test(battle-engine M13): HeadlessNetworkBattleMgr constructs headless (construction probe)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -202,6 +202,19 @@ namespace SVSim.BattleEngine.Tests
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var dm = GameMgr.GetIns().GetDataMgr();
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SetField(dm, "_playerCharaId", HeadlessMasterData.PlayerCharaId);
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SetField(dm, "_enemyCharaId", HeadlessMasterData.EnemyCharaId);
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// NetworkBattleManagerBase.CreateBackgroundId() (M13) reads
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// GameMgr.GetIns().GetNetworkUserInfoData().GetFieldId() when the RecoveryManager yields no
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// bg id (NullRecoveryManager.BackGroundId == -1). In production RealTimeNetworkAgent seeds
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// this NetworkUserInfoData at match start; the bare construction path leaves GameMgr's
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// _netUser null (no lazy init, unlike the other GodObject getters). Seed a no-op instance
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// whose _selfInfo carries just "fieldId" (GetFieldId reads _selfInfo["fieldId"]); field id 1
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// == ForestField, a valid background. Nothing here drives game state — it only satisfies the
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// network mgr's background lookup so a single-battle-only SingleBattleMgr never needs.
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var netUser = new NetworkUserInfoData();
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netUser.SetSelfInfo(
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new System.Collections.Generic.Dictionary<string, object> { ["fieldId"] = 1 },
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isWatchReplayRecovery: false);
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GameMgr.GetIns().SetNetworkUserInfoData(netUser);
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_done = true;
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}
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