refactor(engine-ambient): BattleManagerBase.GetIns reads ambient first, static fallback

Step 3 of multi-instancing migration. The dominant per-battle singleton now
resolves through BattleAmbient.Current.Mgr when a scope is active. The legacy
'main' field is renamed _mainFallback and retained for unwrapped callers
(tests, anything not yet scope-wrapped). GetIns() still returns null when
neither is set, preserving the '?.Foo ?? default' patterns in engine code.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-07 21:23:27 -04:00
parent 92da7819f4
commit 4e756a6c46
4 changed files with 64 additions and 5 deletions

View File

@@ -410,7 +410,7 @@ public class BattleManagerBase
private NetworkTouchControl _networkTouchControl;
private static BattleManagerBase main;
private static BattleManagerBase _mainFallback;
private static bool _isRandomDrawFallback = false;
public static bool IsRandomDraw {
@@ -724,12 +724,12 @@ public class BattleManagerBase
public static BattleManagerBase GetIns()
{
return main;
return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr ?? _mainFallback;
}
protected BattleManagerBase(IBattleMgrContentsCreator contentsCreator)
{
main = this;
_mainFallback = this;
BattleLifeTimeSharedObject = new BattleLifeTimeSharedObject();
PublishedSkillList = new List<SkillBase>();
_contentsCreator = contentsCreator;
@@ -1488,7 +1488,7 @@ public class BattleManagerBase
GameMgr.GetIns().GetPrefabMgr().DisposeAllClonedObject();
GameMgr.GetIns().GetGameObjMgr().DisposeUIGameObj();
GameMgr.GetIns().GetPrefabMgr().AllUnLoad();
main = null;
_mainFallback = null;
}
private void DisposeBattleGameObj_DestroyImmediate(GameObject obj)