feat: isolate lobby during minigames
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
31afce6882
commit
6a5e534d00
@@ -0,0 +1,768 @@
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# MiniGame Lobby Stage Isolation Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Make the lobby and minigame mutually exclusive stages by suspending and hiding lobby UI/render/input/tick while a minigame runs, then restoring the lobby after minigame exit or enter failure.
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**Architecture:** Add a reusable `MiniGameStageIsolation` MonoBehaviour that snapshots configured lobby object state, suspends it for minigame, and restores it exactly. Keep `MiniGameHost` focused on minigame lifecycle, but guarantee `OnGameExited` fires on enter failure so the caller can restore lobby. Wire `PcLobbySmokeLauncher` to call isolation before `MiniGameHost.EnterGame` and resume it from `OnGameExited`.
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**Tech Stack:** Unity 2022.3 C#, NUnit EditMode tests, existing `MiniGameRuntime.Verify` dotnet build project, `XGame.MiniGame` runtime code.
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---
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## File Map
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- Create: `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs`
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- Runtime component that snapshots and restores lobby UI roots, scene roots, input behaviours, tick behaviours, and canvas groups.
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- Create: `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs.meta`
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- Unity meta for the new runtime script.
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- Create: `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs`
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- EditMode tests for suspend/resume, original-state restore, idempotency, and null safety.
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- Create: `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs.meta`
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- Unity meta for the new test script.
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- Modify: `Client/Assets/Script/xmain/MiniGame/PcLobbySmokeLauncher.cs`
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- Call stage isolation before entering a minigame and resume it when `MiniGameHost.OnGameExited` fires.
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- Modify: `Client/Assets/Script/xmain/MiniGame/MiniGameHost.cs`
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- Call `OnGameExited` on minigame enter failure so suspended lobby always resumes.
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- Modify: `Client/HotUpdateGames/MiniGameRuntime.Verify/MiniGameRuntime.Verify.csproj`
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- Already compiles `Assets/Script/xmain/MiniGame/**/*.cs`; only verify no extra changes needed.
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- Modify: `Client/Assets/Doc/MiniGameDevelopmentDesign.md`
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- Add a “大厅与小游戏阶段隔离” section matching the implementation.
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- Modify: `docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md`
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- Keep final spec aligned with implementation if any naming changes occur.
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---
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## Task 1: Add `MiniGameStageIsolation` With EditMode Tests
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**Files:**
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- Create: `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs`
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- Create: `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs.meta`
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- Create: `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs`
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- Create: `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs.meta`
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- [ ] **Step 1: Write failing EditMode tests**
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Create `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs`:
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```csharp
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using NUnit.Framework;
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using UnityEngine;
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using XGame.MiniGame;
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public sealed class MiniGameStageIsolationTests
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{
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private GameObject _root;
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private sealed class TestBehaviour : MonoBehaviour
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{
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}
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[TearDown]
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public void TearDown()
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{
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if (_root != null)
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{
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Object.DestroyImmediate(_root);
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_root = null;
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}
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}
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[Test]
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public void SuspendAndResume_RestoresOriginalActiveAndEnabledStates()
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{
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_root = new GameObject("root");
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GameObject uiActive = new GameObject("ui-active");
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GameObject uiInactive = new GameObject("ui-inactive");
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GameObject sceneRoot = new GameObject("scene-root");
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uiActive.transform.SetParent(_root.transform);
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uiInactive.transform.SetParent(_root.transform);
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sceneRoot.transform.SetParent(_root.transform);
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uiInactive.SetActive(false);
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var enabledInput = _root.AddComponent<TestBehaviour>();
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var disabledTick = _root.AddComponent<TestBehaviour>();
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disabledTick.enabled = false;
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var canvas = _root.AddComponent<CanvasGroup>();
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canvas.interactable = true;
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canvas.blocksRaycasts = true;
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var isolation = _root.AddComponent<MiniGameStageIsolation>();
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isolation.LobbyUiRoots = new[] { uiActive, uiInactive };
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isolation.LobbySceneRoots = new[] { sceneRoot };
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isolation.LobbyInputBehaviours = new Behaviour[] { enabledInput };
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isolation.LobbyTickBehaviours = new Behaviour[] { disabledTick };
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isolation.LobbyCanvasGroups = new[] { canvas };
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isolation.SuspendLobbyForMiniGame();
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Assert.IsTrue(isolation.IsSuspended);
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Assert.IsFalse(uiActive.activeSelf);
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Assert.IsFalse(uiInactive.activeSelf);
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Assert.IsFalse(sceneRoot.activeSelf);
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Assert.IsFalse(enabledInput.enabled);
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Assert.IsFalse(disabledTick.enabled);
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Assert.IsFalse(canvas.interactable);
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Assert.IsFalse(canvas.blocksRaycasts);
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isolation.ResumeLobbyAfterMiniGame();
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Assert.IsFalse(isolation.IsSuspended);
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Assert.IsTrue(uiActive.activeSelf);
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Assert.IsFalse(uiInactive.activeSelf);
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Assert.IsTrue(sceneRoot.activeSelf);
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Assert.IsTrue(enabledInput.enabled);
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Assert.IsFalse(disabledTick.enabled);
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Assert.IsTrue(canvas.interactable);
