feat(engine-ambient): delete static fallbacks; add MultiInstanceEngineTests
Step 8 (final) of multi-instancing migration. All per-battle statics now require a BattleAmbient scope — unwrapped writes throw InvalidOperationException (fail-fast forcing function). MultiInstanceEngineTests proves correctness: two parallel battles resolve independently, N=4/8/16 stress matches sequential baseline, GameMgr.GetIns throws without scope. Migration complete. EngineSessionGate gone. Suite fully green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -62,7 +62,7 @@ BattleFinishToOpponentDisConnectChecker.cs BattleFinishToOpponentDisConnectCheck
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BattleKeywordInfoListMgr.cs BattleKeywordInfoListMgr.cs a014170d0b3f5499635bcc2e29755dc2f3125d5a5a28b1741a4abc74b4abcf86 0
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BattleLifeTimeSharedObject.cs BattleLifeTimeSharedObject.cs ab8bc3703d268752a1de56ab5d3e9ebd276980c20076eb0ca300838b3db13d5f 0
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BattleLogTextBuilderAttachSkill.cs BattleLogTextBuilderAttachSkill.cs 11c585ae931fa3dc734bb231d6da61df3b51b803516ca2c5d88a0c78bc7c0104 0
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BattleManagerBase.cs BattleManagerBase.cs d12aed345f596e068bfb130a247e280457cf5160a76f8bfef4a1dda1c561d196 1
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BattleManagerBase.cs BattleManagerBase.cs c40684d0f3e3c11e603b374ee9ba64f1830052723ea183d0b90d76d4a646ad5c 1
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BattleMenuMgr.cs BattleMenuMgr.cs 7418699063e01641d0df1ed16773a9ac9418f418cc047fc18c5892eb7971d361 0
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BattlePlayer.cs BattlePlayer.cs 001409844b46ddaf0a5edbce4e015749ece61053adf725a978987d7063a02632 0
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BattlePlayerBase.cs BattlePlayerBase.cs 9d3a665158706460a52900008dcfcdf575dbe08cb6d3cc05e63e718b2885b51b 0
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@@ -178,7 +178,7 @@ Cute\AudioManager.cs Cute\AudioManager.cs 5e0cce94bcfad63266cd298aef89bb383e541f
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Cute\BootApp.cs Cute\BootApp.cs 1a6b3066b6155aba225b9ca4e79655e428fc7b24cb16569717b53600b1f23bb5 0
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Cute\BootNetwork.cs Cute\BootNetwork.cs 99769dd6c38b2ee2ef7ad02e14530c658576e5c4a2188ed1cbcdd563f68443f6 0
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Cute\BootSystem.cs Cute\BootSystem.cs 61afa7a7c8df705504031629965440d491603dec531b047a36b9294f255ee04e 0
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Cute\Certification.cs Cute\Certification.cs ea018062d8823eb3527e7fd5e07d094a6fd444c1ad5a368bcf9132315cac99ac 1
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Cute\Certification.cs Cute\Certification.cs 0491630cc02f155829e96d2a3624f13a81200b5a00fd253f54cefbe576371d70 1
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Cute\CryptAES.cs Cute\CryptAES.cs d3022b9e1be75bc07e57aef61093717a84b60383608eba5daa9b7dc6605b1e75 0
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Cute\Cryptographer.cs Cute\Cryptographer.cs f61bc1f4727d323004c443c9db30a4f221db3309be2cb14d6f51fc6a39590908 0
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Cute\CustomPreference.cs Cute\CustomPreference.cs ddc46cc13bf2728e4fcee7db550ec093ec3acf651ea48d3dbb5f5099d5a20f89 0
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@@ -2624,7 +2624,7 @@ Wizard\CrossoverRewardInfo.cs Wizard\CrossoverRewardInfo.cs bb3763306d0e7d3feefb
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Wizard\CsvColumns.cs Wizard\CsvColumns.cs d113f92e1f0145adb323c093deca81aab1889e8de34ed78c852b8e5a764c1c4c 0
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Wizard\CustomEasing.cs Wizard\CustomEasing.cs c7ac36e40e66f046d42e1d688db22f2acc2567399ce23c0512e3e2c8beefa598 0
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Wizard\DamagedTagCollection.cs Wizard\DamagedTagCollection.cs 8e6ecf677b4da8e16a68d3336959cd6d08af4830a0214297d65e96243f777c3f 0
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Wizard\Data.cs Wizard\Data.cs 88529d834ee64a12288ae2a40062824ea594f6d1b6c95d3cab2776f499369e77 1
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Wizard\Data.cs Wizard\Data.cs 46db6a70b06a6ebf89f7210e32385a63ab82a8ae196518a684a3a632ff5dea69 1
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Wizard\DeckAttributeType.cs Wizard\DeckAttributeType.cs 006bb4c04d8a60c9caf04873dde6c962366348db03ec40a8bbc0071392f656dd 0
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Wizard\DeckAutoCreateTask.cs Wizard\DeckAutoCreateTask.cs e8c21d513114d2c42ad85a28da4adb48642bd36dc012f6029fbc8a8d72b78d6c 0
