devwinsoft/devian/10-achieve-manager

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Install

npx vskill@latest install devwinsoft/devian/10-achieve-manager

SKILL.md

10-achieve-manager

Status: ACTIVE AppliesTo: v10

MobilePackage 샘플의 AchieveManager 설계 문서다.


Implementation Location (3-path mirror)

파일UPM (정본)Packages (sync)Assets/Samples (import)
AchieveManager.csupm/com.devian.foundation/Samples~/MobilePackage/Runtime/Achieve/Packages/com.devian.foundation/Samples~/MobilePackage/Runtime/Achieve/Assets/Samples/Devian Samples/{version}/MobilePackage/Runtime/Achieve/
IAchievePlatformAdapter.cs동일 경로동일 경로동일 경로

Public API

  • InitializeAsync(ct) -> Task<CommonResult>
  • RefreshRuntimes()
  • GetRuntimeState(achievementId) -> MissionRuntimeState
  • ClaimAsync(achievementId, ct) -> Task<GameResult>
  • Notify(msgType)
  • Notify(msgType, params object[] args)
  • Subcribe(EntityId, ACHIEVE_MESSAGE_TYPE, Handler)
  • SubcribeOnce(EntityId, ACHIEVE_MESSAGE_TYPE, Action<object[]>)
  • UnSubcribe(EntityId)
  • UnlockAchievementAsync(achievementId, ct) -> Task<CommonResult>
  • SyncAsync(ct) -> Task<CommonResult>
  • ClearStorage()

Events:

  • OnRuntimeInitialized
  • OnRuntimeActive
  • OnRuntimeProgress
  • OnRuntimeClaimable
  • OnRuntimeLevelUp
  • OnRuntimeRewarded
  • OnAchievementUnlocked

Internal Responsibilities

  • TB_ACHIEVE_SOCIAL + TB_ACHIEVE_PASS 기반 runtime 생성/복구
  • ACHIEVE_TYPE 기반 runtime 타입 분기(AchieveRuntimeSocial, AchieveRuntimePass)
  • GameMessageManager 구독 기반 runtime projection 동기화
  • InventoryManager 구독 기반 PASS runtime(req_pass_id) WAIT 전이 동기화
  • ACHIEVE_MESSAGE_TYPE 기반 외부 알림 트리거 publish
  • claim 보상 적용 및 level-up 처리
  • 플랫폼 adapter 연동 (IAchievePlatformAdapter.cs: Apple/Google/Unsupported)

Hard Rules

  • 공개 API는 내부 achievementId만 사용
  • 초기화 시 achieve_id group 기준 runtime 항상 생성
  • ACHIEVE_SOCIAL의 req_msg_id/req_value, ACHIEVE_PASS의 req_pass_id/req_season_id 설정 row는 WAIT 시작 후 req 충족 시 ACTIVE 전이
  • level-up 시 기존 stat 바인딩을 다음 level row로 교체
  • level-up 시에도 타입별 req 조건을 재평가해 WAIT/ACTIVE 시작 상태를 결정
  • req_pass_id가 있는 PASS runtime은 InventoryManager helper 구독으로 Pass 변경 콜백을 받아 재평가한다.
  • 플랫폼 unlock 실패는 claim 전체를 롤백하지 않는다(best-effort)
  • 플랫폼 unlock은 ACHIEVE_TYPE.ONCE runtime에만 수행한다.
  • 저장 실패는 claim 실패로 반환한다

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