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Assert.IsTrue(canvas.blocksRaycasts);
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}
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[Test]
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public void SuspendAndResume_AreIdempotent()
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{
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_root = new GameObject("root");
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GameObject ui = new GameObject("ui");
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ui.transform.SetParent(_root.transform);
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var behaviour = _root.AddComponent<TestBehaviour>();
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var isolation = _root.AddComponent<MiniGameStageIsolation>();
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isolation.LobbyUiRoots = new[] { ui };
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isolation.LobbyInputBehaviours = new Behaviour[] { behaviour };
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isolation.SuspendLobbyForMiniGame();
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ui.SetActive(true);
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behaviour.enabled = true;
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isolation.SuspendLobbyForMiniGame();
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Assert.IsFalse(ui.activeSelf);
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Assert.IsFalse(behaviour.enabled);
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isolation.ResumeLobbyAfterMiniGame();
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isolation.ResumeLobbyAfterMiniGame();
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Assert.IsTrue(ui.activeSelf);
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Assert.IsTrue(behaviour.enabled);
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}
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[Test]
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public void SuspendAndResume_IgnoreNullEntries()
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{
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_root = new GameObject("root");
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var isolation = _root.AddComponent<MiniGameStageIsolation>();
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isolation.LobbyUiRoots = new GameObject[] { null };
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isolation.LobbySceneRoots = new GameObject[] { null };
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isolation.LobbyInputBehaviours = new Behaviour[] { null };
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isolation.LobbyTickBehaviours = new Behaviour[] { null };
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isolation.LobbyCanvasGroups = new CanvasGroup[] { null };
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Assert.DoesNotThrow(() => isolation.SuspendLobbyForMiniGame());
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Assert.DoesNotThrow(() => isolation.ResumeLobbyAfterMiniGame());
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}
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}
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```
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- [ ] **Step 2: Create test meta file**
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Create `Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs.meta`:
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```text
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fileFormatVersion: 2
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guid: 0db89d5629e34042af0af9a432d1efb7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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```
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- [ ] **Step 3: Run tests to verify RED**
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Run Unity EditMode test command:
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```bash
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"D:/Program Files/Unity 2022.3.62f3/Editor/Unity.exe" -batchmode -projectPath "D:/UD/AI/AIC#Project/Client" -runTests -testPlatform EditMode -testResults "D:/UD/AI/AIC#Project/Temp/minigame-stage-isolation-editmode.xml" -quit
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```
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Expected: FAIL because `XGame.MiniGame.MiniGameStageIsolation` does not exist.
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- [ ] **Step 4: Implement `MiniGameStageIsolation`**
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Create `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs`:
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```csharp
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using System.Collections.Generic;
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using UnityEngine;
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namespace XGame.MiniGame
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{
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public sealed class MiniGameStageIsolation : MonoBehaviour
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{
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public GameObject[] LobbyUiRoots;
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public GameObject[] LobbySceneRoots;
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public Behaviour[] LobbyInputBehaviours;
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public Behaviour[] LobbyTickBehaviours;
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public CanvasGroup[] LobbyCanvasGroups;
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private readonly List<GameObjectState> _gameObjectStates = new List<GameObjectState>();
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private readonly List<BehaviourState> _behaviourStates = new List<BehaviourState>();
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private readonly List<CanvasGroupState> _canvasGroupStates = new List<CanvasGroupState>();
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public bool IsSuspended { get; private set; }
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public void SuspendLobbyForMiniGame()
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{
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if (IsSuspended)
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{
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ApplySuspendedState();
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return;
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}
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CaptureState();
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IsSuspended = true;
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ApplySuspendedState();
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}
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public void ResumeLobbyAfterMiniGame()
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{
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if (!IsSuspended)
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{
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return;
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}
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for (int i = 0; i < _gameObjectStates.Count; i++)
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{
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GameObjectState state = _gameObjectStates[i];
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if (state.Target != null)
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{
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state.Target.SetActive(state.ActiveSelf);
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}
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}
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for (int i = 0; i < _behaviourStates.Count; i++)
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{
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BehaviourState state = _behaviourStates[i];
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if (state.Target != null)
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{
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state.Target.enabled = state.Enabled;
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}
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}
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for (int i = 0; i < _canvasGroupStates.Count; i++)
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{
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CanvasGroupState state = _canvasGroupStates[i];
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if (state.Target != null)
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{
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state.Target.interactable = state.Interactable;
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state.Target.blocksRaycasts = state.BlocksRaycasts;
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}
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}
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_gameObjectStates.Clear();
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_behaviourStates.Clear();
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_canvasGroupStates.Clear();
