修复 P2 前复审问题

This commit is contained in:
JSD\13999
2026-05-21 15:05:56 +08:00
parent 558bc919ef
commit 4c9eaff7d8
6 changed files with 734 additions and 47 deletions

View File

@@ -9,9 +9,10 @@ namespace FlowScope.UI
{
public sealed class UIPreloadService : IUIPreloadService, IDisposable
{
private readonly object _gate = new();
private readonly IResourceService _resources;
private readonly Dictionary<Type, IResourceHandle<GameObject>> _handles = new();
private readonly Dictionary<Type, Task> _inFlightLoads = new();
private readonly Dictionary<Type, InFlightPreload> _inFlightLoads = new();
public UIPreloadService(IResourceService resources)
{
@@ -23,71 +24,83 @@ namespace FlowScope.UI
cancellationToken.ThrowIfCancellationRequested();
var panelType = typeof(TPanel);
if (IsPreloaded<TPanel>())
InFlightPreload inFlightLoad;
lock (_gate)
{
return;
if (TryGetPreloadedHandle(panelType, out _))
{
return;
}
if (!_inFlightLoads.TryGetValue(panelType, out inFlightLoad))
{
var attribute = UIManager.GetPanelAttribute(panelType);
var path = UIManager.ResolvePath(panelType, attribute);
inFlightLoad = new InFlightPreload();
_inFlightLoads.Add(panelType, inFlightLoad);
inFlightLoad.Task = LoadAndStoreAsync(panelType, path, inFlightLoad);
}
inFlightLoad.WaiterCount++;
}
if (_inFlightLoads.TryGetValue(panelType, out var inFlightLoad))
{
await inFlightLoad;
return;
}
var attribute = UIManager.GetPanelAttribute(panelType);
var path = UIManager.ResolvePath(panelType, attribute);
var loadTask = LoadAndStoreAsync(panelType, path, cancellationToken);
_inFlightLoads.Add(panelType, loadTask);
try
{
await loadTask;
await WaitForSharedLoadAsync(inFlightLoad.Task, cancellationToken);
}
finally
catch (OperationCanceledException) when (cancellationToken.IsCancellationRequested)
{
_inFlightLoads.Remove(panelType);
ForgetWaitingCaller(panelType, inFlightLoad);
throw;
}
}
public bool IsPreloaded<TPanel>()
{
return _handles.TryGetValue(typeof(TPanel), out var handle) &&
handle != null &&
!handle.IsDisposed &&
handle.Asset != null;
lock (_gate)
{
return TryGetPreloadedHandle(typeof(TPanel), out _);
}
}
public bool TryGetPreloadedHandle<TPanel>(out IResourceHandle<GameObject> handle)
{
if (IsPreloaded<TPanel>())
lock (_gate)
{
handle = _handles[typeof(TPanel)];
return true;
return TryGetPreloadedHandle(typeof(TPanel), out handle);
}
handle = null;
return false;
}
public void Release<TPanel>()
{
var panelType = typeof(TPanel);
if (!_handles.TryGetValue(panelType, out var handle))
IResourceHandle<GameObject> handle;
lock (_gate)
{
return;
if (!_handles.TryGetValue(panelType, out handle))
{
return;
}
_handles.Remove(panelType);
}
_handles.Remove(panelType);
handle.Dispose();
}
public void ReleaseAll()
{
foreach (var handle in _handles.Values)
List<IResourceHandle<GameObject>> handles;
lock (_gate)
{
handles = new List<IResourceHandle<GameObject>>(_handles.Values);
_handles.Clear();
}
foreach (var handle in handles)
{
handle.Dispose();
}
_handles.Clear();
}
public void Dispose()
@@ -98,16 +111,95 @@ namespace FlowScope.UI
private async Task LoadAndStoreAsync(
Type panelType,
string path,
InFlightPreload inFlightLoad)
{
IResourceHandle<GameObject> handle = null;
