修复了build guard等若干问题

This commit is contained in:
FloatGaming
2026-07-14 03:34:17 +08:00
parent f8985d91d2
commit 020ca473c7
58 changed files with 267 additions and 424 deletions
+24
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@@ -0,0 +1,24 @@
<linker>
<assembly fullname="Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
<type fullname="UnityEngine.AddressableAssets.Addressables" preserve="all" />
</assembly>
<assembly fullname="Unity.Localization, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="UnityEngine.Localization.Locale" preserve="all" />
<type fullname="UnityEngine.Localization.Tables.SharedTableData" preserve="all" />
<type fullname="UnityEngine.Localization.Tables.StringTable" preserve="all" />
<type fullname="UnityEngine.Localization.LocaleIdentifier" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Metadata.MetadataCollection" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.TableEntryData" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.DistributedUIDGenerator" preserve="nothing" serialized="true" />
<type fullname="UnityEngine.Localization.Tables.SharedTableData/SharedTableEntry" preserve="nothing" serialized="true" />
</assembly>
<assembly fullname="Unity.ResourceManager, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider" preserve="all" />
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider" preserve="all" />
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider" preserve="all" />
<type fullname="UnityEngine.ResourceManagement.ResourceProviders.SceneProvider" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
<type fullname="UnityEngine.Object" preserve="all" />
</assembly>
</linker>
@@ -1,8 +1,7 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 8c6d84ba0864dc848888f59d6e9a6032 guid: 0bd49428350698946b692e1dd6c3eb5e
NativeFormatImporter: TextScriptImporter:
externalObjects: {} externalObjects: {}
mainObjectFileID: 11400000
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
+28
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@@ -27,6 +27,7 @@ public sealed class PackagingBuildGuard : IPreprocessBuildWithReport
CheckPlayers(problems); CheckPlayers(problems);
CheckHeroes(problems); CheckHeroes(problems);
CheckSongs(problems); CheckSongs(problems);
CheckMails(problems);
if (problems.Count == 0) if (problems.Count == 0)
{ {
@@ -156,5 +157,32 @@ public sealed class PackagingBuildGuard : IPreprocessBuildWithReport
} }
} }
} }
private static void CheckMails(List<string> problems)
{
foreach (var guid in AssetDatabase.FindAssets("t:mail_so"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath<mail_so>(path);
if (so == null) continue;
// 跳过 mail_id = 0 的模板文件。
if (so.mail_id == 0) continue;
// 标记未领取(isReceived:0)且携带奖励的邮件 → 新玩家首启会自动领取。
if (!so.isReceived && so.rewardList != null && so.rewardList.Count > 0)
{
int totalRewards = 0;
foreach (var reward in so.rewardList)
{
totalRewards += reward.reward_ammount;
}
if (totalRewards > 0)
{
