完成 P2 第一阶段包与编辑器准备

This commit is contained in:
JSD\13999
2026-06-04 11:33:59 +08:00
parent 7cde2cfaec
commit 37e6d4ca57
49 changed files with 1996 additions and 2 deletions

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@@ -2,6 +2,7 @@ using System;
using System.Threading;
using System.Threading.Tasks;
using FlowScope.Resources;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityAddressables = UnityEngine.AddressableAssets.Addressables;
namespace FlowScope.Addressables
@@ -13,8 +14,30 @@ namespace FlowScope.Addressables
public async Task<T> LoadAsync<T>(string key, CancellationToken cancellationToken)
where T : class
{
cancellationToken.ThrowIfCancellationRequested();
var handle = UnityAddressables.LoadAssetAsync<T>(key);
await WaitWithCancellation(handle.Task, cancellationToken);
try
{
await WaitWithCancellation(handle.Task, cancellationToken);
}
catch (OperationCanceledException)
{
UnityAddressables.Release(handle);
throw;
}
if (handle.OperationException != null ||
handle.Status != AsyncOperationStatus.Succeeded ||
handle.Result == null)
{
var exception = new InvalidOperationException(
$"Failed to load Addressables resource '{key}' as {typeof(T).Name} from backend '{Name}'.",
handle.OperationException);
UnityAddressables.Release(handle);
throw exception;
}
return handle.Result;
}

