Token.IsCancellationRequested)
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{
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await Task.Delay(interval, _autoSaveCts.Token);
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try
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{
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await SaveGame(slot);
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Console.WriteLine("自动保存完成");
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}
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catch (Exception ex)
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{
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Console.WriteLine($"自动保存失败: {ex.Message}");
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}
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}
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}, _autoSaveCts.Token);
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}
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public void StopAutoSave()
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{
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_autoSaveCts?.Cancel();
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_autoSaveCts?.Dispose();
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_autoSaveCts = null;
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}
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private async Task SaveGame(int slot)
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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var saveData = CreateSaveData();
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await saveRepo.SaveAsync(slot, saveData);
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}
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private SaveData CreateSaveData()
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{
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// 从游戏状态创建存档数据
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return new SaveData();
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}
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}
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```
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### 数据版本迁移
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`SaveRepository<TSaveData>` 现在支持注册正式的迁移器,并在 `LoadAsync(slot)` 时自动升级旧版本存档。
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迁移规则如下:
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- `TSaveData` 需要实现 `IVersionedData`
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- 仓库以 `new TSaveData().Version` 作为当前运行时目标版本
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- 每个迁移器负责一个 `FromVersion -> ToVersion` 跳转
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- 同一个 `FromVersion` 只能注册一个迁移器,且 `ToVersion` 必须严格大于 `FromVersion`
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- 加载时仓库会按链路连续执行迁移,并在成功后自动回写升级后的存档
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- 迁移器返回数据上的 `Version` 必须与声明的 `ToVersion` 一致
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- 如果缺少中间迁移器,或者读到了比当前运行时更高的版本,`LoadAsync` 会抛出异常,避免静默加载错误数据
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```csharp
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public sealed class SaveData : IVersionedData
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{
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// 当前运行时代码支持的最新版本
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public int Version { get; set; } = 2;
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public string PlayerName { get; set; }
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public int Level { get; set; }
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public int Experience { get; set; }
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public DateTime LastModified { get; set; }
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}
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public sealed class SaveDataMigrationV1ToV2 : ISaveMigration<SaveData>
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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 SaveData Migrate(SaveData oldData)
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{
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return new SaveData
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{
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Version = 2,
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PlayerName = oldData.PlayerName,
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Level = oldData.Level,
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Experience = oldData.Level * 100,
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LastModified = DateTime.UtcNow
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};
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}
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}
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public sealed class SaveModule : AbstractModule
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{
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public override void Install(IArchitecture architecture)
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{
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var storage = architecture.GetUtility<IStorage>();
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var saveConfig = new SaveConfiguration
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{
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SaveRoot = "saves",
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SaveSlotPrefix = "slot_",
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SaveFileName = "save"
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};
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var saveRepo = new SaveRepository<SaveData>(storage, saveConfig)