problems.Add(path + " :: mail_id=" + so.mail_id + " 未领取且含 " + so.rewardList.Count + " 项奖励(新玩家会自动领取)");
}
}
}
}
} }
#endif #endif
+68 -5
View File
@@ -25,6 +25,9 @@ public static class PackagingResetTool
{ {
".eco.dat", ".eco.bak", ".eco.tmp", // PlayerEconomyStorage(货币) ".eco.dat", ".eco.bak", ".eco.tmp", // PlayerEconomyStorage(货币)
".ahd.dat", ".ahd.bak", ".ahd.tmp", // AllyHeroDeployLedgerStorage(英雄成长) ".ahd.dat", ".ahd.bak", ".ahd.tmp", // AllyHeroDeployLedgerStorage(英雄成长)
".xpv.dat", ".xpv.bak", ".xpv.tmp", // ExpBottleLedgerStorage(经验瓶)
".dsm.dat", ".dsm.bak", ".dsm.tmp", // DushMaterialLedgerStorage(突破材料)
".eqc.dat", ".eqc.bak", ".eqc.tmp", // EquipmentConsumableLedgerStorage(装备消耗品)
}; };
[MenuItem("Tools/Packaging/一键初始化打包设置(恢复默认)", false, 0)] [MenuItem("Tools/Packaging/一键初始化打包设置(恢复默认)", false, 0)]
@@ -38,7 +41,7 @@ public static class PackagingResetTool
"2.5 歌曲:游玩次数、累计时长、各难度成绩记录清零(歌曲解锁/谱面配置不动)\n" + "2.5 歌曲:游玩次数、累计时长、各难度成绩记录清零(歌曲解锁/谱面配置不动)\n" +
"3. 装备:删除 " + GeneratedEquipmentFolder + " 下所有生成装备,清除英雄已装备引用\n" + "3. 装备:删除 " + GeneratedEquipmentFolder + " 下所有生成装备,清除英雄已装备引用\n" +
"4. 商店:所有物品 purchasedCount、user_has_read 清零(限购配置 itemPurchaseQuota 不动)\n" + "4. 商店:所有物品 purchasedCount、user_has_read 清零(限购配置 itemPurchaseQuota 不动)\n" +
"5. 清理本机测试存档(.cache_bridge 货币/成长/装备/商店存档,不含拥有权账本)与相关 PlayerPrefs\n\n" + "5. 清理本机测试存档(.cache_bridge 货币/成长/经验瓶/突破材料/装备消耗品、player_rks、player_experience、装备/商店存档,不含拥有权账本)与相关 PlayerPrefs\n\n" +
"此操作会修改并保存资产文件,建议在版本控制下执行。是否继续?", "此操作会修改并保存资产文件,建议在版本控制下执行。是否继续?",
"执行重置", "执行重置",
"取消"); "取消");
@@ -51,6 +54,12 @@ public static class PackagingResetTool
var report = new StringBuilder(); var report = new StringBuilder();
int errors = 0; int errors = 0;
// 【关键】先删除运行时存档,再清理 .asset。
// 原因:SongData.OnEnable() 在编辑器模式下会从存档回写到 .asset;
// 如果先改 .asset 再删存档,.asset 被修改时触发 OnEnable() → 从存档回写 → .asset 又脏了。
errors += ClearRuntimeSaves(report);
errors += ClearPlayerPrefs(report);
try try
{ {
AssetDatabase.StartAssetEditing(); AssetDatabase.StartAssetEditing();
@@ -73,10 +82,6 @@ public static class PackagingResetTool
AssetDatabase.Refresh(); AssetDatabase.Refresh();
} }
// 运行时存档 / PlayerPrefs 清理(放在资产保存之后,避免被回写覆盖)。
errors += ClearRuntimeSaves(report);
errors += ClearPlayerPrefs(report);
report.Insert(0, errors == 0 report.Insert(0, errors == 0
? "打包初始化完成,未发现错误。\n\n" ? "打包初始化完成,未发现错误。\n\n"
: "打包初始化完成,但有 " + errors + " 处警告/错误,请查看下方明细。\n\n"); : "打包初始化完成,但有 " + errors + " 处警告/错误,请查看下方明细。\n\n");
@@ -199,6 +204,14 @@ public static class PackagingResetTool
serialized.ApplyModifiedPropertiesWithoutUndo(); serialized.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(so); EditorUtility.SetDirty(so);
// 【关键】清空内存中的运行时数据映射,防止 OnEnable/SavePersistent 回写脏数据。
// SongData 在编辑器模式下会从存档加载到内存 mappersonalRecordMap 等),
// 再通过 SyncEntriesFromMaps() 同步到 chartFiles[] 序列化字段。
// 即使磁盘上的存档和 .asset 都清零了,内存中的 map 如果还有旧值,
// Unity 保存资产时会把内存脏数据写回磁盘。必须显式清空。
so.ClearSaveDataAndReload();
count++; count++;
} }
@@ -281,6 +294,31 @@ public static class PackagingResetTool
{ {
int errors = 0; int errors = 0;
