feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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57
SVSim.BattleEngine/Engine/Sqlite3Plugin/PreparedQuery.cs
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57
SVSim.BattleEngine/Engine/Sqlite3Plugin/PreparedQuery.cs
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using System;
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using System.Text;
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namespace Sqlite3Plugin;
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public class PreparedQuery : Query
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{
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public PreparedQuery(DBProxy proxy, string sql)
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: base(proxy, sql)
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{
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}
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public bool BindText(int idx, string text)
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{
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byte[] bytes = Encoding.UTF8.GetBytes(text);
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int num = Sqlite3LibImport.sqlite3_bind_text(_stmt, idx, bytes, bytes.Length, IntPtr.Zero);
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if (num != 0)
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{
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Debug.LogError($"sqlite3_bind_text error at idx {idx}: code {num}");
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ResultCode.CheckCorruption(num);
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}
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return num == 0;
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}
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public bool BindInt(int idx, int iValue)
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{
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int num = Sqlite3LibImport.sqlite3_bind_int(_stmt, idx, iValue);
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if (num != 0)
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{
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Debug.LogError($"sqlite3_bind_int error at idx {idx}: code {num}");
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ResultCode.CheckCorruption(num);
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}
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return num == 0;
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}
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public bool BindDouble(int idx, double rValue)
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{
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int num = Sqlite3LibImport.sqlite3_bind_double(_stmt, idx, rValue);
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if (num != 0)
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{
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Debug.LogError($"sqlite3_bind_double error at idx {idx}: code {num}");
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ResultCode.CheckCorruption(num);
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}
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return num == 0;
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}
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public bool Reset()
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{
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int num = Sqlite3LibImport.sqlite3_reset(_stmt);
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if (num != 0)
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{
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Debug.LogError($"sqlite3_reset error: code {num}");
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ResultCode.CheckCorruption(num);
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}
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return num == 0;
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}
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}
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