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Wizard\DeckBuildShortageCardView.cs Wizard\DeckBuildShortageCardView.cs 34428e4efb614c4fd59136d1bb87485ce117a97b2c6668f0481fff4b510a31d3 0
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@@ -3237,7 +3237,7 @@ Wizard\TargetSelectType.cs Wizard\TargetSelectType.cs 91ab18f9c069784e1140a187ea
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Wizard\TargetTagCollection.cs Wizard\TargetTagCollection.cs 1bd2fb66e58c9fae3d23fbce351972577da664c2b959ee92e0547e2396c82eb9 0
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Wizard\TextLineCreater.cs Wizard\TextLineCreater.cs fdb7f0a918c2f5b92268954b3980724f29cb16a8098ea67c2d99633ae5bd1e92 0
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Wizard\TokenPlayPattern.cs Wizard\TokenPlayPattern.cs c14d846afb81b876291013c077cbd503bebd27b651b5b78708e93d68758e2e7b 0
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Wizard\ToolboxGame.cs Wizard\ToolboxGame.cs ac0bde1ef076672c6e19969c5f9ec172aee79e7d5ee5bdf660e89166e8ff07ce 1
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Wizard\ToolboxGame.cs Wizard\ToolboxGame.cs 968903c18a720c29cb410690d8912ff42d11dc7c41e29a61f77f8de112f18414 1
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Wizard\TournamentCell.cs Wizard\TournamentCell.cs b07b968c6768b74b9345ab3aa1ae138950de022b08f92a16966b3daef81d379c 0
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Wizard\TournamentCellData.cs Wizard\TournamentCellData.cs ecc457bdf2dbaa7db9de893f69a07ac43e589ca140dad29866d658af386e605e 0
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Wizard\TournamentController.cs Wizard\TournamentController.cs 236122aa73487c600114c9b0010ab9e9c85a5745a267550088c8f790532647c9 0
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@@ -410,26 +410,14 @@ public class BattleManagerBase
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private NetworkTouchControl _networkTouchControl;
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private static BattleManagerBase _mainFallback;
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private static bool _isRandomDrawFallback = false;
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public static bool IsRandomDraw {
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsRandomDraw ?? _isRandomDrawFallback;
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set {
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.IsRandomDraw = value;
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else _isRandomDrawFallback = value;
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}
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw;
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set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw = value;
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}
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private static bool _isForecastFallback = false;
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public static bool IsForecast {
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsForecast ?? _isForecastFallback;
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set {
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.IsForecast = value;
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else _isForecastFallback = value;
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}
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast;
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set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast = value;
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}
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public BattleLifeTimeSharedObject BattleLifeTimeSharedObject;
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@@ -724,12 +712,15 @@ public class BattleManagerBase
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public static BattleManagerBase GetIns()
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{
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return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr ?? _mainFallback;
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// Soft read: returns null when no scope is active, preserving engine call sites that pattern
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// `GetIns()?.Foo ?? default` (or null-tolerant successors). Inside a scope, returns the
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// scope's Mgr (which may itself be null mid-Setup — see SessionBattleEngine.SetupInternal,
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// which publishes Mgr before WireMulliganPhase).