// 歌曲成绩存档(必须先删除,避免回写覆盖已清零的 .asset)。
int songSavesCleared = 0;
foreach (var guid in AssetDatabase.FindAssets("t:SongData"))
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var so = AssetDatabase.LoadAssetAtPath<SongData>(path);
if (so == null || so.songID <= 0)
{
continue;
}
try
{
string legacySongPath = Path.Combine(Application.persistentDataPath, $"SongData_{so.songID}.json");
SecureSaveVault.Delete("song_runtime", so.songID.ToString(), legacySongPath);
songSavesCleared++;
}
catch (Exception ex)
{
errors++;
report.AppendLine($"清理歌曲 {so.songID} 存档失败:" + ex.Message);
}
}
report.AppendLine("已清理歌曲运行时存档:" + songSavesCleared + " 个(song_runtime/*)。");
// 商店 purchasedCount 存档(SecureSaveVault + 旧版明文文件)。 // 商店 purchasedCount 存档(SecureSaveVault + 旧版明文文件)。
try try
{ {
@@ -328,6 +366,31 @@ public static class PackagingResetTool
} }
report.AppendLine("已清理 .cache_bridge 货币/成长存档文件:" + fileDeleted + " 个(保留拥有权账本 .own.*)。"); report.AppendLine("已清理 .cache_bridge 货币/成长存档文件:" + fileDeleted + " 个(保留拥有权账本 .own.*)。");
// player_rks / player_experience 等 SecureSaveVault 存档。
try
{
SecureSaveVault.Delete("player_rks", "overall");
report.AppendLine("已清理 player_rks 运行时存档(player_rks/overall)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理 player_rks 存档失败:" + ex.Message);
}
try
{
string legacyExpPath = Path.Combine(Application.persistentDataPath, "player_experience.json");
SecureSaveVault.Delete("player_experience", "runtime", legacyExpPath);
report.AppendLine("已清理 player_experience 运行时存档(player_experience/runtime)。");
}
catch (Exception ex)
{
errors++;
report.AppendLine("清理 player_experience 存档失败:" + ex.Message);
}
return errors; return errors;
} }
@@ -27,4 +27,4 @@ MonoBehaviour:
dushMaterial78022: 0 dushMaterial78022: 0
dushMaterial78023: 0 dushMaterial78023: 0
dushMaterial78024: 0 dushMaterial78024: 0
firstLaunchDate: firstLaunchDate:
+1 -1
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@@ -259,4 +259,4 @@ MonoBehaviour:
isSpecialSkill: 0 isSpecialSkill: 0
equippedSkillGroupIDs: abd4cc01 equippedSkillGroupIDs: abd4cc01
equippedEquipment: {fileID: 0} equippedEquipment: {fileID: 0}
equippedEquipmentId: type0_20260325_00000009 equippedEquipmentId:
+2 -2
View File
@@ -234,6 +234,6 @@ MonoBehaviour:
skillDescriptionsText: "\u3010\u7ECA\u594F\xB7\u5411\u5F80\u3011\u6D88\u8017\u5168\u90E8\u7684\u6CD5\u529B\u503C\u65F6\uFF0C\u6D88\u8017\u81EA\u8EAB\u751F\u547D\u503C\u4E0A\u96503%\u7684\u751F\u547D\u503C\uFF08\u65E0\u6CD5\u964D\u81F3\u4E3A\u751F\u547D\u503C\u4E0A\u9650\u768420%\u53CA\u4EE5\u4E0B\uFF09\uFF0C\u5BF9\u654C\u4EBA\u9020\u6210\u4E00\u6B21\u91CD\u51FB\uFF08\u4F24\u5BB3\u503C\u7B49\u540C\u4E8E\u751F\u547D\u503C\u88AB\u6D88\u8017\u503C+\u89D2\u8272\u653B\u51FB\u529B10%\uFF09\u4F24\u5BB3\u3002" skillDescriptionsText: "\u3010\u7ECA\u594F\xB7\u5411\u5F80\u3011\u6D88\u8017\u5168\u90E8\u7684\u6CD5\u529B\u503C\u65F6\uFF0C\u6D88\u8017\u81EA\u8EAB\u751F\u547D\u503C\u4E0A\u96503%\u7684\u751F\u547D\u503C\uFF08\u65E0\u6CD5\u964D\u81F3\u4E3A\u751F\u547D\u503C\u4E0A\u9650\u768420%\u53CA\u4EE5\u4E0B\uFF09\uFF0C\u5BF9\u654C\u4EBA\u9020\u6210\u4E00\u6B21\u91CD\u51FB\uFF08\u4F24\u5BB3\u503C\u7B49\u540C\u4E8E\u751F\u547D\u503C\u88AB\u6D88\u8017\u503C+\u89D2\u8272\u653B\u51FB\u529B10%\uFF09\u4F24\u5BB3\u3002"