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IsSuspended = false;
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}
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private void CaptureState()
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{
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_gameObjectStates.Clear();
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_behaviourStates.Clear();
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_canvasGroupStates.Clear();
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CaptureGameObjects(LobbyUiRoots);
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CaptureGameObjects(LobbySceneRoots);
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CaptureBehaviours(LobbyInputBehaviours);
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CaptureBehaviours(LobbyTickBehaviours);
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CaptureCanvasGroups(LobbyCanvasGroups);
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}
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private void ApplySuspendedState()
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{
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SetGameObjectsActive(LobbyUiRoots, false);
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SetGameObjectsActive(LobbySceneRoots, false);
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SetBehavioursEnabled(LobbyInputBehaviours, false);
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SetBehavioursEnabled(LobbyTickBehaviours, false);
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SetCanvasGroupsBlocked(LobbyCanvasGroups, false, false);
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}
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private void CaptureGameObjects(GameObject[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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GameObject target = targets[i];
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if (target != null)
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{
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_gameObjectStates.Add(new GameObjectState(target, target.activeSelf));
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}
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}
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}
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private void CaptureBehaviours(Behaviour[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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Behaviour target = targets[i];
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if (target != null)
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{
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_behaviourStates.Add(new BehaviourState(target, target.enabled));
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}
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}
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}
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private void CaptureCanvasGroups(CanvasGroup[] targets)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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CanvasGroup target = targets[i];
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if (target != null)
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{
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_canvasGroupStates.Add(new CanvasGroupState(target, target.interactable, target.blocksRaycasts));
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}
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}
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}
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private static void SetGameObjectsActive(GameObject[] targets, bool active)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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if (targets[i] != null)
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{
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targets[i].SetActive(active);
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}
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}
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}
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private static void SetBehavioursEnabled(Behaviour[] targets, bool enabled)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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if (targets[i] != null)
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{
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targets[i].enabled = enabled;
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}
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}
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}
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private static void SetCanvasGroupsBlocked(CanvasGroup[] targets, bool interactable, bool blocksRaycasts)
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{
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if (targets == null) return;
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for (int i = 0; i < targets.Length; i++)
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{
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CanvasGroup target = targets[i];
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if (target != null)
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{
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target.interactable = interactable;
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target.blocksRaycasts = blocksRaycasts;
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}
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}
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}
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private readonly struct GameObjectState
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{
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public readonly GameObject Target;
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public readonly bool ActiveSelf;
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public GameObjectState(GameObject target, bool activeSelf)
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{
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Target = target;
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ActiveSelf = activeSelf;
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}
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}
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private readonly struct BehaviourState
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{
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public readonly Behaviour Target;
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public readonly bool Enabled;
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public BehaviourState(Behaviour target, bool enabled)
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{
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Target = target;
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Enabled = enabled;
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}
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}
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private readonly struct CanvasGroupState
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{
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public readonly CanvasGroup Target;
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public readonly bool Interactable;
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public readonly bool BlocksRaycasts;
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public CanvasGroupState(CanvasGroup target, bool interactable, bool blocksRaycasts)
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{
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Target = target;
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Interactable = interactable;
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BlocksRaycasts = blocksRaycasts;
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}
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}
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}
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}
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```
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- [ ] **Step 5: Create runtime meta file**
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Create `Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs.meta`:
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```text
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fileFormatVersion: 2
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guid: 51e84fcb0d45460891d9f0f8e60bf2a6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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```
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- [ ] **Step 6: Run tests to verify GREEN**
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Run:
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```bash
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"D:/Program Files/Unity 2022.3.62f3/Editor/Unity.exe" -batchmode -projectPath "D:/UD/AI/AIC#Project/Client" -runTests -testPlatform EditMode -testResults "D:/UD/AI/AIC#Project/Temp/minigame-stage-isolation-editmode.xml" -quit
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```
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Expected: `MiniGameStageIsolationTests` pass.
