阶段性继续完善AxiNSApi

This commit is contained in:
sin365 2025-10-08 02:01:29 +08:00
parent 37fad1c6a0
commit 2e5827f212
5 changed files with 240 additions and 270 deletions

View File

@ -24,21 +24,17 @@ public class AxiNSIO
{
#if UNITY_SWITCH && !UNITY_EDITOR
// 阻止用户在保存时,退出游戏 Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
using (AxiNSIOKeepingDisposable.Acquire())
{
nn.Result ret = FileSystem.Commit(save_name);
if (!ret.IsSuccess())
{
UnityEngine.Debug.LogError($"FileSystem.Commit({save_name}) 失败: " + ret.GetErrorInfo());
return false;
}
// 停止阻止用户退出游戏
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
bDirty = false;
return true;
}
#else
return false;
#endif
@ -162,11 +158,15 @@ public class AxiNSIO
public bool FileToSaveWithCreate(string filePath, byte[] data, bool immediatelyCommit = true)
{
UnityEngine.Debug.Log($"FileToSaveWithCreate: {filePath}");
lock (commitLock)
{
#if !UNITY_SWITCH
return false;
#else
lock (commitLock)
{
using (AxiNSIOKeepingDisposable.Acquire())
{
if (!AxiNS.instance.mount.SaveIsMount)
{
UnityEngine.Debug.LogError($"Save 尚未挂载,无法存储 {filePath}");
@ -202,39 +202,6 @@ public class AxiNSIO
}
}
//string directoryPath = System.IO.Path.GetDirectoryName(filePath.Replace(save_path, ""));
//string fullDirectoryPath = $"{save_path}{directoryPath}";
//UnityEngine.Debug.Log($"检查父目录: {fullDirectoryPath}");
//nn.fs.EntryType entryType = 0;
//result = nn.fs.FileSystem.GetEntryType(ref entryType, fullDirectoryPath);
//if (!result.IsSuccess() && nn.fs.FileSystem.ResultPathNotFound.Includes(result))
//{
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 不存在,尝试创建 (判断依据 result=>{result.ToString()})");
// result = nn.fs.Directory.Create(fullDirectoryPath);
// if (!result.IsSuccess())
// {
// UnityEngine.Debug.LogError($"创建父目录失败: {result.GetErrorInfo()}");
// return false;
// }
// UnityEngine.Debug.Log($"父目录 {fullDirectoryPath} 创建成功");
//}
//else if (result.IsSuccess() && entryType != nn.fs.EntryType.Directory)
//{
// UnityEngine.Debug.LogError($"路径 {fullDirectoryPath} 已存在,但不是目录");
// return false;
//}
//else if (!result.IsSuccess())
//{
// UnityEngine.Debug.LogError($"检查父目录失败: {result.GetErrorInfo()}");
// return false;
//}
#if UNITY_SWITCH && !UNITY_EDITOR
// 阻止用户在保存时,退出游戏
// Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
if (CheckPathNotFound(filePath))
{
UnityEngine.Debug.Log($"文件({filePath})不存在需要创建");
@ -299,13 +266,6 @@ public class AxiNSIO
UnityEngine.Debug.Log("写入文件成功: " + filePath);
nn.fs.File.Close(fileHandle);
#if UNITY_SWITCH && !UNITY_EDITOR
// 停止阻止用户退出游戏
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
if (immediatelyCommit)
{
//必须得提交,否则没有真实写入
@ -316,9 +276,10 @@ public class AxiNSIO
SetCommitDirty();
return true;
}
#endif
}
}
#endif
}
/// <summary>
/// 保存并创建文件(如果目录不存在回先自动创建目录)
/// </summary>
@ -531,14 +492,8 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(filename))
return false;
nn.Result result;
@ -548,13 +503,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}
public AxiNSWait_DeletePathFile DeletePathFileAsync(string filename)
@ -568,13 +518,8 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(filename))
return false;
nn.Result result;
@ -584,12 +529,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.Delete 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}
public AxiNSWait_DeletePathDir DeletePathDirAsync(string filename)
@ -603,13 +544,8 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(filename))
return false;
nn.Result result;
@ -619,12 +555,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.Recursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}
public AxiNSWait_DeletePathDirRecursively DeletePathDirRecursivelyAsync(string filename)
@ -644,13 +576,8 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(filename))
return false;
nn.Result result;
@ -660,12 +587,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}
@ -679,13 +602,8 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(filename))
return false;
nn.Result result;
@ -695,12 +613,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.DeleteRecursively 失败 {filename} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}
@ -709,16 +623,10 @@ public class AxiNSIO
#if !UNITY_SWITCH
return false;
#else
#if UNITY_SWITCH && !UNITY_EDITOR
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
#endif
using (AxiNSIOKeepingDisposable.Acquire())
{
if (CheckPathNotFound(oldpath))
return false;
nn.Result result;
result = nn.fs.Directory.Rename(oldpath, newpath);
if (result.IsSuccess() == false)
@ -726,13 +634,8 @@ public class AxiNSIO
UnityEngine.Debug.LogError($"nn.fs.File.Rename 失败 {oldpath} to {newpath} : result=>{result.GetErrorInfo()}");
return false;
}
#if UNITY_SWITCH && !UNITY_EDITOR
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
#endif
return CommitSave();
}
#endif
}