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return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr;
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}
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protected BattleManagerBase(IBattleMgrContentsCreator contentsCreator)
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{
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_mainFallback = this;
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BattleLifeTimeSharedObject = new BattleLifeTimeSharedObject();
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PublishedSkillList = new List<SkillBase>();
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_contentsCreator = contentsCreator;
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@@ -1488,7 +1479,6 @@ public class BattleManagerBase
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GameMgr.GetIns().GetPrefabMgr().DisposeAllClonedObject();
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GameMgr.GetIns().GetGameObjMgr().DisposeUIGameObj();
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GameMgr.GetIns().GetPrefabMgr().AllUnLoad();
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_mainFallback = null;
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}
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private void DisposeBattleGameObj_DestroyImmediate(GameObject obj)
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@@ -16,8 +16,6 @@ public class Certification : MonoBehaviour
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private static string udid;
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private static int _viewerIdFallback;
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private static int short_udid;
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private static string sessionId;
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@@ -40,28 +38,13 @@ public class Certification : MonoBehaviour
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public static int ViewerId
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{
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get
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) return c.ViewerId;
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if (_viewerIdFallback == 0)
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{
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_viewerIdFallback = Toolbox.SavedataManager.GetInt("VIEWER_ID");
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}
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return _viewerIdFallback;
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}
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set
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null)
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{
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// Inside a scope, ViewerId is fixed at scope entry — swallow the write.
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return;
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}
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Toolbox.SavedataManager.SetInt("VIEWER_ID", value);
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Toolbox.SavedataManager.Save();
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_viewerIdFallback = value;
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}
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// Post-Task-8: strictly ambient. The historical SavedataManager-backed lazy decode was the
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// client process's single-viewer-id source; in the headless multi-instance world the viewer
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// id MUST come from the per-session ambient context. Setter is a no-op (BattleAmbientContext
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// .ViewerId is `init`-only — fixed at scope entry per design — and the historical caller
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// (SavedataManager.SetInt + Save) is dead in the server world).
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().ViewerId;
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set { /* ambient ViewerId is init-only; SavedataManager path is dead headless */ }
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}
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public static int ShortUdid
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@@ -152,7 +135,6 @@ public class Certification : MonoBehaviour
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{
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sessionId = null;
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udid = null;
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_viewerIdFallback = 0;
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short_udid = 0;
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Toolbox.SavedataManager.SetInt("VIEWER_ID", 0);
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Toolbox.SavedataManager.SetInt("SHORT_UDID", 0);
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@@ -176,16 +176,16 @@ public static class Data
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public static ReplayDetailInfo ReplayBattleInfo { get; set; }
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private static BattleRecoveryInfo _battleRecoveryInfoFallback;
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public static BattleRecoveryInfo BattleRecoveryInfo
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{
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo ?? _battleRecoveryInfoFallback;
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set
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.RecoveryInfo = value;
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else _battleRecoveryInfoFallback = value;
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}
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// Soft read: returns null when no scope is active. The MulliganMgrBase.StartDeal call site
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// reads this with a null-tolerant ??=-style pattern, so a null degrade is the historical
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// fallback. Inside a scope, returns the per-session RecoveryInfo (SessionBattleEngine
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// pre-seeds an uninitialized BattleRecoveryInfo on its ctx field initializer).
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo;
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// Strict setter: writes must land on the per-session ctx. No historical production caller
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// writes this outside a scope; an unwrapped write now fails fast (forcing function).