thisSkill_levelLimit: 4 thisSkill_levelLimit: 4
isSpecialSkill: 0 isSpecialSkill: 0
equippedSkillGroupIDs: 91d8cc0195d8cc0196d8cc01 equippedSkillGroupIDs: 91d8cc01
equippedEquipment: {fileID: 0} equippedEquipment: {fileID: 0}
equippedEquipmentId: type0_20260325_00000012 equippedEquipmentId:
+4 -4
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@@ -104,9 +104,9 @@ MonoBehaviour:
ally_growthUnlockedTierIndex: 0 ally_growthUnlockedTierIndex: 0
level_lock: 0 level_lock: 0
ally_autoBreakthroughEnabled: 0 ally_autoBreakthroughEnabled: 0
ally_battleDeployCount: 12 ally_battleDeployCount: 0
ally_finishCount: 12 ally_finishCount: 0
ally_mvpCount: 1 ally_mvpCount: 0
ally_joinDateUtcTicks: 0 ally_joinDateUtcTicks: 0
behaviourAxes: behaviourAxes:
- axisName: "\u9898\u6D77\u6218\u672F" - axisName: "\u9898\u6D77\u6218\u672F"
@@ -252,4 +252,4 @@ MonoBehaviour:
isSpecialSkill: 0 isSpecialSkill: 0
equippedSkillGroupIDs: equippedSkillGroupIDs:
equippedEquipment: {fileID: 0} equippedEquipment: {fileID: 0}
equippedEquipmentId: type0_20260325_00000007 equippedEquipmentId:
+1 -1
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@@ -260,4 +260,4 @@ MonoBehaviour:
isSpecialSkill: 0 isSpecialSkill: 0
equippedSkillGroupIDs: 4ae4cc01 equippedSkillGroupIDs: 4ae4cc01
equippedEquipment: {fileID: 0} equippedEquipment: {fileID: 0}
equippedEquipmentId: type0_20260531_00000252 equippedEquipmentId:
@@ -15,7 +15,7 @@ MonoBehaviour:
ally_heroName: "\u7231\u7433\u8FBE\u96C5" ally_heroName: "\u7231\u7433\u8FBE\u96C5"
ally_heroDesignation: "\u7433\u7405\u7F00\u7389\u767B\u96C5\u9601" ally_heroDesignation: "\u7433\u7405\u7F00\u7389\u767B\u96C5\u9601"
ally_heroID: 30206 ally_heroID: 30206
isUnlocked: 1 isUnlocked: 0
allyType: 0 allyType: 0
obsessionTag: "\u9898\u6D77\u6218\u672F" obsessionTag: "\u9898\u6D77\u6218\u672F"
sourceDlcId: sourceDlcId:
@@ -260,4 +260,4 @@ MonoBehaviour:
isSpecialSkill: 0 isSpecialSkill: 0
equippedSkillGroupIDs: 31e8cc0138e8cc0136e8cc0137e8cc01 equippedSkillGroupIDs: 31e8cc0138e8cc0136e8cc0137e8cc01
equippedEquipment: {fileID: 0} equippedEquipment: {fileID: 0}
equippedEquipmentId: type0_20260325_00000008 equippedEquipmentId:
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@@ -3,7 +3,7 @@
### 如果你是新来的运维或者开发 ### 如果你是新来的运维或者开发
那么我 _建议_**非到迫不得已的关头不要重构任何东西** ,总之他是跑起来了,就不要乱动了。 那么我 _建议_**非到迫不得已的关头不要重构任何东西** ,总之他是跑起来了,就不要乱动了。
### 截至2026.1.25,参与过本项目的程序如下 ### 截至2026.7.14,参与过本项目的程序如下
| ID | 贡献量/现有量(行) | 在职时间 | 贡献概述 | 离开原因 | | ID | 贡献量/现有量(行) | 在职时间 | 贡献概述 | 离开原因 |
|--------------|------------|------------------|------------|-------| |--------------|------------|------------------|------------|-------|
| crazyCode孙金科 | 1962/(770) | 2025.3.12-2025.4 | 实现初版长音符、判定 | 不明 | | crazyCode孙金科 | 1962/(770) | 2025.3.12-2025.4 | 实现初版长音符、判定 | 不明 |