View File

@ -0,0 +1,56 @@
#if UNITY_SWITCH
using nn.fs;
#endif
using System;
public class AxiNSIOKeepingDisposable : IDisposable
{
static object m_CurrLiveHandleLock = new object();
static int m_CurrLiveHandleCounter = 0;
static bool hadCounter { get { return m_CurrLiveHandleCounter > 0; } }
public static AxiNSIOKeepingDisposable Acquire()
{
return new AxiNSIOKeepingDisposable();
}
static void UpdateKeepingState(bool add)
{
#if UNITY_SWITCH
lock (m_CurrLiveHandleLock)
{
bool lasthadCounter = hadCounter;
if (add)
m_CurrLiveHandleCounter++;
else
m_CurrLiveHandleCounter--;
if (lasthadCounter == hadCounter)
return;
if (hadCounter)
{
// This next line prevents the user from quitting the game while saving.
// This is required for Nintendo Switch Guideline 0080
// 开启:阻止用户在保存时,退出游戏 Switch 条例 0080
UnityEngine.Switch.Notification.EnterExitRequestHandlingSection();
UnityEngine.Debug.Log("开启:阻止用户在保存时,退出游戏 Switch 条例 0080");
}
else
{
// 取消:阻止用户在保存时,退出游戏 Switch 条例 0080
// End preventing the user from quitting the game while saving.
UnityEngine.Switch.Notification.LeaveExitRequestHandlingSection();
UnityEngine.Debug.Log("取消:阻止用户在保存时,退出游戏 Switch 条例 0080");
}
}
#endif
}
private AxiNSIOKeepingDisposable()
{
UpdateKeepingState(true);
}
void IDisposable.Dispose()
{
UpdateKeepingState(false);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e8a1c25dc774fb84fa91f4a87be0e507
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,7 +7,7 @@ public class AxiNSMono : MonoBehaviour
float waittime;
float lastinvokeTime;
public static void SetInvoke(Action _act, int _waitsec)
public static void SetInvokeLoop(Action _act, int _waitsec)
{
GameObject gobj = GameObject.Find($"[{nameof(AxiNSMono)}]");
if (gobj == null)

View File

@ -49,7 +49,7 @@ public class AxiNSWaitHandle
static void InitMonoInit()
{
if (bMonoInit) return;
AxiNSMono.SetInvoke(Do,15);
AxiNSMono.SetInvokeLoop(Do,15);
bMonoInit = true;
}
#endregion