Follow-up to the multi-instancing migration. Wraps the process-shared engine
statics that aren't ambient-fronted but race between concurrent battles:
- UnityEngine.Resources._loaded: Dictionary -> ConcurrentDictionary.GetOrAdd
(the shared prefab cache keyed by path; concurrent first-misses produced
duplicate GameObjects + Dictionary corruption)
- UnityEngine.GameObject._components: Dictionary -> ConcurrentDictionary with
Interlocked.CompareExchange init (Resources.Load returns SHARED prefab
GameObjects, so two engines' Setup() can race on the same _components map
— surfaced as "Operations that change non-concurrent collections" crashes
during BattleManagerBase ctor's GetComponent<T>() chain)
- Wizard.LocalLog: single static lock around all mutating entry points
(StringBuilder _lastTraceLogStringBuilder + ~12 mutable string/bool/int
scratch fields; serializing the trace-log surface is cheap since logging
is not the hot path)
Flips SVSim.BattleEngine.Tests assembly Parallelizable scope from Self to
Fixtures and restructures MultiInstanceEngineTests.StressN_BaselineMatches so
Setup runs INSIDE Task.Run (was previously serialized as a workaround for the
LocalLog races). The fixture is also lifted to ParallelScope.All so the
two-engines and stress tests can run alongside each other.
Suite fully green under fixture parallelism (59/0/2 across 3 consecutive runs);
SVSim.UnitTests still 1054/0/0 — true multi-instance correctness is now proved
end-to-end in tests rather than gated behind a serial workaround.
Manifest sha refresh + new patch artifact for the LocalLog edit (decomp-origin);
the two shim files are authored, so no metadata update is needed for them.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
Extend the UnityEngine value/component shims with no-op members surfaced by the compile
loop (UnityWebRequest/Font/Mesh/LODGroup/AudioSource/Rigidbody/Camera/Sprite/Animation/
Transform/Material/Texture2D/Light/Input/Resources + CharacterInfo/Vector4), via partial
declarations + UnityShimExt.cs. Add the missing UnityEngine static classes (PlayerPrefs/
Physics/GUI/SystemInfo/Graphics/QualitySettings/StackTraceUtility) + enums (TextureFormat/
ColorSpace/EventModifiers/RenderTextureReadWrite) + Experimental.Rendering.GraphicsFormat*
in UnityStatics.cs. All cosmetic, off the battle path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Grows Vector2/3, Mathf, Color, Quaternion, GameObject, Transform, Camera, Material,
ParticleSystem, Rect, Bounds, Time to the surface the engine references; adds Input/
Random/Resources statics + full KeyCode enum. Copies the verbatim extension files that
collapse thousands of CS1061s at once (ContentKeywordExt, JsonData/LitJson extensions,
EventExtension.Call, GameObjectExtension(s)). 26.5k -> 15.9k errors; residual now
dominated by god-object member surface (GameMgr/UIManager/EffectMgr/Vfx*).