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set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().RecoveryInfo = value;
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}
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public static VoteData VoteInfo { get; set; }
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@@ -25,10 +25,12 @@ public static class ToolboxGame
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private static Transform _gameTransform = null;
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private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;
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public static RealTimeNetworkAgent RealTimeNetworkAgent
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{
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent ?? _realTimeNetworkAgentFallback;
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// Soft read: returns null when no scope is active, mirroring GetIns. Engine code reads this
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// via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network-send paths gated on a
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// non-null agent), so a null on the unwrapped path is the correct degrade — not a throw.
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent;
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}
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public static Transform GameTransform
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@@ -60,20 +62,19 @@ public static class ToolboxGame
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public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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if (c != null) c.NetworkAgent = agent;
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else _realTimeNetworkAgentFallback = agent;
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// Strict: must be inside a scope to set the per-session agent. Forcing-function — any
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// historical unwrapped caller (no production callsite remains) now fails fast.
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SVSim.BattleEngine.Ambient.BattleAmbient.Require().NetworkAgent = agent;
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}
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public static void DestroyNetworkAgent()
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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var current = c?.NetworkAgent ?? _realTimeNetworkAgentFallback;
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var current = c?.NetworkAgent;
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if (current != null)
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{
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Object.DestroyImmediate(current.gameObject);
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if (c != null) c.NetworkAgent = null;
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else _realTimeNetworkAgentFallback = null;
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c.NetworkAgent = null;
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}
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}
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@@ -0,0 +1,77 @@
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Multi-instancing migration (Step 8 — forcing function): delete the static per-battle fallbacks
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the earlier ambient-* patches added as a coexistence shim. With the fallbacks gone, any unwrapped
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engine call into IsForecast/IsRandomDraw fails fast (BattleAmbient.Require() throws
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InvalidOperationException); GetIns soft-returns null when no scope is active so engine code
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that patterns `GetIns()?.Foo ?? default` keeps composing (per design — strict for setters /
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load-bearing reads, soft for the GetIns null-tolerant chain). Supersedes the intermediate
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.ambient-isforecast-israndomdraw + .ambient-main-getins patches (kept for the audit trail).
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Semantics chosen per accessor:
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- IsForecast : get/set both BattleAmbient.Require() — strict (must be in a scope)
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- IsRandomDraw : get/set both BattleAmbient.Require() — strict
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- GetIns() : Current?.Mgr — soft (null when no scope; preserves engine `?.` patterns)
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- ctor : `_mainFallback = this` line deleted entirely
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- DisposeManager: `_mainFallback = null` line deleted entirely
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In-file edits:
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- line ~413 declaration `private static BattleManagerBase _mainFallback;` DELETED
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- lines ~415-432 the four fallback statics + their if-else fallback branches DELETED,
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replaced with strict get/set via BattleAmbient.Require()
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- line ~727 GetIns() body -> Current?.Mgr (no fallback)
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- line ~732 ctor `_mainFallback = this` DELETED (no longer needed; ambient.Mgr is published
|
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explicitly from SessionBattleEngine.SetupInternal after construction)
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- line ~1491 dispose `_mainFallback = null` DELETED (the matching scope drop replaces it)
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--- Engine/BattleManagerBase.cs (~lines 413-433)
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- private static BattleManagerBase _mainFallback;
|
||||
-
|
||||
- private static bool _isRandomDrawFallback = false;
|
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- public static bool IsRandomDraw {
|
||||
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsRandomDraw ?? _isRandomDrawFallback;
|
||||
- set {
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null) c.IsRandomDraw = value;
|
||||
- else _isRandomDrawFallback = value;
|
||||
- }
|
||||
- }
|
||||
-
|
||||
- private static bool _isForecastFallback = false;
|
||||
- public static bool IsForecast {
|
||||
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.IsForecast ?? _isForecastFallback;
|
||||
- set {
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null) c.IsForecast = value;
|
||||
- else _isForecastFallback = value;
|
||||
- }
|
||||
- }
|
||||
+ public static bool IsRandomDraw {
|
||||
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw;
|
||||
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsRandomDraw = value;
|
||||
+ }
|
||||
+
|
||||
+ public static bool IsForecast {
|
||||
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast;
|
||||
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().IsForecast = value;
|
||||
+ }
|
||||
|
||||
--- Engine/BattleManagerBase.cs (~line 727)
|
||||
public static BattleManagerBase GetIns()
|
||||
{
|
||||
- return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr ?? _mainFallback;
|
||||
+ // Soft read: returns null when no scope is active, preserving engine call sites that
|
||||
+ // pattern `GetIns()?.Foo ?? default`. Inside a scope, returns the scope's Mgr (which may
|
||||
+ // itself be null mid-Setup — see SessionBattleEngine.SetupInternal, which publishes Mgr
|
||||
+ // before WireMulliganPhase).
