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>
97 lines
2.5 KiB
C#
97 lines
2.5 KiB
C#
using System.Collections;
|
|
using UnityEngine;
|
|
|
|
namespace Wizard;
|
|
|
|
public static class ToolboxGame
|
|
{
|
|
private enum SYSTEM_INIT
|
|
{
|
|
SYSTEM_NOT_READY,
|
|
SYSTEM_READY
|
|
}
|
|
|
|
public static SetUp SetUp = null;
|
|
|
|
public static UIManager UIManager = null;
|
|
|
|
public static GameMgr GameManager = null;
|
|
|
|
public static bool isLoadFromLocal = false;
|
|
|
|
public static bool isLoadLocalSound = false;
|
|
|
|
public static bool bDebugLogMode = true;
|
|
|
|
private static Transform _gameTransform = null;
|
|
|
|
public static RealTimeNetworkAgent RealTimeNetworkAgent
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
public static Transform GameTransform
|
|
{
|
|
get
|
|
{
|
|
if (!_gameTransform)
|
|
{
|
|
GameObject gameObject = GameObject.Find("_Game");
|
|
if ((bool)gameObject)
|
|
{
|
|
_gameTransform = gameObject.transform;
|
|
}
|
|
}
|
|
return _gameTransform;
|
|
}
|
|
}
|
|
|
|
public static void Clear()
|
|
{
|
|
UIManager = null;
|
|
GameManager = null;
|
|
}
|
|
|
|
public static void ClearUIManager()
|
|
{
|
|
UIManager = null;
|
|
}
|
|
|
|
public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent 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;
|
|
if (current != null)
|
|
{
|
|
Object.DestroyImmediate(current.gameObject);
|
|
c.NetworkAgent = null;
|
|
}
|
|
}
|
|
|
|
public static IEnumerator CreateRealTimeNetworkBattleAgent(Matching matching = null)
|
|
{
|
|
string loadObjectPath = "TurnBase/_TurnBaseManager";
|
|
if (GameMgr.GetIns().IsAINetwork)
|
|
{
|
|
loadObjectPath = "TurnBase/_AINetworkBaseManager";
|
|
}
|
|
yield return BattleCoroutine.GetInstance().StartCoroutine(GameMgr.GetIns().GetPrefabMgr().LoadAync(loadObjectPath));
|
|
NGUITools.AddChild(GameObject.Find("_Game"), GameMgr.GetIns().GetPrefabMgr().Get(loadObjectPath));
|
|
yield return null;
|
|
if (matching != null)
|
|
{
|
|
RealTimeNetworkAgent.SettingMatchingClass(matching);
|
|
}
|
|
}
|
|
}
|