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.RegisterMigration(new SaveDataMigrationV1ToV2());
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architecture.RegisterUtility<ISaveRepository<SaveData>>(saveRepo);
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}
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}
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public async Task<SaveData> LoadGame(int slot)
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{
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var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
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// 如果槽位里是 v1,仓库会自动迁移到 v2,并把新版本重新写回存储。
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return await saveRepo.LoadAsync(slot);
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}
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```
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`ISaveMigration<TSaveData>` 接收和返回的是同一个存档类型。也就是说,框架提供的是“当前类型内的版本升级管线”,
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而不是跨 CLR 类型的双模型反序列化系统。如果旧版本缺失了新字段,反序列化会先使用当前类型的默认值,再由迁移器补齐。
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### 使用数据仓库
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```csharp
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using GFramework.Core.Abstractions.Controller;
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using GFramework.Core.SourceGenerators.Abstractions.Rule;
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[ContextAware]
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public partial class SettingsController : IController
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{
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public async Task SaveSettings()
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{
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var dataRepo = this.GetUtility<IDataRepository>();
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var settings = new GameSettings
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{
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MasterVolume = 0.8f,
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MusicVolume = 0.6f,
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SfxVolume = 0.7f
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};
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// 定义数据位置
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var location = new DataLocation("settings", "game_settings.json");
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// 保存设置
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await dataRepo.SaveAsync(location, settings);
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}
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public async Task<GameSettings> LoadSettings()
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{
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var dataRepo = this.GetUtility<IDataRepository>();
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var location = new DataLocation("settings", "game_settings.json");
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// 检查是否存在
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if (!await dataRepo.ExistsAsync(location))
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{
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return new GameSettings(); // 返回默认设置
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}
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// 加载设置
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return await dataRepo.LoadAsync<GameSettings>(location);
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}
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}
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```
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### 批量保存数据
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```csharp
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public async Task SaveAllGameData()
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{
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var dataRepo = this.GetUtility<IDataRepository>();
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var dataList = new List<(IDataLocation, IData)>
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{
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(new DataLocation("player", "profile.json"), playerData),
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(new DataLocation("inventory", "items.json"), inventoryData),
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(new DataLocation("quests", "progress.json"), questData)
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};
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// 批量保存
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await dataRepo.SaveAllAsync(dataList);
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Console.WriteLine("所有数据已保存");
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}
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```
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`SaveAllAsync(...)` 的事件语义和逐项调用 `SaveAsync(...)` 不同。它代表一次显式的批量提交,因此适合让监听器在收到 `DataBatchSavedEvent` 时统一刷新 UI、缓存或元数据,而不是对每个条目单独响应。
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### 聚合设置仓库
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如果你希望把设置统一保存到单个文件中,可以使用 `UnifiedSettingsDataRepository`:
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```csharp
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using GFramework.Game.Data;
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using GFramework.Game.Serializer;
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public sealed class GameArchitecture : Architecture
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{
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protected override void Init()