try
{
handle = await _resources.LoadAsync<GameObject>(path, CancellationToken.None);
if (handle == null || handle.Asset == null)
{
handle?.Dispose();
throw new InvalidOperationException($"UI panel resource is missing: {path}");
}
var shouldCache = false;
lock (_gate)
{
_inFlightLoads.Remove(panelType);
if (inFlightLoad.WaiterCount > 0)
{
_handles[panelType] = handle;
shouldCache = true;
}
}
if (!shouldCache)
{
handle.Dispose();
}
}
catch
{
lock (_gate)
{
_inFlightLoads.Remove(panelType);
}
throw;
}
}
private void ForgetWaitingCaller(Type panelType, InFlightPreload inFlightLoad)
{
lock (_gate)
{
if (_inFlightLoads.TryGetValue(panelType, out var current) &&
ReferenceEquals(current, inFlightLoad) &&
inFlightLoad.WaiterCount > 0)
{
inFlightLoad.WaiterCount--;
}
}
}
private bool TryGetPreloadedHandle(
Type panelType,
out IResourceHandle<GameObject> handle)
{
return _handles.TryGetValue(panelType, out handle) &&
handle != null &&
!handle.IsDisposed &&
handle.Asset != null;
}
private static async Task WaitForSharedLoadAsync(
Task loadTask,
CancellationToken cancellationToken)
{
var handle = await _resources.LoadAsync<GameObject>(path, cancellationToken);
if (handle == null || handle.Asset == null)
if (!cancellationToken.CanBeCanceled)
{
handle?.Dispose();
throw new InvalidOperationException($"UI panel resource is missing: {path}");
await loadTask;
return;
}
_handles[panelType] = handle;
var cancellation = new TaskCompletionSource<bool>(
TaskCreationOptions.RunContinuationsAsynchronously);
using (cancellationToken.Register(() => cancellation.TrySetResult(true)))
{
if (await Task.WhenAny(loadTask, cancellation.Task) == cancellation.Task)
{
throw new OperationCanceledException(cancellationToken);
}
}
await loadTask;
}
private sealed class InFlightPreload
{
public Task Task { get; set; }
public int WaiterCount { get; set; }
}
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Tasks;
using FlowScope.Audio;
@@ -30,7 +31,7 @@ namespace FlowScope.Samples.MainMenuP0
private PlayerData _playerData;
private CancellationTokenSource _lifetime;
private bool _started;
private bool _shutdownStarted;
private bool _shutdownInProgress;
private bool _shutdown;
public int ReleasedResourceCount => _sampleBackend?.ReleaseCount ?? 0;
@@ -106,25 +107,65 @@ namespace FlowScope.Samples.MainMenuP0
public async Task ShutdownAsync(CancellationToken cancellationToken)
{
if (_shutdownStarted)
if (_shutdown || _shutdownInProgress)
{
return;
}
_shutdownStarted = true;
_shutdownInProgress = true;
var exceptions = new List<Exception>();
if (_saveService != null && _playerData != null)
try
{
await _saveService.SaveAsync(SaveKey, _playerData, cancellationToken);
if (_saveService != null && _playerData != null)
{
try
{
await _saveService.SaveAsync(SaveKey, _playerData, cancellationToken);
}
catch (Exception exception)
{
exceptions.Add(exception);
}
}
if (_gameFlow != null && _gameFlow.State != GameFlowState.Disposed)
{
try
{
await _gameFlow.ShutdownAsync(cancellationToken);
}
catch (Exception exception)
{
exceptions.Add(exception);
}
}
try
{
_preloadService?.ReleaseAll();
}
catch (Exception exception)
{
exceptions.Add(exception);
}
_shutdown = true;
}
finally
