Files
SVSimServer/SVSim.BattleEngine/Shim/View/StoryWorldStubs.cs
gamer147 4b9a603cd4 feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.

Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:01:37 -04:00

32 lines
1.0 KiB
C#

// AUTHORED SHIM (not copied). Non-battle Story / StorySelectionWorld / Profile UI
// types that the copied engine references only as field/parameter TYPES (never drives
// headless). Generating them full-surface pulled a large non-battle closure
// (BackgroundData/StoryWorldData/IResourceHandle/animation managers, etc.); empty
// no-op stubs in their decomp namespaces resolve the references without the closure.
namespace Wizard.Story.ChapterSelection.FlowChart { public class BackgroundView { } }
namespace Wizary.StorySelectionWorld
{
public class WorldPanel { }
public class WorldPanelView { }
public class SectionButton { }
public class SectionButtonView { }
public class StorySelectionWorldScene { }
}
namespace Wizard.Scenario2.Resource { public class ResourceManager { } }
namespace Wizard.UI.Profile
{
public class ProfileUI { }
public class ClassPageItem { }
}
namespace Wizard.Story.ChapterSelection
{
public class SectionInfoPanel { }
public class CharaInfoPanel { }
public class StoryChapterSelectionUtility { }
}