feat(battle-engine-port): M2 step 1 — SingleBattleMgr constructs headless

First green of the M2 go/no-go probe: `new SingleBattleMgr(StandardBattleMgr-
ContentsCreator)` now builds the two-player pair fully headless against the shim,
no Unity runtime. Verdict: headless construction is feasible; every blocker was a
mechanical no-op shim fill or data seam, not a Unity/logic wall.

Shim fills (authored):
- GameMgr: lazy non-null DataMgr/PrefabMgr/InputMgr/SoundMgr/BattleControl.
- GameObject: lazy cached component model so GetComponent<T>/AddComponent<T> return
  non-null no-op instances for Component-derived T (F1: unguarded view touches).
- Resources.Load(string): cached non-null GameObject so the prefab->Instantiate->
  GetComponent chain (UnityEventAgent) yields a real object.
- ClassBattleCardViewBase: re-attach dropped IClassBattleCardView (no-op members);
  ClassBattleCardBase.Setup casts the created view to it.

Engine copy (DP1/DP3 mis-cut fix):
- CardIconControl.cs copied verbatim (manifested) + generated null-stub deleted.
  SplitAndCompleteIconStr is pure string logic on the resolution path that M1 had
  wrongly stubbed as "View" -> null deref in SkillCreator.CreateBuildInfo.

Test harness (SVSim.BattleEngine.Tests, authored fixture):
- HeadlessContentsCreator/HeadlessPhaseCreator: deterministic replica of the solo
  practice init (StandardBattleMgrContentsCreator + SingleBattlePhaseCreator) with
  no-op recovery/replay managers.
- HeadlessCardMaster: reflects the loader cards.json dump into CardMaster.
- HeadlessMasterData: minimal Data.Master (class-character list, empty collections)
  + Data.Load + player/enemy chara ids.
- ConstructionProbeTests.SingleBattleMgr_constructs_headless — GREEN.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 01:36:22 -04:00
parent 1078b1ef50
commit 2b506574e7
13 changed files with 456 additions and 22 deletions

View File

@@ -3308,3 +3308,4 @@ WrapVariableContentsScrollBarSize.cs WrapVariableContentsScrollBarSize.cs 05c94e
YuwanField.cs YuwanField.cs 1368d0b2755edbae36ce4dcabd69d8d2f6ce854765ea46621199ef20d407d13a 0
iTween.cs iTween.cs 8da77cd885d8fb1e8727e91681ab5ac00a889d0fcc9b973a4162f15a0b642a54 0
llField.cs llField.cs a0e0eaed3f22a8c4ce47f82fa80346e3b99e3ac0a6765e1ad4ade3a87c1b0189 0
Wizard.Battle.View/CardIconControl.cs Wizard.Battle.View/CardIconControl.cs affd5a289a04bc9f446f3e892403dd9cd560ee557de1e5cd743dcb031dab280c 0
1 # engine-relpath source-relpath sha256 patched(0|1)
3308 YuwanField.cs YuwanField.cs 1368d0b2755edbae36ce4dcabd69d8d2f6ce854765ea46621199ef20d407d13a 0
3309 iTween.cs iTween.cs 8da77cd885d8fb1e8727e91681ab5ac00a889d0fcc9b973a4162f15a0b642a54 0
3310 llField.cs llField.cs a0e0eaed3f22a8c4ce47f82fa80346e3b99e3ac0a6765e1ad4ade3a87c1b0189 0
3311 Wizard.Battle.View/CardIconControl.cs Wizard.Battle.View/CardIconControl.cs affd5a289a04bc9f446f3e892403dd9cd560ee557de1e5cd743dcb031dab280c 0

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@@ -0,0 +1,54 @@
using System;
namespace Wizard.Battle.View;
public class CardIconControl
{
public static string[] SplitAndCompleteIconStr(string iconStr, string[] skillTypeStr)
{
int skillCount = skillTypeStr[0].Split(',').Length;
int num = 0;
if (skillTypeStr.Length > 1)
{
num = skillTypeStr[1].Split(',').Length;
}
if (iconStr == null)
{
string[] array = new string[2]
{
CompleteIconDefaultParam(skillCount),
null
};
if (num > 0)
{
array[1] = CompleteIconDefaultParam(num);
}
return array;
}
iconStr = iconStr.Replace(" ", "");
if (string.IsNullOrEmpty(iconStr))
{
string[] array2 = new string[2]
{
CompleteIconDefaultParam(skillCount),
null
};
if (num > 0)
{
array2[1] = CompleteIconDefaultParam(num);
}
return array2;
}
return iconStr.Split(new string[1] { "//" }, StringSplitOptions.RemoveEmptyEntries);
}
public static string CompleteIconDefaultParam(int skillCount)
{
string text = string.Empty;
for (int i = 0; i < skillCount; i++)
{
text = ((!string.IsNullOrEmpty(text)) ? (text + ",none") : "none");
}
return text;
}
}

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@@ -1,10 +0,0 @@
// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.Battle.View\CardIconControl.cs
using System;
namespace Wizard.Battle.View
{
public partial class CardIconControl
{
public static string[] SplitAndCompleteIconStr(string iconStr, string[] skillTypeStr) => default!;
public static string CompleteIconDefaultParam(int skillCount) => default!;
}
}