{
_shutdownInProgress = false;
}
if (_gameFlow != null && _gameFlow.State != GameFlowState.Disposed)
if (exceptions.Count == 1)
{
await _gameFlow.ShutdownAsync(cancellationToken);
ExceptionDispatchInfo.Capture(exceptions[0]).Throw();
}
_preloadService?.ReleaseAll();
_shutdown = true;
if (exceptions.Count > 1)
{
throw new AggregateException("MainMenuP0 shutdown completed with failures.", exceptions);
}
}
private void OnApplicationQuit()

View File

@@ -1,9 +1,11 @@
using System;
using System.Collections;
using System.IO;
using System.Reflection;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using FlowScope.Save;
using FlowScope.Samples.MainMenuP0;
using NUnit.Framework;
using UnityEngine;
@@ -135,6 +137,66 @@ namespace FlowScope.Tests.PlayMode.Samples
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator Shutdown_WhenSaveFails_StillShutsDownFlowAndReleasesPreloads()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-save-fails-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
SetPrivateField(bootstrap, "_saveService", new ThrowingSaveService(new InvalidOperationException("save failed")));
var panel = Object.FindObjectOfType<MainMenuPanel>(true);
yield return AwaitExpected<InvalidOperationException>(bootstrap.ShutdownAsync(CancellationToken.None));
yield return null;
Assert.That(bootstrap.IsShutdown, Is.True);
Assert.That(bootstrap.ReleasedResourceCount, Is.EqualTo(1));
Assert.That(panel == null, Is.True);
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator Shutdown_WhenGameFlowShutdownFails_StillReleasesPreloads()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-flow-fails-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
SetPrivateField(bootstrap, "_saveService", new SuccessfulSaveService());
using var cancellation = new CancellationTokenSource();
cancellation.Cancel();
yield return AwaitExpected<OperationCanceledException>(bootstrap.ShutdownAsync(cancellation.Token));
Assert.That(bootstrap.IsShutdown, Is.True);
Assert.That(bootstrap.ReleasedResourceCount, Is.EqualTo(1));
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
[UnityTest]
public IEnumerator Shutdown_AfterFailure_DoesNotSkipCleanupOnSecondCall()
{
DeleteSampleSave();
var root = CreateInactiveBootstrap("bootstrap-shutdown-retry-test", out var bootstrap);
yield return AwaitTask(bootstrap.StartupAsync(CancellationToken.None));
SetPrivateField(bootstrap, "_saveService", new ThrowOnceSaveService(new InvalidOperationException("save failed once")));
yield return AwaitExpected<InvalidOperationException>(bootstrap.ShutdownAsync(CancellationToken.None));
yield return AwaitTask(bootstrap.ShutdownAsync(CancellationToken.None));
Assert.That(bootstrap.IsShutdown, Is.True);
Assert.That(bootstrap.ReleasedResourceCount, Is.EqualTo(1));
Object.DestroyImmediate(root);
DeleteSampleSave();
LogAssert.NoUnexpectedReceived();
}
private static IEnumerator AwaitTask(Task task)
{
while (!task.IsCompleted)
@@ -153,6 +215,24 @@ namespace FlowScope.Tests.PlayMode.Samples
}
}
private static IEnumerator AwaitExpected<TException>(Task task)
where TException : Exception
{
while (!task.IsCompleted)
{
yield return null;
}
Assert.That(task.IsFaulted || task.IsCanceled, Is.True);
