Files
MinFt/Client/LocalPackages/asap.playfab.async/Runtime/PlayFabClientAsyncAPI.Retry.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

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C#
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#if !DISABLE_PLAYFABCLIENT_API && !DISABLE_PLAYFAB_STATIC_API
using System;
using System.Threading.Tasks;
using UnityEngine;
namespace asap.playfab.async
{
public static partial class PlayFabClientAsyncAPI
{
/// <summary>
/// 通用重试封装,将任意返回 Task&lt;T&gt; 的 PlayFab API 调用包裹在重试逻辑中。
/// 当 API 调用返回 null即发生错误时触发重试采用指数退避策略。
/// </summary>
/// <typeparam name="T">API 返回结果类型</typeparam>
/// <param name="apiCall">要执行的 API 调用,形如 () => PlayFabClientAsyncAPI.XxxAsync(request)</param>
/// <param name="maxRetries">最大重试次数,默认 3 次</param>
/// <param name="retryDelaySeconds">首次重试等待秒数,每次重试翻倍(指数退避),默认 1 秒</param>
/// <returns>成功时返回结果对象,所有重试均失败后返回 null</returns>
public static async Task<T> ExecuteWithRetryAsync<T>(
Func<Task<T>> apiCall,
int maxRetries = 3,
float retryDelaySeconds = 1f) where T : class
{
var attempts = 0;
while (true)
{
var result = await apiCall();
if (result != null)
return result;
if (attempts >= maxRetries)
{
Debug.LogWarning($"[PlayFabRetry] 已达到最大重试次数 {maxRetries},放弃重试。");
return null;
}
var delaySeconds = retryDelaySeconds * Mathf.Pow(2f, attempts);
Debug.LogWarning($"[PlayFabRetry] 第 {attempts + 1} 次重试,等待 {delaySeconds:F1} 秒后重试...");
await Task.Delay(TimeSpan.FromSeconds(delaySeconds));
attempts++;
}
}
}
}
#endif