|
||||
+ return SVSim.BattleEngine.Ambient.BattleAmbient.Current?.Mgr;
|
||||
}
|
||||
|
||||
--- Engine/BattleManagerBase.cs (~line 732)
|
||||
protected BattleManagerBase(IBattleMgrContentsCreator contentsCreator)
|
||||
{
|
||||
- _mainFallback = this;
|
||||
BattleLifeTimeSharedObject = new BattleLifeTimeSharedObject();
|
||||
|
||||
--- Engine/BattleManagerBase.cs (~line 1491)
|
||||
GameMgr.GetIns().GetPrefabMgr().AllUnLoad();
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||||
- _mainFallback = null;
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
Multi-instancing migration (Step 8 — forcing function): delete the static viewer-id fallback the
|
||||
earlier .ambient-viewerid patch added as a coexistence shim. ViewerId is now strictly per-session
|
||||
ambient (BattleAmbient.Require().ViewerId). Supersedes the intermediate .ambient-viewerid patch
|
||||
(kept for the audit trail).
|
||||
|
||||
Semantics:
|
||||
- get : BattleAmbient.Require().ViewerId — strict (throws when no scope is active)
|
||||
- set : NO-OP. The historical caller (SavedataManager.SetInt + Save) is the client process's
|
||||
persistent-storage path; in the headless multi-instance world the viewer id flows from the
|
||||
session ctx (BattleAmbientContext.ViewerId, init-only at scope entry — see
|
||||
SessionBattleEngine's field initializer, which seeds it from EngineGlobalInit.ThisViewerId).
|
||||
Making the setter strict (Require()) would also work but degrades to a write that can't land
|
||||
(init-only) — a comment-documented no-op is clearer about why the setter went dead.
|
||||
|
||||
Related (SVSim.BattleNode/Sessions/Engine/EngineGlobalInit.cs): the reflection write that seeded
|
||||
`Certification._viewerIdFallback` is now dead — the static is deleted. Replaced with a comment-
|
||||
only marker so the design intent (ThisViewerId defines the engine's "player" perspective for the
|
||||
IsRecovery target parse) stays discoverable from the global init path.
|
||||
|
||||
InitializeFileds(): the now-dead `_viewerIdFallback = 0;` line is also deleted (the line above and
|
||||
below — SavedataManager.SetInt("VIEWER_ID", 0) — stay).
|
||||
|
||||
In-file edits:
|
||||
- line ~19 declaration `private static int _viewerIdFallback;` DELETED
|
||||
- lines ~41-65 the ambient+fallback get/set body REPLACED with strict get + no-op set
|
||||
- line ~155 `_viewerIdFallback = 0;` inside InitializeFileds DELETED
|
||||
|
||||
--- Engine/Cute/Certification.cs (~line 19)
|
||||
private static string udid;
|
||||
-
|
||||
- private static int _viewerIdFallback;
|
||||
-
|
||||
private static int short_udid;
|
||||
|
||||
--- Engine/Cute/Certification.cs (~lines 41-65)
|
||||
public static int ViewerId
|
||||
{
|
||||
- get
|
||||
- {
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null) return c.ViewerId;
|
||||
- if (_viewerIdFallback == 0)
|
||||
- {
|
||||
- _viewerIdFallback = Toolbox.SavedataManager.GetInt("VIEWER_ID");
|
||||
- }
|
||||
- return _viewerIdFallback;
|
||||
- }
|
||||
- set
|
||||
- {
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null)
|
||||
- {
|
||||
- // Inside a scope, ViewerId is fixed at scope entry — swallow the write.