if (task.IsCanceled)
{
Assert.That(typeof(TException), Is.EqualTo(typeof(OperationCanceledException)));
yield break;
}
Assert.That(task.Exception.GetBaseException(), Is.TypeOf<TException>());
}
private static GameObject CreateInactiveBootstrap(string name, out GameBootstrap bootstrap)
{
var root = new GameObject(name);
@@ -161,6 +241,18 @@ namespace FlowScope.Tests.PlayMode.Samples
return root;
}
private static void SetPrivateField<TValue>(
GameBootstrap bootstrap,
string fieldName,
TValue value)
{
var field = typeof(GameBootstrap).GetField(
fieldName,
BindingFlags.Instance | BindingFlags.NonPublic);
Assert.That(field, Is.Not.Null);
field.SetValue(bootstrap, value);
}
private static void DeleteSampleSave()
{
var path = Path.Combine(
@@ -172,5 +264,83 @@ namespace FlowScope.Tests.PlayMode.Samples
File.Delete(path);
}
}
private sealed class SuccessfulSaveService : ISaveService
{
public Task SaveAsync<T>(string key, T data, CancellationToken cancellationToken)
{
return Task.CompletedTask;
}
public Task<T> LoadAsync<T>(string key, T defaultValue, CancellationToken cancellationToken)
{
return Task.FromResult(defaultValue);
}
public void Delete(string key)
{
}
public bool Exists(string key) => false;
}
private sealed class ThrowingSaveService : ISaveService
{
private readonly Exception _exception;
public ThrowingSaveService(Exception exception)
{
_exception = exception;
}
public Task SaveAsync<T>(string key, T data, CancellationToken cancellationToken)
{
throw _exception;
}
public Task<T> LoadAsync<T>(string key, T defaultValue, CancellationToken cancellationToken)
{
return Task.FromResult(defaultValue);
}
public void Delete(string key)
{
}
public bool Exists(string key) => false;
}
private sealed class ThrowOnceSaveService : ISaveService
{
private readonly Exception _exception;
private bool _thrown;
public ThrowOnceSaveService(Exception exception)
{
_exception = exception;
}
public Task SaveAsync<T>(string key, T data, CancellationToken cancellationToken)
{
if (_thrown)
{
return Task.CompletedTask;
}
_thrown = true;
throw _exception;
}
public Task<T> LoadAsync<T>(string key, T defaultValue, CancellationToken cancellationToken)
{
return Task.FromResult(defaultValue);
}
public void Delete(string key)
{
}
public bool Exists(string key) => false;
}
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
@@ -80,6 +81,80 @@ namespace FlowScope.Tests.PlayMode.UI
Assert.That(preload.IsPreloaded<ExplicitPathPanel>(), Is.True);
}
[UnityTest]
public IEnumerator PreloadAsync_WhenFirstWaiterCancels_SecondWaiterStillSucceeds()
{
var prefab = CreatePrefab<ExplicitPathPanel>("ExplicitPathPrefab");
var resources = new GatedUITestResources("Custom/Explicit", prefab);
var preload = new UIPreloadService(resources);
using var firstCancellation = new CancellationTokenSource();
var first = preload.PreloadAsync<ExplicitPathPanel>(firstCancellation.Token);
var second = preload.PreloadAsync<ExplicitPathPanel>(CancellationToken.None);
Assert.That(resources.LoadCalls, Is.EqualTo(1));
Assert.That(resources.LoadCancellationTokenCanBeCanceled, Is.False);
firstCancellation.Cancel();
yield return UITestAsync.AwaitExpected<OperationCanceledException>(first);