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---
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## Task 2: Wire Isolation Into `PcLobbySmokeLauncher`
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**Files:**
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- Modify: `Client/Assets/Script/xmain/MiniGame/PcLobbySmokeLauncher.cs`
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- [ ] **Step 1: Add isolation field and helper methods**
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In `PcLobbySmokeLauncher`, add a field near `AutoStart`:
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```csharp
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public MiniGameStageIsolation StageIsolation;
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```
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Add these helper methods near `EnterAssignedGame`:
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```csharp
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private MiniGameStageIsolation ResolveStageIsolation()
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{
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if (StageIsolation != null)
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{
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return StageIsolation;
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}
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StageIsolation = GetComponent<MiniGameStageIsolation>();
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return StageIsolation;
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}
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private void SuspendLobbyStage()
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{
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MiniGameStageIsolation isolation = ResolveStageIsolation();
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if (isolation != null)
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{
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isolation.SuspendLobbyForMiniGame();
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}
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}
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private void ResumeLobbyStage()
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{
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MiniGameStageIsolation isolation = ResolveStageIsolation();
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if (isolation != null)
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{
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isolation.ResumeLobbyAfterMiniGame();
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}
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}
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```
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- [ ] **Step 2: Suspend before entering minigame**
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In `EnterAssignedGame`, immediately after `_lobbyNet = null;`, add:
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```csharp
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SuspendLobbyStage();
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```
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|
||||
- [ ] **Step 3: Resume from `OnGameExited` before restoring lobby network/UI state**
|
||||
|
||||
In the `_gameHost.OnGameExited = () =>` callback, add `ResumeLobbyStage();` as the first statement:
|
||||
|
||||
```csharp
|
||||
_gameHost.OnGameExited = () =>
|
||||
{
|
||||
ResumeLobbyStage();
|
||||
_status = "returned to lobby";
|
||||
_matching = false;
|
||||
_lobbyNet = new MiniGameNetChannel(_socket);
|
||||
_lobbyNet.OnFrameworkFrame = OnLobbyFrameworkFrame;
|
||||
_lobbyActive = true;
|
||||
RequestGameList();
|
||||
};
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Build runtime verify project**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
dotnet build Client/HotUpdateGames/MiniGameRuntime.Verify/MiniGameRuntime.Verify.csproj -c Release -nologo
|
||||
```
|
||||
|
||||
Expected: build succeeds with 0 warnings and 0 errors.
|
||||
|
||||
---
|
||||
|
||||
## Task 3: Ensure Enter Failure Restores Lobby
|
||||
|
||||
**Files:**
|
||||
- Modify: `Client/Assets/Script/xmain/MiniGame/MiniGameHost.cs`
|
||||
|
||||
- [ ] **Step 1: Add failure exit helper**
|
||||
|
||||
In `MiniGameHost`, add this method near `ExitGame()`:
|
||||
|
||||
```csharp
|
||||
private void FailEnterAndExit(string reason)
|
||||
{
|
||||
DestroyResultDialog();
|
||||
_waitingForResultConfirm = false;
|
||||
_running = false;
|
||||
_client = null;
|
||||