|
||||
- return;
|
||||
- }
|
||||
- Toolbox.SavedataManager.SetInt("VIEWER_ID", value);
|
||||
- Toolbox.SavedataManager.Save();
|
||||
- _viewerIdFallback = value;
|
||||
- }
|
||||
+ // Post-Task-8: strictly ambient. The historical SavedataManager-backed lazy decode was the
|
||||
+ // client process's single-viewer-id source; in the headless multi-instance world the viewer
|
||||
+ // id MUST come from the per-session ambient context. Setter is a no-op (BattleAmbientContext
|
||||
+ // .ViewerId is `init`-only — fixed at scope entry per design — and the historical caller
|
||||
+ // (SavedataManager.SetInt + Save) is dead in the server world).
|
||||
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Require().ViewerId;
|
||||
+ set { /* ambient ViewerId is init-only; SavedataManager path is dead headless */ }
|
||||
}
|
||||
|
||||
--- Engine/Cute/Certification.cs (~line 155)
|
||||
sessionId = null;
|
||||
udid = null;
|
||||
- _viewerIdFallback = 0;
|
||||
short_udid = 0;
|
||||
@@ -0,0 +1,43 @@
|
||||
Multi-instancing migration (Step 8 — forcing function): delete the static BattleRecoveryInfo
|
||||
fallback the earlier .ambient-recoveryinfo patch added as a coexistence shim. BattleRecoveryInfo
|
||||
is now strictly per-session ambient. Supersedes the intermediate .ambient-recoveryinfo patch
|
||||
(kept for the audit trail).
|
||||
|
||||
Semantics:
|
||||
- BattleRecoveryInfo (getter) : Current?.RecoveryInfo — soft (null when no scope). The
|
||||
MulliganMgrBase.StartDeal call site reads this with a null-tolerant pattern, so a null
|
||||
degrade is the historical fallback. Inside a scope, returns the per-session RecoveryInfo
|
||||
(SessionBattleEngine pre-seeds an uninitialized BattleRecoveryInfo on its ctx field
|
||||
initializer).
|
||||
- BattleRecoveryInfo (setter) : BattleAmbient.Require().RecoveryInfo = value — strict
|
||||
(writes must land on the per-session ctx; forcing function).
|
||||
|
||||
Related (SVSim.BattleNode/Sessions/Engine/EngineGlobalInit.cs): the dead `Data.BattleRecoveryInfo
|
||||
= ...` write inside the `_done` lock block is also deleted (flagged by Task 7 reviewer). The
|
||||
per-session ctx pre-seeds RecoveryInfo, so the process-global write was dead the moment the
|
||||
ambient seam landed.
|
||||
|
||||
In-file edits:
|
||||
- line ~179 declaration `private static BattleRecoveryInfo _battleRecoveryInfoFallback;` DELETED
|
||||
- lines ~180-189 the ambient+fallback get/set body REPLACED with strict semantics
|
||||
|
||||
--- Engine/Wizard/Data.cs (~lines 179-189)
|
||||
- private static BattleRecoveryInfo _battleRecoveryInfoFallback;
|
||||
public static BattleRecoveryInfo BattleRecoveryInfo
|
||||
{
|
||||
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo ?? _battleRecoveryInfoFallback;
|
||||
- set
|
||||
- {
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null) c.RecoveryInfo = value;
|
||||
- else _battleRecoveryInfoFallback = value;
|
||||
- }
|
||||
+ // Soft read: returns null when no scope is active. The MulliganMgrBase.StartDeal call site
|
||||
+ // reads this with a null-tolerant ??=-style pattern, so a null degrade is the historical
|
||||
+ // fallback. Inside a scope, returns the per-session RecoveryInfo (SessionBattleEngine
|
||||
+ // pre-seeds an uninitialized BattleRecoveryInfo on its ctx field initializer).