resources.Complete();
yield return UITestAsync.Await(second);
Assert.That(resources.LoadCalls, Is.EqualTo(1));
Assert.That(resources.Handle.IsDisposed, Is.False);
Assert.That(preload.IsPreloaded<ExplicitPathPanel>(), Is.True);
}
[UnityTest]
public IEnumerator PreloadAsync_WhenSecondWaiterCancels_FirstWaiterStillSucceeds()
{
var prefab = CreatePrefab<ExplicitPathPanel>("ExplicitPathPrefab");
var resources = new GatedUITestResources("Custom/Explicit", prefab);
var preload = new UIPreloadService(resources);
using var secondCancellation = new CancellationTokenSource();
var first = preload.PreloadAsync<ExplicitPathPanel>(CancellationToken.None);
var second = preload.PreloadAsync<ExplicitPathPanel>(secondCancellation.Token);
Assert.That(resources.LoadCalls, Is.EqualTo(1));
secondCancellation.Cancel();
yield return UITestAsync.AwaitExpected<OperationCanceledException>(second);
resources.Complete();
yield return UITestAsync.Await(first);
Assert.That(resources.LoadCalls, Is.EqualTo(1));
Assert.That(resources.Handle.IsDisposed, Is.False);
Assert.That(preload.IsPreloaded<ExplicitPathPanel>(), Is.True);
}
[UnityTest]
public IEnumerator PreloadAsync_WhenAllWaitersCancel_ReleasesLoadedHandleWithoutCaching()
{
var prefab = CreatePrefab<ExplicitPathPanel>("ExplicitPathPrefab");
var resources = new GatedUITestResources("Custom/Explicit", prefab);
var preload = new UIPreloadService(resources);
using var firstCancellation = new CancellationTokenSource();
using var secondCancellation = new CancellationTokenSource();
var first = preload.PreloadAsync<ExplicitPathPanel>(firstCancellation.Token);
var second = preload.PreloadAsync<ExplicitPathPanel>(secondCancellation.Token);
firstCancellation.Cancel();
secondCancellation.Cancel();
yield return UITestAsync.AwaitExpected<OperationCanceledException>(first);
yield return UITestAsync.AwaitExpected<OperationCanceledException>(second);
resources.Complete();
yield return null;
Assert.That(resources.LoadCalls, Is.EqualTo(1));
Assert.That(resources.Handle.IsDisposed, Is.True);
Assert.That(preload.IsPreloaded<ExplicitPathPanel>(), Is.False);
}
[UnityTest]
public IEnumerator OpenAsync_WhenPanelIsPreloaded_ReusesPreloadedHandle()
{
@@ -150,6 +225,7 @@ namespace FlowScope.Tests.PlayMode.UI
public int LoadCalls { get; private set; }
public UITestResourceHandle<GameObject> Handle { get; }
public bool LoadCancellationTokenCanBeCanceled { get; private set; }
public Task<FlowScope.Resources.IResourceHandle<T>> LoadAsync<T>(
string key,
@@ -157,6 +233,12 @@ namespace FlowScope.Tests.PlayMode.UI
where T : class
{
cancellationToken.ThrowIfCancellationRequested();
LoadCancellationTokenCanBeCanceled = cancellationToken.CanBeCanceled;
if (cancellationToken.CanBeCanceled)
{
cancellationToken.Register(() => _gate.TrySetCanceled(cancellationToken));
}
LoadCalls++;
Assert.That(key, Is.EqualTo(_key));
return AwaitHandle<T>();
@@ -169,7 +251,7 @@ namespace FlowScope.Tests.PlayMode.UI
public void Complete()
{
_gate.SetResult(Handle);
_gate.TrySetResult(Handle);
}
private async Task<FlowScope.Resources.IResourceHandle<T>> AwaitHandle<T>()

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using FlowScope.Resources;
