refactor(engine-ambient): GameMgr.GetIns throws Require; wrap SessionBattleEngine entry points
Step 5 of multi-instancing migration. GameMgr.GetIns() now resolves through BattleAmbient.Require() (throws when no scope active — fail-fast since engine callers unconditionally dereference). SessionBattleEngine now owns a single BattleAmbientContext, pushed via BattleAmbient.Enter at Setup/Receive/all ~30 read accessors and Debug* seams. EngineGlobalInit.WirePerSessionGameMgr extracted out of the _done-gated block: GameMgr is now per-session (ctx.GameMgr is a fresh `new()` per SessionBattleEngine), so the DataMgr chara ids + NetworkUserInfoData seeding must run every Setup, not process-once. The wiring itself is already idempotent. Without this, second-or- later sessions in a process NRE in NetworkBattleManagerBase.CreateBackgroundId. Expected state: SVSim.BattleEngine.Tests have known-failing tests that don't go through SessionBattleEngine (Task 6 wraps HeadlessFixture). SVSim.UnitTests mostly recover; residual failures (deal-frame Accepted:false in conductor integration tests) are captured in data_dumps/task5-test-output/failing-tests-after-task5-node-postwrap.txt for Task 7. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -79,8 +79,7 @@ public partial class GameObjMgr { public GameObjMgr() { } }
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public class GameMgr
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{
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public static GameMgr GetIns() => _ins ??= new GameMgr();
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private static GameMgr _ins;
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public static GameMgr GetIns() => SVSim.BattleEngine.Ambient.BattleAmbient.Require().GameMgr;
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public GameObject m_GameManagerObj;
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public bool IsNewReplayBattle;
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@@ -128,7 +127,10 @@ public class GameMgr
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public Wizard.CardCreateTask GetCardCreateTask() => null;
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public Wizard.MissionInfoTask GetMissionInfoTask() => null;
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public static void CreateIns() { _ins ??= new GameMgr(); }
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public static void CreateIns()
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{
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// No-op: GameMgr is now provisioned by BattleAmbientContext at scope entry.
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}
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public void CreateMgrIns(GameObject gameobj) { }
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public void BuildDeckData() { }
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public void DestroyBattleManagements() { }
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