View File

@@ -110,12 +110,15 @@ public class GameMgr
private NetworkUserInfoData _netUser;
public EffectMgr GetEffectMgr() => _effect ??= new EffectMgr();
public SoundMgr GetSoundMgr() => _sound;
public DataMgr GetDataMgr() => _data;
public SoundMgr GetSoundMgr() => _sound ??= new SoundMgr();
// Headless: hand back non-null no-op instances. The copied manager types are pure
// data/dictionary/no-op holders (no Unity in their ctors); the resolution-path ctor
// dereferences these immediately (CreateBackgroundId / CreateManager / UnityEventAgent wiring).
public DataMgr GetDataMgr() => _data ??= new DataMgr();
public GameObjMgr GetGameObjMgr() => _gameObj;
public PrefabMgr GetPrefabMgr() => _prefab;
public InputMgr GetInputMgr() => _input;
public BattleControl GetBattleCtrl() => _battleCtrl;
public PrefabMgr GetPrefabMgr() => _prefab ??= new PrefabMgr();
public InputMgr GetInputMgr() => _input ??= new InputMgr();
public BattleControl GetBattleCtrl() => _battleCtrl ??= new BattleControl();
public NetworkUserInfoData GetNetworkUserInfoData() => _netUser;
public void SetNetworkUserInfoData(NetworkUserInfoData infoData) => _netUser = infoData;
public Wizard.MailTopTask GetMailTopTask() => null;

View File

@@ -50,8 +50,19 @@ namespace UnityEngine
{
public static T Load<T>(string path) where T : Object => null;
public static T Load<T>(string path, Type t) where T : Object => null;
public static Object Load(string path) => null;
public static Object Load(string path, Type t) => null;
// Headless: the non-generic Load is used by the copied PrefabMgr to back a prefab
// dictionary that the resolution-path ctor then Instantiate()s + GetComponent()s
// (e.g. Prefab/Game/UnityEventAgent). Return a cached no-op GameObject per path so that
// chain yields a non-null object. Typed asset loads go through the generic Load<T> (null).
private static readonly System.Collections.Generic.Dictionary<string, GameObject> _loaded
= new System.Collections.Generic.Dictionary<string, GameObject>();
public static Object Load(string path)
{
if (string.IsNullOrEmpty(path)) return null;
if (!_loaded.TryGetValue(path, out var go)) { go = new GameObject(path); _loaded[path] = go; }
return go;
}
public static Object Load(string path, Type t) => Load(path);
public static T[] LoadAll<T>(string path) where T : Object => new T[0];
public static Object[] LoadAll(string path) => new Object[0];
public static ResourceRequest LoadAsync<T>(string path) where T : Object => null;

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@@ -185,8 +185,25 @@ namespace UnityEngine
public int layer { get; set; }
public string tag { get; set; }
public void SetActive(bool value) { }
public T GetComponent<T>() => default;
public Component GetComponent(Type t) => null;
// Headless component model: the resolution-path ctor (and copied views) acquire components
// off prefab GameObjects and use them unguarded (F1). Lazily create + cache a no-op instance
// per concrete Component-derived type so those touches resolve harmlessly instead of NRE.
// Non-Component T or abstract/uninstantiable T still returns default (null).
private System.Collections.Generic.Dictionary<Type, object> _components;
private object GetOrAddComponent(Type t)
{
if (t == null || t.IsAbstract || !typeof(Component).IsAssignableFrom(t)) return null;
_components ??= new System.Collections.Generic.Dictionary<Type, object>();
if (_components.TryGetValue(t, out var c)) return c;
object inst;
try { inst = Activator.CreateInstance(t); }
catch { return null; }
_components[t] = inst;
return inst;
}
public T GetComponent<T>() => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component GetComponent(Type t) => (Component)GetOrAddComponent(t);
public Component GetComponent(string t) => null;
public T GetComponentInChildren<T>() => default;
public T GetComponentInChildren<T>(bool includeInactive) => default;
@@ -196,8 +213,8 @@ namespace UnityEngine
public T GetComponentInParent<T>(bool includeInactive) => default;
public T[] GetComponents<T>() => new T[0];
public Component[] GetComponents(Type t) => new Component[0];
public T AddComponent<T>() where T : Component => default;
public Component AddComponent(Type t) => null;
public T AddComponent<T>() where T : Component => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
public Component AddComponent(Type t) => (Component)GetOrAddComponent(t);
public void SendMessage(string method) { }
public void SendMessage(string method, object value) { }
public void SendMessage(string method, object value, SendMessageOptions options) { }

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@@ -48,7 +48,18 @@ namespace Wizard.Battle.View
{
// Decomp bases (dropped by the hand stub): both derive from BattleCardView, which
// carries the IBattleCardView impl — so they convert to IBattleCardView via it.
public abstract class ClassBattleCardViewBase : BattleCardView { }
// The decomp ClassBattleCardViewBase also implements IClassBattleCardView; the resolution
// path casts the created view to it (ClassBattleCardBase.Setup), so re-attach the dropped
// interface here with no-op members (the leaf PlayerClassBattleCardView inherits them).
public abstract class ClassBattleCardViewBase : BattleCardView, IClassBattleCardView
{
public virtual Wizard.Battle.Player.ClassCharacter.IClassCharacter ClassCharacter => null;
public virtual void StartOutFrame() { }
public virtual void StartIntoFrame() { }
public virtual float GetCurrentClipTime() => 0f;
public virtual bool GetCurrentClipIsName(global::ClassCharaPrm.MotionType motionType) => false;
public virtual void ClearSpineObject() { }
}
public class NullBattleCardView : BattleCardView { public NullBattleCardView() { } public NullBattleCardView(BuildInfo buildInfo) { } public static void ReleaseSharedDummy() { } }
}