using NUnit.Framework;
using UnityEngine;
namespace FlowScope.Tests.PlayMode.UI
@@ -100,5 +101,23 @@ namespace FlowScope.Tests.PlayMode.UI
onCompleted(task.Result);
}
public static IEnumerator AwaitExpected<TException>(Task task)
where TException : Exception
{
while (!task.IsCompleted)
{
yield return null;
}
Assert.That(task.IsFaulted || task.IsCanceled, Is.True);
if (task.IsCanceled)
{
Assert.That(typeof(TException), Is.EqualTo(typeof(OperationCanceledException)));
yield break;
}
Assert.That(task.Exception.GetBaseException(), Is.TypeOf<TException>());
}
}
}

View File

@@ -0,0 +1,283 @@
# FlowScope P2 前整改复审意见
日期2026-05-21
审查对象:`558bc91 完成 P2 前架构整改`
审查范围Container 生命周期、GameFlow/Feature 生命周期、MainMenuP0 Bootstrap、UIPreloadService、ResourceService 取消语义、相关文档与测试。
审查结论:本轮整改方向正确,已收口上一轮最关键的 Container/Feature 重入问题;但仍有两个 P1 级风险需要在进入 P2 前修正。
---
## 本轮已确认收口
### 1. Container 生命周期语义已明显改善
当前实现新增并区分:
- `RegisterSingletonFactory`
- `RegisterScoped`
- `RegisterTransient`
`RegisterFactory` 保留为旧式 lazy singleton 兼容入口,文档中已提示不要用于 Feature 或临时业务对象。
相关文件:
- `My project/Assets/FlowScope/Runtime/Container/Container.cs`
- `My project/Assets/FlowScope/Runtime/Container/ContainerRegistration.cs`
- `My project/Assets/FlowScope/Tests/EditMode/Container/ContainerTests.cs`
新增测试覆盖:
- singleton 由注册 scope 持有。
- transient 每次 resolve 创建新实例,并由请求 scope 释放。
- scoped 在同一请求 scope 内复用,不同 scope 分离。
评价:上一轮指出的“`RegisterFactory` 语义误导 + Feature 复用已 Dispose 实例”问题已经被大幅降低。
---
### 2. Feature 重入问题已补测试
相关文件:
- `My project/Assets/FlowScope/Tests/EditMode/Flow/GameFlowTests.cs`
- `My project/Assets/FlowScope/Samples/MainMenuP0/Scripts/GameBootstrap.cs`
已新增测试:
- `SwitchToAsync_WhenReturningToFeatureType_CreatesNewFeatureInstance`
样例中 `MainMenuFeature` 已改为:
```csharp
_root.RegisterTransient(_ => new MainMenuFeature(screenNavigator, _playerData));
```
评价:`A -> B -> A` 场景已经有明确保护,符合 P2 前最低要求。
---
### 3. Bootstrap 启动入口可观察性已改善
相关文件:
- `My project/Assets/FlowScope/Samples/MainMenuP0/Scripts/GameBootstrap.cs`
- `My project/Assets/FlowScope/Tests/PlayMode/Samples/MainMenuP0Tests.cs`
已从 `async void Awake()` 直接 await 改为:
- `Awake()` 创建 lifetime token。
- `StartupTask = RunStartupWithLoggingAsync(...)`
- PlayMode 测试覆盖 `Awake_StartsThroughObservableStartupTask`
评价:启动异常现在可以通过 `StartupTask` 被观察,样例不再鼓励直接在 `Awake` 中 await。
---
### 4. ResourceService 共享加载取消边界已有补测
相关文件:
- `My project/Assets/FlowScope/Tests/EditMode/Resources/ResourceServiceBackendTests.cs`
新增测试覆盖:
- 一个共享等待者取消,另一个等待者仍能拿到 handle。
- 所有共享等待者取消后,底层完成时释放 backend asset不进入 completed cache。
评价:资源层的“调用者取消不取消共享底层加载”语义更清楚了。
---
## 仍需修正的问题
### P1. `GameBootstrap.ShutdownAsync` 失败后会永久跳过后续清理
风险等级:高
建议:进入 P2 前修正。
证据:
文件:`My project/Assets/FlowScope/Samples/MainMenuP0/Scripts/GameBootstrap.cs`
当前流程:
```csharp
if (_shutdownStarted)
{
return;
}
_shutdownStarted = true;
await _saveService.SaveAsync(...);
await _gameFlow.ShutdownAsync(...);
_preloadService?.ReleaseAll();
_shutdown = true;
```
问题:
- `_shutdownStarted = true` 在保存、GameFlow 关闭和预加载释放之前设置。
- 如果 `SaveAsync` 抛异常,`GameFlow.ShutdownAsync` 不会执行。
- 如果 `GameFlow.ShutdownAsync` 抛异常,`_preloadService.ReleaseAll()` 不会执行。
- 因为 `_shutdownStarted` 已经是 true之后再次调用 `ShutdownAsync` 会直接 return。