_net = null;
|
||||
_ctx = null;
|
||||
if (_players != null)
|
||||
{
|
||||
_players.SetRoomPlayers(null);
|
||||
}
|
||||
if (_assets != null)
|
||||
{
|
||||
_assets.UnloadAll();
|
||||
_assets = null;
|
||||
}
|
||||
Debug.LogError("[MiniGameHost] 进入小游戏失败: " + reason);
|
||||
OnGameExited?.Invoke();
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Use helper on download failure**
|
||||
|
||||
Replace:
|
||||
|
||||
```csharp
|
||||
if (!ok) { Debug.LogError("[MiniGameHost] 下载失败: " + dl.Error); yield break; }
|
||||
```
|
||||
|
||||
with:
|
||||
|
||||
```csharp
|
||||
if (!ok)
|
||||
{
|
||||
FailEnterAndExit("下载失败: " + dl.Error);
|
||||
yield break;
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Use helper on assembly load failure**
|
||||
|
||||
Replace:
|
||||
|
||||
```csharp
|
||||
if (!asmLoader.Load(dl.LocalDir, dl.Manifest))
|
||||
{ Debug.LogError("[MiniGameHost] 加载程序集失败: " + asmLoader.Error); yield break; }
|
||||
```
|
||||
|
||||
with:
|
||||
|
||||
```csharp
|
||||
if (!asmLoader.Load(dl.LocalDir, dl.Manifest))
|
||||
{
|
||||
FailEnterAndExit("加载程序集失败: " + asmLoader.Error);
|
||||
yield break;
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Wrap client creation and OnEnter failures**
|
||||
|
||||
Replace the block from `_client = asmLoader.CreateClient();` through `SafeCall(() => _client.OnEnter(_ctx), "OnEnter");` with:
|
||||
|
||||
```csharp
|
||||
try
|
||||
{
|
||||
_client = asmLoader.CreateClient();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
FailEnterAndExit("创建客户端失败: " + e.Message);
|
||||
yield break;
|
||||
}
|
||||
|
||||
_assets = new MiniGameAssetLoader(dl.LocalDir, dl.Manifest);
|
||||
if (_players == null)
|
||||
{
|
||||
_players = new RoomPlayerService();
|
||||
}
|
||||
_ctx = new GameClientCtx(
|
||||
_assets,
|
||||
new UnityLogger($"[{gameId}]"),
|
||||
_players,
|
||||
msg => { if (_net != null) _net.SendGame(msg); },
|
||||
() => ExitGame());
|
||||
|
||||
if (sendMatchRequest)
|
||||
{
|
||||
_net.SendFramework(FrameworkOpcode.MatchRequest,
|
||||
new MatchRequestMsg { GameId = gameId, Version = version }.Encode());
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
_client.OnEnter(_ctx);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
FailEnterAndExit("OnEnter 抛异常: " + e.Message);
|
||||
yield break;
|
||||
}
|
||||
```
|
||||
|
||||
- [ ] **Step 5: Keep success path unchanged**
|
||||
|
||||
After the `try/catch`, keep:
|
||||
|
||||
```csharp
|
||||
_running = true;
|
||||
Debug.Log("[MiniGameHost] 小游戏已进入: " + gameId);
|
||||
```
|
||||
|
||||
- [ ] **Step 6: Build runtime verify project**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
dotnet build Client/HotUpdateGames/MiniGameRuntime.Verify/MiniGameRuntime.Verify.csproj -c Release -nologo
|
||||
```
|
||||
|
||||
Expected: build succeeds with 0 warnings and 0 errors.
|
||||
|
||||
---
|
||||
|
||||
## Task 4: Sync Documentation
|
||||
|
||||
**Files:**
|
||||
- Modify: `Client/Assets/Doc/MiniGameDevelopmentDesign.md`
|
||||
- Modify: `docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md`
|
||||
|
||||
- [ ] **Step 1: Add stage isolation section to `MiniGameDevelopmentDesign.md`**
|
||||
|
||||
Append a section before “异常处理与兜底”:
|
||||
|
||||
```markdown
|
||||
## 大厅与小游戏阶段隔离
|
||||
|
||||
进入小游戏后,大厅必须暂停并隐藏,直到小游戏退出后再恢复。大厅与小游戏是互斥阶段,不允许大厅 UI、输入、场景单位渲染与小游戏同时处于可操作状态。
|
||||
|
||||
隔离由 `MiniGameStageIsolation` 负责,调用方在进入小游戏前调用 `SuspendLobbyForMiniGame()`,在 `MiniGameHost.OnGameExited` 中调用 `ResumeLobbyAfterMiniGame()`。`MiniGameHost` 只负责小游戏生命周期,不直接依赖大厅对象。
|
||||
|
||||
隔离范围包括:
|
||||
|
||||
- 大厅操作 UI 根节点:隐藏并在恢复时还原原始 active 状态。
|
||||
- 大厅场景/单位/特效根节点:隐藏并停止渲染。
|
||||
- 大厅输入脚本:禁用,避免小游戏期间响应大厅点击、摇杆或快捷键。
|
||||
- 大厅 Tick/表现脚本:禁用,避免后台继续驱动大厅单位。
|
||||
- 需要保持 active 的 CanvasGroup:关闭交互和射线阻挡。
|
||||
|
||||
进入失败也必须恢复大厅。下载失败、校验失败、DLL 加载失败或热更客户端 `OnEnter` 抛异常时,`MiniGameHost` 会触发 `OnGameExited`,调用方应统一在该回调中恢复大厅。
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Ensure spec matches final method names**
|
||||
|
||||
In `docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md`, ensure it references:
|
||||
|
||||
```text
|
||||
MiniGameStageIsolation.SuspendLobbyForMiniGame()
|
||||
MiniGameStageIsolation.ResumeLobbyAfterMiniGame()
|
||||
MiniGameHost.OnGameExited
|
||||
```
|
||||
|
||||
- [ ] **Step 3: Scan docs for placeholders**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
rg -n "TBD|TODO|FIXME|待定|占位" Client/Assets/Doc/MiniGameDevelopmentDesign.md docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md
|
||||
```
|
||||
|
||||
Expected: no matches.
|
||||
|
||||
---
|
||||
|
||||
## Task 5: Final Verification And Commit
|
||||
|
||||
**Files:**
|
||||
- All files from Tasks 1-4.
