port(m1): wave 7k — M1 COMPLETE: 0 compile errors, headless engine builds (12->0)
Final three clusters: - RoomParamKey: copy Wizard.RoomMatch/RoomParamKey.cs verbatim (UriNames/WatchUriNames static dicts keyed by PlayerController.ROOM_URI + PlayerControllerForWatching. SEND_PARAMETER — both now real enums). - CardChooseTask: copy the TwoPick/CardChooseTask.cs (TaskManager `using`s .Arena.TwoPick, not .Competition — copy_loop had only landed the Competition twin). - SetCardNumLabel CS1739: decompiler param-name artifact — the local fn's 3rd param was recovered as `flag` but call sites pass it named `isRed:`. First DP5 tracked patch: Engine/UICardList.cs edited (flag->isRed, zero logic change), recorded in Patches/ + manifest patched=1 (drift-clean). M1 exit criteria met: `dotnet build SVSim.BattleEngine` = 0 errors, no Unity ref in csproj, check_drift clean. Session 7: 198 -> 0 across waves 7a-7k. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -100,7 +100,7 @@ namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForWatching { }
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public partial class PlayerControllerForWatching { } // SEND_PARAMETER enum is in Generated/PlayerControllerForWatching.g.cs
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public partial class RoomRuleSetting { }
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}
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