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{
"name": "FlowScope.Editor",
"rootNamespace": "FlowScope.Editor",
"references": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"noEngineReferences": false
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@@ -0,0 +1,268 @@
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
namespace FlowScope.Editor
{
public sealed class FlowScopeDiagnosticsWindow : EditorWindow
{
private const string RuntimeAsmdefPath = "Assets/FlowScope/Runtime/FlowScope.Runtime.asmdef";
private const string AddressablesAsmdefPath = "Assets/FlowScope/Addressables/FlowScope.Addressables.asmdef";
private const string MainMenuScenePath = "Assets/FlowScope/Samples/MainMenuP0/Scenes/MainMenuP0.unity";
private const string MainMenuPanelPrefabPath = "Assets/FlowScope/Samples/MainMenuP0/Prefabs/MainMenuPanel.prefab";
private const string AddressablesPackageName = "com.unity.addressables";
private static readonly IReadOnlyList<AssetCheck> AssetChecks = new[]
{
new AssetCheck("Runtime asmdef", RuntimeAsmdefPath),
new AssetCheck("Addressables asmdef", AddressablesAsmdefPath),
new AssetCheck("MainMenuP0 scene", MainMenuScenePath),
new AssetCheck("MainMenuPanel prefab", MainMenuPanelPrefabPath),
};
private readonly List<DiagnosticResult> _assetResults = new List<DiagnosticResult>();
private ListRequest _packageListRequest;
private DiagnosticResult _addressablesPackageResult = DiagnosticResult.Pending(
"Addressables package",
"Package status has not been refreshed.");
private Vector2 _scrollPosition;
[MenuItem("Tools/FlowScope/Diagnostics")]
public static void Open()
{
FlowScopeDiagnosticsWindow window = GetWindow<FlowScopeDiagnosticsWindow>("FlowScope Diagnostics");
window.minSize = new Vector2(520f, 320f);
window.RefreshAll();
window.Show();
}
private void OnEnable()
{
RefreshAssetChecks();
RefreshPackageStatus();
}
private void OnDisable()
{
EditorApplication.update -= PollPackageListRequest;
}
private void OnGUI()
{
using (new EditorGUILayout.VerticalScope())
{
EditorGUILayout.LabelField("FlowScope Diagnostics", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Read-only diagnostics. This window checks project state and does not create, move, delete, or repair user assets.", MessageType.Info);
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("Refresh", GUILayout.Width(96f)))
{
RefreshAll();
}
GUILayout.Label(
_packageListRequest != null && !_packageListRequest.IsCompleted
? "Refreshing package status..."
: "Package status is complete or has not been requested.",
EditorStyles.miniLabel);
}
EditorGUILayout.Space();
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
DrawResult(_addressablesPackageResult);
foreach (DiagnosticResult result in _assetResults)
{
DrawResult(result);
}
EditorGUILayout.EndScrollView();
}
}
private void RefreshAll()
{
RefreshAssetChecks();
RefreshPackageStatus();
Repaint();
}
private void RefreshAssetChecks()
{
_assetResults.Clear();
foreach (AssetCheck check in AssetChecks)
{
bool exists = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(check.Path) != null;
_assetResults.Add(exists
? DiagnosticResult.Pass(check.Label, check.Path)
: DiagnosticResult.Fail(check.Label, check.Path));
}
}
private void RefreshPackageStatus()
{
EditorApplication.update -= PollPackageListRequest;
_addressablesPackageResult = DiagnosticResult.Pending(
"Addressables package",
"Querying com.unity.addressables through Unity Package Manager.");
_packageListRequest = Client.List(true);
EditorApplication.update += PollPackageListRequest;
}
private void PollPackageListRequest()
{
if (_packageListRequest == null || !_packageListRequest.IsCompleted)
{
return;
}
EditorApplication.update -= PollPackageListRequest;
if (_packageListRequest.Status == StatusCode.Success)
{
bool found = false;
foreach (UnityEditor.PackageManager.PackageInfo packageInfo in _packageListRequest.Result)
{
if (string.Equals(packageInfo.name, AddressablesPackageName, StringComparison.Ordinal))
{
found = true;
_addressablesPackageResult = DiagnosticResult.Pass(
"Addressables package",
packageInfo.name + " " + packageInfo.version);
break;
}
}
if (!found)
{
_addressablesPackageResult = DiagnosticResult.Fail(
"Addressables package",
"com.unity.addressables was not found in the current Package Manager list.");
}
}
else
{
string errorMessage = _packageListRequest.Error != null
? _packageListRequest.Error.message
: "Package Manager returned an unknown error.";
_addressablesPackageResult = DiagnosticResult.Warning("Addressables package", errorMessage);
}
_packageListRequest = null;
Repaint();
}
private static void DrawResult(DiagnosticResult result)
{
MessageType messageType = ToMessageType(result.Status);
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Label(ToStatusText(result.Status), GUILayout.Width(72f));
EditorGUILayout.LabelField(result.Label, EditorStyles.boldLabel);
}
EditorGUILayout.HelpBox(result.Detail, messageType);
}
}
private static MessageType ToMessageType(DiagnosticStatus status)
{
switch (status)
{
case DiagnosticStatus.Pass:
return MessageType.Info;
case DiagnosticStatus.Fail:
return MessageType.Error;
case DiagnosticStatus.Warning:
return MessageType.Warning;
default:
return MessageType.None;
}
}
private static string ToStatusText(DiagnosticStatus status)
{
switch (status)
{
case DiagnosticStatus.Pass:
return "OK";
case DiagnosticStatus.Fail:
return "Missing";
case DiagnosticStatus.Warning:
return "Warning";
default:
return "Pending";
}
}
private readonly struct AssetCheck
{
public AssetCheck(string label, string path)
{
Label = label;
Path = path;
}
public string Label { get; }
public string Path { get; }
}
private readonly struct DiagnosticResult
{
private DiagnosticResult(DiagnosticStatus status, string label, string detail)
{
Status = status;
Label = label;
Detail = detail;
}
public DiagnosticStatus Status { get; }
public string Label { get; }
public string Detail { get; }
public static DiagnosticResult Pass(string label, string detail)
{
return new DiagnosticResult(DiagnosticStatus.Pass, label, detail);
}
public static DiagnosticResult Fail(string label, string detail)
{
return new DiagnosticResult(DiagnosticStatus.Fail, label, detail);
}
public static DiagnosticResult Warning(string label, string detail)
{
return new DiagnosticResult(DiagnosticStatus.Warning, label, detail);
}
public static DiagnosticResult Pending(string label, string detail)
{
return new DiagnosticResult(DiagnosticStatus.Pending, label, detail);
}
}
private enum DiagnosticStatus
{
Pending,
Pass,
Warning,
Fail,
}
}
}