|
||||
|
||||
- [ ] **Step 1: Run EditMode isolation tests**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
"D:/Program Files/Unity 2022.3.62f3/Editor/Unity.exe" -batchmode -projectPath "D:/UD/AI/AIC#Project/Client" -runTests -testPlatform EditMode -testResults "D:/UD/AI/AIC#Project/Temp/minigame-stage-isolation-editmode.xml" -quit
|
||||
```
|
||||
|
||||
Expected: `MiniGameStageIsolationTests` pass. If unrelated pre-existing EditMode tests fail, report them separately and still verify the XML contains passing `MiniGameStageIsolationTests`.
|
||||
|
||||
- [ ] **Step 2: Build runtime verify project**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
dotnet build Client/HotUpdateGames/MiniGameRuntime.Verify/MiniGameRuntime.Verify.csproj -c Release -nologo
|
||||
```
|
||||
|
||||
Expected: build succeeds with 0 warnings and 0 errors.
|
||||
|
||||
- [ ] **Step 3: Run shared framework tests to ensure previous room player work stays green**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
dotnet test Server/Framework.Shared.Tests/Framework.Shared.Tests.csproj --no-restore
|
||||
```
|
||||
|
||||
Expected: 57 tests pass, 0 fail.
|
||||
|
||||
- [ ] **Step 4: Inspect relevant diff only**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
git diff -- Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs.meta Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs.meta Client/Assets/Script/xmain/MiniGame/PcLobbySmokeLauncher.cs Client/Assets/Script/xmain/MiniGame/MiniGameHost.cs Client/Assets/Doc/MiniGameDevelopmentDesign.md docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md docs/superpowers/plans/2026-07-29-minigame-lobby-stage-isolation.md
|
||||
```
|
||||
|
||||
Expected: diff only contains stage isolation feature and related docs/plan.
|
||||
|
||||
- [ ] **Step 5: Commit only relevant files**
|
||||
|
||||
Run:
|
||||
|
||||
```bash
|
||||
git add Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs Client/Assets/Script/xmain/MiniGame/MiniGameStageIsolation.cs.meta Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs Client/Assets/Script/Tests/EditMode/MiniGameStageIsolationTests.cs.meta Client/Assets/Script/xmain/MiniGame/PcLobbySmokeLauncher.cs Client/Assets/Script/xmain/MiniGame/MiniGameHost.cs Client/Assets/Doc/MiniGameDevelopmentDesign.md docs/superpowers/specs/2026-07-29-minigame-lobby-stage-isolation-design.md docs/superpowers/plans/2026-07-29-minigame-lobby-stage-isolation.md
|
||||
git commit -m "feat: isolate lobby during minigames" -m "Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>"
|
||||
```
|
||||
|
||||
Expected: commit succeeds on the current feature branch without staging unrelated art/animation changes.
|
||||
|
||||
---
|
||||
|
||||
## Self-Review
|
||||
|
||||
- Spec coverage: Tasks cover a reusable isolation component, lobby smoke integration, enter-failure recovery through `OnGameExited`, docs, EditMode tests, and runtime build verification.
|
||||
- Placeholder scan: No implementation placeholders are left in this plan.
|
||||
- Type consistency: The plan consistently uses `MiniGameStageIsolation`, `SuspendLobbyForMiniGame`, `ResumeLobbyAfterMiniGame`, `StageIsolation`, and `MiniGameHost.OnGameExited`.
|
||||
@@ -0,0 +1,194 @@
|
||||
# MiniGame Lobby Stage Isolation Design
|
||||
|
||||
## 目标
|
||||
|
||||
进入小游戏后,大厅必须进入暂停并隐藏状态:大厅操作界面关闭或不可交互,大厅场景和单位不再渲染,大厅输入和大厅 Tick 停止,直到小游戏完全退出后再恢复大厅。这样大厅和小游戏成为两个互斥阶段,避免大厅 UI、输入、场景渲染和小游戏同时存在导致遮挡、误操作或性能浪费。
|
||||
|
||||
本设计采用“暂停并隐藏大厅”,不销毁大厅对象。原因是当前大厅/小游戏链路复用同一 `XWebSocket`,小游戏结束后要快速回到大厅;销毁重建大厅会引入额外状态恢复和网络重连复杂度。
|
||||
|
||||
## 范围
|
||||
|
||||
本设计覆盖:
|
||||
|
||||
- 进入小游戏前暂停大厅 UI、输入、Tick 和渲染。
|
||||
- 小游戏运行期间保持大厅不可见、不可操作。
|
||||
- 小游戏退出或进入失败时恢复大厅。
|
||||
- 保持 `MiniGameHost` 只负责小游戏生命周期,不让它直接依赖大厅对象。
|
||||
- 先支持 `PcLobbySmokeLauncher` 链路,后续正式大厅入口复用同一隔离组件。
|
||||
|
||||
不覆盖:
|
||||
|
||||
- 销毁并重新加载完整大厅场景。
|
||||
- 大厅业务状态持久化重建。
|
||||
- 小游戏内部 UI 设计。
|
||||
|
||||
## 架构
|
||||
|
||||
新增通用组件 `MiniGameStageIsolation`,放在 `Client/Assets/Script/xmain/MiniGame/`。它是大厅阶段隔离控制器,只负责保存大厅对象原始状态、暂停大厅、恢复大厅,不包含具体小游戏逻辑。
|
||||
|
||||
`MiniGameHost` 继续只处理:下载、校验、加载 DLL、创建 `IGameClient`、网络 Pump、结算、退出清理。它不直接关闭大厅 UI 或大厅场景。
|
||||
|
||||
调用方负责把隔离控制器串到流程里。当前 `PcLobbySmokeLauncher` 在收到 `MatchAssigned` 后调用:
|
||||
|
||||
```text
|
||||
EnterAssignedGame(gameId, version)
|
||||
↓
|
||||
MiniGameStageIsolation.SuspendLobbyForMiniGame()
|
||||
↓
|
||||
MiniGameHost.EnterGame(...)