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{
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var storage = this.GetUtility<IStorage>();
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var serializer = new JsonSerializer();
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var settingsRepo = new UnifiedSettingsDataRepository(
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storage,
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serializer,
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new DataRepositoryOptions
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{
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AutoBackup = true,
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EnableEvents = true
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},
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"settings.json");
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settingsRepo.RegisterDataType(new DataLocation("settings", "graphics"), typeof(GraphicsSettings));
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settingsRepo.RegisterDataType(new DataLocation("settings", "audio"), typeof(AudioSettings));
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RegisterUtility<ISettingsDataRepository>(settingsRepo);
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}
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}
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```
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这个实现依然满足 `IDataRepository` 的通用契约,但有两个实现层面的差异需要明确:
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- 它把所有设置 section 缓存在内存中,并在保存或删除时整文件回写
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- 开启自动备份时,备份的是整个 `settings.json` 文件,因此适合做“上一次完整设置快照”的恢复,而不是 section 级别回滚
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如果你需要 `LoadAllAsync()`,或者希望在同一个统一文件里混合反序列化多个 section,必须先为每个 section 注册类型:
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```csharp
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public async Task PrintSettingsSnapshot()
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{
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var repo = this.GetUtility<ISettingsDataRepository>();
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var all = await repo.LoadAllAsync();
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var graphics = (GraphicsSettings)all["graphics"];
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var audio = (AudioSettings)all["audio"];
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Console.WriteLine($"Resolution: {graphics.ResolutionWidth}x{graphics.ResolutionHeight}");
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Console.WriteLine($"MasterVolume: {audio.MasterVolume}");
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}
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```
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最小采用要求:
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- 项目需要可用的 `IStorage`
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- 项目需要一个可用的序列化器实例,例如 `GFramework.Game.Serializer.JsonSerializer`
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- 在注册仓库时,把所有需要参与 `LoadAllAsync()` 或混合 section 反序列化的 location/type 对显式调用一次 `RegisterDataType(...)`
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兼容性说明:
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- 现在 `UnifiedSettingsDataRepository.LoadAsync<T>()` 发送的是 `DataLoadedEvent<T>`,而不是 `DataLoadedEvent<IData>`
|
||
- 如果你之前监听的是 `DataLoadedEvent<IData>`,需要改成订阅具体类型,例如 `DataLoadedEvent<GraphicsSettings>` 或 `DataLoadedEvent<AudioSettings>`
|
||
|
||
### 存档备份
|
||
|
||
```csharp
|
||
public async Task BackupSave(int slot)
|
||
{
|
||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||
|
||
if (!await saveRepo.ExistsAsync(slot))
|
||
{
|
||
Console.WriteLine("存档不存在");
|
||
return;
|
||
}
|
||
|
||
// 加载原存档
|
||
var saveData = await saveRepo.LoadAsync(slot);
|
||
|
||
// 保存到备份槽位
|
||
int backupSlot = slot + 100;
|
||
await saveRepo.SaveAsync(backupSlot, saveData);
|
||
|
||
Console.WriteLine($"存档已备份到槽位 {backupSlot}");
|
||
}
|
||
|
||
public async Task RestoreBackup(int slot)
|
||
{
|
||
int backupSlot = slot + 100;
|
||
var saveRepo = this.GetUtility<ISaveRepository<SaveData>>();
|
||
|
||
if (!await saveRepo.ExistsAsync(backupSlot))
|
||
{
|
||
Console.WriteLine("备份不存在");
|
||
return;
|
||
}
|
||
|
||
// 加载备份
|
||
var backupData = await saveRepo.LoadAsync(backupSlot);
|
||
|
||
// 恢复到原槽位
|
||
await saveRepo.SaveAsync(slot, backupData);
|
||
|
||
Console.WriteLine($"已从备份恢复到槽位 {slot}");
|
||
}
|
||
```
|
||
|
||
## 最佳实践
|
||
|
||
1. **使用版本化数据**:为存档数据实现 `IVersionedData`
|
||
```csharp
|
||
✓ public class SaveData : IVersionedData { public int Version { get; set; } = 1; }
|
||
✗ public class SaveData : IData { } // 无法进行版本管理
|
||
```
|
||
|
||
2. **定期自动保存**:避免玩家数据丢失
|
||
```csharp
|
||
// 每 5 分钟自动保存
|
||
StartAutoSave(currentSlot, TimeSpan.FromMinutes(5));
|
||
```
|
||
|
||
3. **保存前验证数据**:确保数据完整性
|
||
```csharp
|
||
public async Task SaveGame(int slot)
|
||
{
|
||
var saveData = CreateSaveData();
|
||
|
||
if (!ValidateSaveData(saveData))
|
||
{
|
||
throw new InvalidOperationException("存档数据无效");
|
||
}
|
||
|
||
await saveRepo.SaveAsync(slot, saveData);
|
||
}
|
||
```
|
||
|
||
4. **处理保存失败**:使用 try-catch 捕获异常
|
||
```csharp
|
||
try
|
||
{
|
||
await saveRepo.SaveAsync(slot, saveData);
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
Logger.Error($"保存失败: {ex.Message}");
|
||
ShowErrorMessage("保存失败,请重试");
|
||
}
|
||
```
|
||
|
||
5. **提供多个存档槽位**:让玩家可以管理多个存档
|
||
```csharp
|
||
// 支持 10 个存档槽位
|
||
for (int i = 1; i <= 10; i++)
|
||
{
|
||
if (await saveRepo.ExistsAsync(i))
|
||
{
|
||
ShowSaveSlot(i);
|
||
}
|
||
}
|
||
```
|
||
|
||
6. **在关键时刻保存**:场景切换、关卡完成等
|
||
```csharp
|
||
public async Task OnLevelComplete()
|
||
{
|
||
// 关卡完成时自动保存
|
||
await SaveGame(currentSlot);