- 结果是 `_shutdown` 不会置 true预加载资源和 runtime 对象可能残留。
建议修法:
1. 将“正在关闭”和“已完成关闭”拆成不同状态。
2. 关闭流程应使用 best-effort / finally
- 尽量保存。
- 尽量关闭 GameFlow。
- 无论前面是否失败,都释放预加载资源。
- 最后根据结果记录异常或聚合异常。
3. 如果第一次关闭失败,应允许再次尝试未完成的清理,或者至少确保清理已经执行过。
建议补测:
- Save 失败时,仍会执行 GameFlow shutdown 和 preload release。
- GameFlow shutdown 失败时,仍会执行 preload release。
- Shutdown 失败后再次调用不会直接跳过必要清理。
---
### P1. `UIPreloadService` 并发去重会把首个调用者取消传播给所有等待者
风险等级:高
建议:进入 P2 前修正。
证据:
文件:`My project/Assets/FlowScope/Runtime/UI/UIPreloadService.cs`
当前流程:
```csharp
if (_inFlightLoads.TryGetValue(panelType, out var inFlightLoad))
{
await inFlightLoad;
return;
}
var loadTask = LoadAndStoreAsync(panelType, path, cancellationToken);
_inFlightLoads.Add(panelType, loadTask);
await loadTask;
```
问题:
- 首个调用者的 `cancellationToken` 被用于底层 `LoadAndStoreAsync`
- 后续调用者只 await 同一个 `inFlightLoad`
- 如果第一个调用者取消,后续未取消的调用者也会失败。
- 这与 `ResourceService` 已经建立的共享加载语义不一致:调用者取消应只取消自己的等待,不应取消共享底层加载。
建议修法:
1. `_inFlightLoads` 不应直接绑定首个调用者的 token。
2. 底层 preload load 可使用独立生命周期 token 或不可取消共享任务。
3. 每个调用者自己的 token 只控制自己的等待。
4. 如果所有等待者都取消,再决定是否取消或释放底层任务,语义要和 ResourceService 对齐。
建议补测:
- 第一个 `PreloadAsync<TPanel>(cts.Token)` 取消,第二个 `PreloadAsync<TPanel>(CancellationToken.None)` 仍成功。
- 第二个等待者取消,不影响第一个等待者成功。
- 所有等待者取消后,最终 handle 不被缓存或被正确释放。
---
## 仍未完全闭环但可后置的风险
### Addressables 真实 load/release 验证仍然较薄
当前 `AddressablesResourceBackendTests` 仍主要是 `Name_ReturnsAddressables`
这不是本轮整改新引入的问题,但它仍然是 P2 包分发前的验收缺口。
建议:
- 如果短期不方便制作 Addressables 测试资源,至少补一条人工验收记录。
- 若准备进入 P2 包生态,建议补最小 Addressables PlayMode 集成测试:
- load 成功。
- release 被调用。
- load 失败路径可诊断。
- caller cancellation 语义与 ResourceService 不冲突。
---
## 文档状态
本轮已更新:
- `docs/guides/flowscope-runtime-usage.md`
- `docs/requirements/p1-production-hardening.md`
- `docs/reviews/flowscope-framework-review.md`
- `docs/reviews/p1-completion-report.md`
- `docs/reviews/p1-architecture-audit-before-p2.md`
评价:
- P1 completion report 中旧的 Addressables 编译阻塞状态已经同步。
- runtime usage guide 已明确 `RegisterFactory` 是兼容 lazy singleton不推荐用于 Feature。
- 但上一份 `p1-architecture-audit-before-p2.md` 仍保留原始问题主体,同时在顶部记录“第一轮 P2 前最小整改”。这可以接受,因为它是历史审核文档;后续执行应以本文的复审问题为准。
---
## 最新轻量验证
本次复审后执行:
```powershell
dotnet build "My project\FlowScope.Tests.EditMode.csproj" --no-restore
dotnet build "My project\FlowScope.Tests.PlayMode.csproj" --no-restore
```
结果:
- EditMode generated csproj build0 error。
- PlayMode generated csproj build0 error。
- 仍有 Unity 生成 csproj 的引用版本冲突 warning。
说明:
- 以上验证只能证明生成的 C# 项目可编译。
- 本文未重新执行 Unity Test Runner。
- 本文未做 MainMenuP0 人工场景验收。
---
## P2 Gate 判断
当前不建议立刻进入 P2。
原因:
1. `ShutdownAsync` 的失败清理问题会影响样例作为官方 Bootstrap 模板的可信度。
2. `UIPreloadService` 并发取消语义与 ResourceService 不一致,属于框架使用者容易踩到的生命周期问题。
建议最小进入 P2 条件:
1. 修复 `GameBootstrap.ShutdownAsync` best-effort 清理。
2. 修复 `UIPreloadService` per-caller cancellation 与共享 preload 语义。
3. 补对应 EditMode / PlayMode 测试。
4. 保持当前 generated csproj build 0 error。
5. 如果 P2 第一项是 package/editor tooling至少补一次 Unity Test Runner 或明确记录无法执行原因。
---
## 后续执行建议
优先级顺序:
1. 先修 `ShutdownAsync` 的失败清理和重入状态。
2. 再修 `UIPreloadService` 的 in-flight cancellation 语义。
3. 补测试。
4. 再讨论是否进入 P2。
不要在这轮顺手扩展:
- Luban。
- YooAsset / AssetBundle。
- 云存档。
- AudioMixer / 3D 音频。
- 完整 UI 路由。
- Package 分发和编辑器工具。