|
||||
↓
|
||||
MiniGameHost.OnGameExited
|
||||
↓
|
||||
MiniGameStageIsolation.ResumeLobbyAfterMiniGame()
|
||||
↓
|
||||
恢复大厅网络 Pump 和大厅操作界面
|
||||
```
|
||||
|
||||
## `MiniGameStageIsolation` 职责
|
||||
|
||||
建议接口:
|
||||
|
||||
```csharp
|
||||
public sealed class MiniGameStageIsolation : MonoBehaviour
|
||||
{
|
||||
public GameObject[] LobbyUiRoots;
|
||||
public GameObject[] LobbySceneRoots;
|
||||
public Behaviour[] LobbyInputBehaviours;
|
||||
public Behaviour[] LobbyTickBehaviours;
|
||||
public CanvasGroup[] LobbyCanvasGroups;
|
||||
|
||||
public bool IsSuspended { get; }
|
||||
|
||||
public void SuspendLobbyForMiniGame();
|
||||
public void ResumeLobbyAfterMiniGame();
|
||||
}
|
||||
```
|
||||
|
||||
字段语义:
|
||||
|
||||
- `LobbyUiRoots`:大厅普通操作界面根节点。Suspend 时 `SetActive(false)`,Resume 时恢复原始 active 状态。
|
||||
- `LobbySceneRoots`:大厅 3D 场景、单位、特效、地图等渲染根节点。Suspend 时 `SetActive(false)`,Resume 时恢复原始 active 状态。
|
||||
- `LobbyInputBehaviours`:大厅输入、摇杆、点击、快捷键等脚本。Suspend 时 `enabled = false`,Resume 时恢复原始 enabled 状态。
|
||||
- `LobbyTickBehaviours`:大厅逻辑 Tick、AI 展示、场景表现控制等脚本。Suspend 时 `enabled = false`,Resume 时恢复原始 enabled 状态。
|
||||
- `LobbyCanvasGroups`:需要保留 active 但禁止交互的 UI 根。Suspend 时 `interactable=false`、`blocksRaycasts=false`,Resume 时恢复原状态。
|
||||
|
||||
实现要求:
|
||||
|
||||
1. 防重入:重复调用 `SuspendLobbyForMiniGame()` 不重复覆盖原始状态;重复调用 `ResumeLobbyAfterMiniGame()` 不报错。
|
||||
2. 恢复原状:Resume 恢复的是 Suspend 前的原始状态,不是简单全部打开。
|
||||
3. 空引用安全:数组里存在 null 时跳过并打印 warning 或静默跳过。
|
||||
4. 不销毁对象:只隐藏或禁用,避免破坏大厅状态。
|
||||
5. 不管理小游戏对象:小游戏 UI/资源由 `MiniGameHost` 和热更客户端清理。
|
||||
|
||||
## 大厅链路接入
|
||||
|
||||
`PcLobbySmokeLauncher` 当前已经有 `_lobbyActive` 控制大厅网络 Pump,有 `_matching` 控制匹配状态,有 `OnGameExited` 恢复大厅网络和刷新游戏列表。
|
||||
|
||||
接入后:
|
||||
|
||||
- `EnterAssignedGame()` 中,在 `MiniGameHost.EnterGame()` 前调用隔离器 Suspend。
|
||||
- `OnGameExited` 中,先 Resume 大厅,再恢复 `_lobbyNet`、`_lobbyActive`、`_matching`,最后 `RequestGameList()`。
|
||||
- 如果 `MiniGameHost.EnterGame()` 下载失败或加载失败,也必须触发恢复,避免大厅被隐藏后卡死。
|
||||
|
||||
建议 `MiniGameHost` 在进入失败路径调用一个统一失败退出函数,确保 `OnGameExited` 被调用。例如:
|
||||
|
||||
```text
|
||||
CoEnter 下载失败 / DLL 加载失败 / CreateClient 失败
|
||||
↓
|
||||
FailEnterAndExit(reason)
|
||||
↓
|
||||
清理已创建资源
|
||||
↓
|
||||
OnGameExited?.Invoke()
|
||||
```
|
||||
|
||||
这样大厅隔离恢复不需要知道失败原因,只要监听 `OnGameExited`。
|
||||
|
||||
## 生命周期
|
||||
|
||||
正常进入:
|
||||
|
||||
```text
|
||||
大厅收到 MatchAssigned
|
||||
↓
|
||||
暂停大厅网络 Pump(_lobbyActive=false)
|
||||
↓
|
||||
MiniGameStageIsolation.SuspendLobbyForMiniGame()
|
||||
↓
|
||||
MiniGameHost.EnterGame(...)
