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背景

目前如果在剧本中使用了 config.txt 的配置数据,在清空所有数据后,这些配置相关的全局变量将获取不到值,最小复现示例(start.txt):

{Game_name}

end;

问题排查 & 解决方案

目前“清空所有数据”的操作会直接将配置数据清空,对于导出的游戏,得重启游戏这些配置才能重新获取到值;本地调试的话,得重新启动项目才行,刷新页面有概率能行。

可以修改的原始配置变量 Title_imgTitle_bgmGame_nameGame_key。想要恢复则可以在游戏选项中使用清空所有数据即可恢复。

官方文档里有这么一句话,显然现在的效果是不符合预期的。解决方案是在 config.txt 的配置初始化时,同时存一份临时数据在某个地方(window 等),这里直接选择存在 window 上,然后在执行“清空所有数据”的操作时,将这份初始化配置与默认配置一并写入。

测试用例:

{Game_name}

setVar:Game_name=new Game Name -global;

{Game_name}

end;

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Summary of Changes

Hello @ChangeSuger, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

此拉取请求旨在解决当用户在剧本中使用 config.txt 配置数据后执行“清空所有数据”操作时,这些配置相关的全局变量无法正确恢复的问题。通过在游戏启动时捕获并存储 config.txt 的初始状态,并在数据清除操作中利用此存储的状态来重新初始化相关变量,确保了配置数据在重置后能够保持预期行为,避免了需要重启游戏或项目才能恢复配置的困扰。

Highlights

  • 初始配置数据存储: 在游戏初始化时,全局存储 config.txt 的初始配置数据。
  • 数据清空时恢复配置: 在执行“清空所有数据”操作时,将全局存储的初始配置数据恢复到游戏变量中。
  • 类型定义增强: 为 window.gameConfigInit 添加了类型定义,以增强类型安全性。

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Code Review

这次的 Pull Request 旨在解决清空所有数据时,config.txt 中的初始配置会丢失的问题。解决方案是在应用初始化时,将 config.txt 的配置缓存到全局的 window 对象上,然后在执行“清空所有数据”操作时,从 window 对象恢复这些配置。这个方法有效地解决了问题。

我的审查意见主要集中在两个方面:

  1. userDataReducer.ts 中,对可能为 undefinedwindow.gameConfigInit 进行处理,以避免潜在的运行时错误。
  2. 关于将状态存储在全局 window 对象上的架构选择,我提出了一些长期的改进建议。

整体来看,这是一个有效的修复,合并前请考虑我提出的具体修改建议。

}
});

window.gameConfigInit = gameConfigInit;

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medium

将状态直接存储在全局 window 对象上虽然可以快速解决问题,但通常被认为是一种需要谨慎使用的模式,因为它会:

  • 污染全局命名空间,可能与其他库或脚本产生冲突。
  • 使数据流变得不明确,难以追踪状态的变更来源,给未来的调试和维护带来困难。

从长远来看,一个更优雅的解决方案可能是将这份初始配置也交由状态管理库(如 Redux)来管理。例如,可以创建一个专门的 slice 来存储这份不会被“清空所有数据”操作影响的初始配置。

当然,目前的实现是有效的,这里仅作为架构上的改进建议供参考。

Co-authored-by: gemini-code-assist[bot] <176961590+gemini-code-assist[bot]@users.noreply.github.com>
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