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@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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# MainMenuP0 Sample
## 目的
`MainMenuP0` 是 FlowScope 当前最小接入样例。它用于验证 P0/P1 Runtime 的推荐装配方式,而不是完整游戏模板。
当前样例覆盖:
- `GameBootstrap` 创建根 `Container`
- 注册 `IConfigProvider``IResourceService``ISaveService``IAudioService``UIManager``IUIPreloadService``IUIScreenNavigator`
- 使用 `RegisterTransient` 注册 `MainMenuFeature`
- 通过 `UIPreloadService` 预加载 `MainMenuPanel`
- 通过 `UIScreenNavigator` 打开主菜单面板。
- 点击按钮修改 `PlayerData.Gold` 并刷新 UI。
- `ShutdownAsync` 保存数据、关闭 `GameFlow` 并释放预加载资源。
## 当前路径
第一阶段仍保留在项目内开发模式:
```text
Assets/FlowScope/Samples/MainMenuP0
```
P2 第一阶段不把它移动到 `Samples~`,原因是当前 PlayMode 测试、场景引用、prefab 引用和 generated csproj 路径都依赖现有位置。等 P2 第二阶段开始本地 package 试迁移后,再把它作为候选包样例整理到:
```text
Samples~/MainMenuP0
```
## 如何运行
在 Unity 中打开:
```text
Assets/FlowScope/Samples/MainMenuP0/Scenes/MainMenuP0.unity
```
进入 Play Mode 后画面应显示主菜单面板、Gold 文本和递增按钮。
## 验收点
- 首次启动显示默认 Gold。
- 点击按钮后 Gold 文本立即递增。
- 调用 `ShutdownAsync` 后写入 `main-menu-player` 存档。
- 再次启动后恢复上次保存的 Gold。
- 关闭时释放预加载资源。
- Console 不出现未预期 Error 或 Exception。
## 自动化测试
对应 PlayMode 测试位于:
```text
Assets/FlowScope/Tests/PlayMode/Samples/MainMenuP0Tests.cs
```
当前测试覆盖启动可见、按钮刷新、保存恢复、资源释放、启动任务可观察以及 shutdown 失败时的 best-effort cleanup。
## 已知限制
- 样例使用 `SampleResourceBackend`,不是 Addressables 真实资源验收。
- 样例中有运行时 fallback UI用于避免缺引用时完全不可运行人工验收仍应优先检查场景和 prefab 引用是否完整。
- 当前仍处于 `Assets/FlowScope` 开发模式,不代表 package sample 已完成迁移。