|
||||
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.RecoveryInfo;
|
||||
+ // Strict setter: writes must land on the per-session ctx. No historical production caller
|
||||
+ // writes this outside a scope; an unwrapped write now fails fast (forcing function).
|
||||
+ set => SVSim.BattleEngine.Ambient.BattleAmbient.Require().RecoveryInfo = value;
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
Multi-instancing migration (Step 8 — forcing function): delete the static RealTimeNetworkAgent
|
||||
fallback the earlier .ambient-rtna patch added as a coexistence shim. RealTimeNetworkAgent is now
|
||||
strictly per-session ambient. Supersedes the intermediate .ambient-rtna patch (kept for the audit
|
||||
trail).
|
||||
|
||||
Semantics:
|
||||
- RealTimeNetworkAgent (getter) : Current?.NetworkAgent — soft (null when no scope).
|
||||
Engine code reads this via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network
|
||||
send paths gated on a non-null agent), so a null on the unwrapped path is the correct
|
||||
degrade — not a throw.
|
||||
- SetRealTimeNetworkBattle : BattleAmbient.Require().NetworkAgent = agent — strict (writes must
|
||||
land on the per-session ctx; forcing function).
|
||||
- DestroyNetworkAgent : reads Current, destroys, nulls the ambient NetworkAgent in-place.
|
||||
Outside a scope is a no-op (nothing to destroy in the ambient world).
|
||||
|
||||
In-file edits:
|
||||
- line ~28 declaration `private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;` DELETED
|
||||
- lines ~29-32 getter body no fallback chain
|
||||
- lines ~61-66 Set body Require() (strict)
|
||||
- lines ~68-78 Destroy body Current-based; no fallback branch
|
||||
|
||||
--- Engine/Wizard/ToolboxGame.cs (~lines 28-32)
|
||||
- private static RealTimeNetworkAgent _realTimeNetworkAgentFallback;
|
||||
public static RealTimeNetworkAgent RealTimeNetworkAgent
|
||||
{
|
||||
- get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent ?? _realTimeNetworkAgentFallback;
|
||||
+ // Soft read: returns null when no scope is active, mirroring GetIns. Engine code reads
|
||||
+ // this via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network-send paths
|
||||
+ // gated on a non-null agent), so a null on the unwrapped path is the correct degrade —
|
||||
+ // not a throw.
|
||||
+ get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent;
|
||||
}
|
||||
|
||||
--- Engine/Wizard/ToolboxGame.cs (~lines 61-78)
|
||||
public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
|
||||
{
|
||||
- var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- if (c != null) c.NetworkAgent = agent;
|
||||
- else _realTimeNetworkAgentFallback = agent;
|
||||
+ // Strict: must be inside a scope to set the per-session agent. Forcing-function — any
|
||||
+ // historical unwrapped caller (no production callsite remains) now fails fast.
|
||||
+ SVSim.BattleEngine.Ambient.BattleAmbient.Require().NetworkAgent = agent;
|
||||
}
|
||||
|
||||
public static void DestroyNetworkAgent()
|
||||
{
|
||||
var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
|
||||
- var current = c?.NetworkAgent ?? _realTimeNetworkAgentFallback;
|
||||
+ var current = c?.NetworkAgent;
|
||||
if (current != null)
|
||||
{
|
||||
Object.DestroyImmediate(current.gameObject);
|
||||
- if (c != null) c.NetworkAgent = null;
|
||||
- else _realTimeNetworkAgentFallback = null;
|
||||
+ c.NetworkAgent = null;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user