fix(enemy): 配方校验改用一次性 builder 探测,不再干扰共享图缓存
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@@ -29,6 +29,16 @@ namespace BaseGames.AI
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/// 不调的话,改动要等到下次进入 Play 才生效——静默的陈旧图。</summary>
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protected void InvalidateGraph() => _cached = null;
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/// <summary>校验专用:用一次性 BrainBuilder 试建,只为暴露建图期异常。
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/// 刻意不碰 _cached——走 GetOrBuildGraph 会在缓存已热时跳过 Build(等于没探测),
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/// 且事后置空缓存会破坏"一个配方共享一张图"的 flyweight 不变量。</summary>
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protected void ProbeBuild()
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{
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var b = new BrainBuilder();
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Build(b);
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b.Build();
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}
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public AiGraph GetOrBuildGraph()
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{
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if (_cached == null)
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@@ -46,19 +46,24 @@ namespace BaseGames.Enemies
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yield return ValidationResult.Error($"{who}:未选择交战层模块。");
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if (_unaware == null || _engagement == null) yield break;
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bool moduleHasError = false;
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foreach (var r in _engagement.Validate())
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{
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if (r.Severity == ValidationSeverity.Error) moduleHasError = true;
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yield return new ValidationResult(r.Severity, $"{who}:{r.Message}");
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}
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if (moduleHasError) yield break; // 模块层已定位到问题,探测只会重复同一条
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// 结构性校验:直接试建一次图,模块与骨架的建图期守卫会把问题抛出来
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// 结构性校验:用一次性 builder 试建,模块与骨架的建图期守卫会把问题抛出来
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// (能力漏配、Rest 不在 States、态未声明、跨模块状态名冲突等)。
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// 这是最彻底的检查——凡是运行时会炸的,这里就会炸。
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// 走 ProbeBuild 而非 GetOrBuildGraph:后者在缓存已热时会跳过 Build(等于没探测),
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// 且事后置空缓存会破坏 flyweight 不变量。
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ValidationResult? buildFailure = null;
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try { GetOrBuildGraph(); }
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try { ProbeBuild(); }
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catch (System.Exception e)
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{
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buildFailure = ValidationResult.Error($"{who}:建图失败 —— {e.Message}");
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}
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finally { InvalidateGraph(); } // 校验期建的图不留给运行时
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if (buildFailure.HasValue) yield return buildFailure.Value;
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}
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