|
||
}
|
||
```
|
||
|
||
## 常见问题
|
||
|
||
### 问题:如何实现多个存档槽位?
|
||
|
||
**解答**:
|
||
使用 `ISaveRepository<T>` 的槽位参数:
|
||
|
||
```csharp
|
||
// 保存到不同槽位
|
||
await saveRepo.SaveAsync(1, saveData); // 槽位 1
|
||
await saveRepo.SaveAsync(2, saveData); // 槽位 2
|
||
await saveRepo.SaveAsync(3, saveData); // 槽位 3
|
||
```
|
||
|
||
### 问题:如何处理数据版本升级?
|
||
|
||
**解答**:
|
||
实现 `IVersionedData`,并在仓库初始化阶段注册 `ISaveMigration<TSaveData>`。之后 `LoadAsync(slot)` 会自动执行迁移并回写:
|
||
|
||
```csharp
|
||
var saveRepo = new SaveRepository<SaveData>(storage, saveConfig)
|
||
.RegisterMigration(new SaveDataMigrationV1ToV2())
|
||
.RegisterMigration(new SaveDataMigrationV2ToV3());
|
||
|
||
var data = await saveRepo.LoadAsync(slot);
|
||
```
|
||
|
||
### 问题:存档数据保存在哪里?
|
||
|
||
**解答**:
|
||
由存储系统决定,通常在:
|
||
|
||
- Windows: `%AppData%/GameName/saves/`
|
||
- Linux: `~/.local/share/GameName/saves/`
|
||
- macOS: `~/Library/Application Support/GameName/saves/`
|
||
|
||
### 问题:如何实现云存档?
|
||
|
||
**解答**:
|
||
实现自定义的 `IStorage`,将数据保存到云端:
|
||
|
||
```csharp
|
||
public class CloudStorage : IStorage
|
||
{
|
||
public async Task WriteAsync(string path, byte[] data)
|
||
{
|
||
await UploadToCloud(path, data);
|
||
}
|
||
|
||
public async Task<byte[]> ReadAsync(string path)
|
||
{
|
||
return await DownloadFromCloud(path);
|
||
}
|
||
}
|
||
```
|
||
|
||
### 问题:如何加密存档数据?
|
||
|
||
**解答**:
|
||
在保存和加载时进行加密/解密:
|
||
|
||
```csharp
|
||
public async Task SaveEncrypted(int slot, SaveData data)
|
||
{
|
||
var json = JsonSerializer.Serialize(data);
|
||
var encrypted = Encrypt(json);
|
||
await storage.WriteAsync(path, encrypted);
|
||
}
|
||
|
||
public async Task<SaveData> LoadEncrypted(int slot)
|
||
{
|
||
var encrypted = await storage.ReadAsync(path);
|
||
var json = Decrypt(encrypted);
|
||
return JsonSerializer.Deserialize<SaveData>(json);
|
||
}
|
||
```
|
||
|
||
### 问题:存档损坏怎么办?
|
||
|
||
**解答**:
|
||
实现备份和恢复机制:
|
||
|
||
```csharp
|
||
public async Task SaveWithBackup(int slot, SaveData data)
|
||
{
|
||
// 先备份旧存档
|
||
if (await saveRepo.ExistsAsync(slot))
|
||
{
|
||
var oldData = await saveRepo.LoadAsync(slot);
|
||
await saveRepo.SaveAsync(slot + 100, oldData);
|
||
}
|
||
|
||
// 保存新存档
|
||
await saveRepo.SaveAsync(slot, data);
|
||
}
|
||
```
|
||
|
||
## 相关文档
|
||
|
||
- [设置系统](/zh-CN/game/setting) - 游戏设置管理
|
||
- [场景系统](/zh-CN/game/scene) - 场景切换时保存
|
||
- [存档系统实现教程](/zh-CN/tutorials/save-system) - 完整示例
|
||
- [Godot 集成](/zh-CN/godot/index) - Godot 中的数据管理
|