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>
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@@ -50,8 +50,19 @@ namespace UnityEngine
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{
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public static T Load<T>(string path) where T : Object => null;
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public static T Load<T>(string path, Type t) where T : Object => null;
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public static Object Load(string path) => null;
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public static Object Load(string path, Type t) => null;
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// Headless: the non-generic Load is used by the copied PrefabMgr to back a prefab
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// dictionary that the resolution-path ctor then Instantiate()s + GetComponent()s
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// (e.g. Prefab/Game/UnityEventAgent). Return a cached no-op GameObject per path so that
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// chain yields a non-null object. Typed asset loads go through the generic Load<T> (null).
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private static readonly System.Collections.Generic.Dictionary<string, GameObject> _loaded
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= new System.Collections.Generic.Dictionary<string, GameObject>();
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public static Object Load(string path)
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{
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if (string.IsNullOrEmpty(path)) return null;
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if (!_loaded.TryGetValue(path, out var go)) { go = new GameObject(path); _loaded[path] = go; }
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return go;
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}
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public static Object Load(string path, Type t) => Load(path);
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public static T[] LoadAll<T>(string path) where T : Object => new T[0];
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public static Object[] LoadAll(string path) => new Object[0];
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public static ResourceRequest LoadAsync<T>(string path) where T : Object => null;
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@@ -185,8 +185,25 @@ namespace UnityEngine
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public int layer { get; set; }
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public string tag { get; set; }
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public void SetActive(bool value) { }
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public T GetComponent<T>() => default;
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public Component GetComponent(Type t) => null;
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// Headless component model: the resolution-path ctor (and copied views) acquire components
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// off prefab GameObjects and use them unguarded (F1). Lazily create + cache a no-op instance
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// per concrete Component-derived type so those touches resolve harmlessly instead of NRE.
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// Non-Component T or abstract/uninstantiable T still returns default (null).
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private System.Collections.Generic.Dictionary<Type, object> _components;
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private object GetOrAddComponent(Type t)
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{
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if (t == null || t.IsAbstract || !typeof(Component).IsAssignableFrom(t)) return null;
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_components ??= new System.Collections.Generic.Dictionary<Type, object>();
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if (_components.TryGetValue(t, out var c)) return c;
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object inst;
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try { inst = Activator.CreateInstance(t); }
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catch { return null; }
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_components[t] = inst;
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return inst;
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}
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public T GetComponent<T>() => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
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public Component GetComponent(Type t) => (Component)GetOrAddComponent(t);
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public Component GetComponent(string t) => null;
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public T GetComponentInChildren<T>() => default;
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public T GetComponentInChildren<T>(bool includeInactive) => default;
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@@ -196,8 +213,8 @@ namespace UnityEngine
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public T GetComponentInParent<T>(bool includeInactive) => default;
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public T[] GetComponents<T>() => new T[0];
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public Component[] GetComponents(Type t) => new Component[0];
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public T AddComponent<T>() where T : Component => default;
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public Component AddComponent(Type t) => null;
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public T AddComponent<T>() where T : Component => (T)(GetOrAddComponent(typeof(T)) ?? default(T));
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public Component AddComponent(Type t) => (Component)GetOrAddComponent(t);
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public void SendMessage(string method) { }
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public void SendMessage(string method, object value) { }
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public void SendMessage(string method, object value, SendMessageOptions options) { }
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