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@@ -1,10 +1,21 @@
using System;
using System.Collections;
using System.Threading;
using System.Threading.Tasks;
using FlowScope.Addressables;
using FlowScope.Resources;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace FlowScope.Tests.PlayMode.Resources
{
public sealed class AddressablesResourceBackendTests
{
private const string TextKey = "FlowScope.Tests.Addressables.Text";
private const string MissingKey = "FlowScope.Tests.Addressables.Missing";
private const string ExpectedText = "FlowScope Addressables Acceptance";
[Test]
public void Name_ReturnsAddressables()
{
@@ -12,5 +23,149 @@ namespace FlowScope.Tests.PlayMode.Resources
Assert.AreEqual("Addressables", backend.Name);
}
[UnityTest]
public IEnumerator LoadAsync_WithRealTextAssetKey_LoadsTextAsset()
{
var backend = new AddressablesResourceBackend();
TextAsset asset = null;
yield return AwaitTask(backend.LoadAsync<TextAsset>(
TextKey,
CancellationToken.None), loaded => asset = loaded);
Assert.That(asset, Is.Not.Null);
Assert.That(asset.text, Does.Contain(ExpectedText));
backend.Release(TextKey, asset);
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator AddressablesResourceService_DisposeHandleTwice_ReleasesWithoutUnexpectedLogs()
{
var service = new AddressablesResourceService(new AddressablesResourceBackend());
IResourceHandle<TextAsset> handle = null;
yield return AwaitTask(service.LoadAsync<TextAsset>(
TextKey,
CancellationToken.None), loaded => handle = loaded);
Assert.That(handle, Is.Not.Null);
Assert.That(handle.Asset, Is.Not.Null);
Assert.That(handle.Asset.text, Does.Contain(ExpectedText));
handle.Dispose();
handle.Dispose();
Assert.That(handle.IsDisposed, Is.True);
Assert.That(handle.Asset, Is.Null);
Assert.That(service.TryLoadCompleted<TextAsset>(TextKey, out _), Is.False);
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator LoadAsync_WhenCanceled_ThrowsOperationCanceledException()
{
var backend = new AddressablesResourceBackend();
using var cancellation = new CancellationTokenSource();
cancellation.Cancel();
Exception exception = null;
yield return AwaitExpectedFailure(
() => backend.LoadAsync<TextAsset>(TextKey, cancellation.Token),
caught => exception = caught);
Assert.That(exception, Is.TypeOf<OperationCanceledException>());
}
[UnityTest]
public IEnumerator LoadAsync_WithMissingKey_ThrowsDiagnosticException()
{
var backend = new AddressablesResourceBackend();
Exception exception = null;
yield return AwaitExpectedFailure(
() => backend.LoadAsync<TextAsset>(MissingKey, CancellationToken.None),
caught => exception = caught);
Assert.That(exception, Is.Not.Null);
Assert.That(exception.ToString(), Does.Contain(MissingKey));
}
[UnityTest]
public IEnumerator LoadAsync_WithMismatchedType_ThrowsDiagnosticException()
{
var backend = new AddressablesResourceBackend();
Exception exception = null;
yield return AwaitExpectedFailure(
() => backend.LoadAsync<GameObject>(TextKey, CancellationToken.None),
caught => exception = caught);
Assert.That(exception, Is.Not.Null);
Assert.That(exception.ToString(), Does.Contain(TextKey));
Assert.That(exception.ToString(), Does.Contain(nameof(GameObject)));
}
private static IEnumerator AwaitTask<T>(
Task<T> task,
Action<T> onCompleted)
{
while (!task.IsCompleted)
{
yield return null;
}
if (task.IsCanceled)
{
throw new OperationCanceledException();
}
if (task.IsFaulted)
{
throw task.Exception.GetBaseException();
}
onCompleted(task.Result);
}
private static IEnumerator AwaitExpectedFailure<T>(
Func<Task<T>> startTask,
Action<Exception> onException)
{
var ignoreFailingMessages = LogAssert.ignoreFailingMessages;
Task<T> task = null;
try
{
LogAssert.ignoreFailingMessages = true;
task = startTask();
while (!task.IsCompleted)
{
yield return null;
}
yield return null;
}
finally
{
LogAssert.ignoreFailingMessages = ignoreFailingMessages;
}
if (task.IsCanceled)
{
onException(new OperationCanceledException());
yield break;
}
if (task.IsFaulted)
{
onException(task.Exception.GetBaseException());
yield break;
}
Assert.Fail("Expected Addressables load to fail.");
}
}
}

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FlowScope Addressables Acceptance

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@@ -5,4 +5,5 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
m_configObjects: {}
m_configObjects:
com.unity.addressableassets: {fileID: 11400000, guid: f9fd621d22433a64aa0741deda630f70, type: 2}