|
||||
↓
|
||||
小游戏下载、加载、OnEnter
|
||||
↓
|
||||
小游戏运行,期间大厅不可见不可操作
|
||||
```
|
||||
|
||||
正常退出:
|
||||
|
||||
```text
|
||||
小游戏 RoomEnd / 玩家确认结算 / 主动退出
|
||||
↓
|
||||
MiniGameHost.ExitGame()
|
||||
↓
|
||||
热更客户端 OnExit + 资源卸载
|
||||
↓
|
||||
OnGameExited
|
||||
↓
|
||||
MiniGameStageIsolation.ResumeLobbyAfterMiniGame()
|
||||
↓
|
||||
恢复大厅网络 Pump 和大厅 UI
|
||||
↓
|
||||
刷新大厅列表或大厅状态
|
||||
```
|
||||
|
||||
失败恢复:
|
||||
|
||||
```text
|
||||
小游戏下载失败 / 校验失败 / DLL 加载失败 / 入口类型错误
|
||||
↓
|
||||
MiniGameHost 清理部分初始化状态
|
||||
↓
|
||||
OnGameExited
|
||||
↓
|
||||
MiniGameStageIsolation.ResumeLobbyAfterMiniGame()
|
||||
↓
|
||||
大厅恢复可见和可操作,并显示错误日志或状态
|
||||
```
|
||||
|
||||
## 错误处理
|
||||
|
||||
- Suspend 后如果 EnterGame 失败,必须恢复大厅。
|
||||
- Resume 前如果部分对象已被外部销毁,跳过该对象,不抛异常。
|
||||
- 小游戏结算弹窗显示期间大厅仍保持隐藏,避免结算窗和大厅 UI 叠加。
|
||||
- 玩家重复点击进入小游戏时,如果 `IsSuspended == true`,不再次进入或不再次保存状态。
|
||||
- 如果大厅本身某些 UI 在进入前就是关闭状态,退出小游戏后仍保持关闭。
|
||||
|
||||
## 测试策略
|
||||
|
||||
编辑器/纯 C# 可验证:
|
||||
|
||||
1. `MiniGameStageIsolation` Suspend 后:
|
||||
- 配置的 UI root inactive。
|
||||
- 配置的 scene root inactive。
|
||||
- 输入 Behaviour disabled。
|
||||
- Tick Behaviour disabled。
|
||||
- CanvasGroup 不可交互且不挡射线。
|
||||
2. Resume 后恢复 Suspend 前状态。
|
||||
3. 重复 Suspend/Resume 不破坏状态。
|
||||
4. null 配置不抛异常。
|
||||
|
||||
运行时 smoke 验证:
|
||||
|
||||
1. 进入小游戏后,大厅操作 GUI 不再显示或不可操作。
|
||||
2. 大厅 3D/单位根节点不可见。
|
||||
3. 小游戏结算弹窗期间大厅仍隐藏。
|
||||
4. 点击结算确认退出小游戏后,大厅恢复可见可操作。
|
||||
5. CDN 缺包或 DLL 加载失败时,大厅也能恢复。
|
||||
|
||||
## 文档同步
|
||||
|
||||
`Client/Assets/Doc/MiniGameDevelopmentDesign.md` 应补充“大厅与小游戏阶段隔离”章节,说明:
|
||||
|
||||
- 小游戏期间大厅必须暂停并隐藏。
|
||||
- 隔离职责属于调用方/隔离组件,不属于具体小游戏。
|
||||
- `MiniGameHost.OnGameExited` 是恢复大厅的统一时机。
|
||||
- 新小游戏不得直接操作大厅对象。
|
||||
Reference in New Issue
Block a user