fix(enemy): 配方校验改用一次性 builder 探测,不再干扰共享图缓存

This commit is contained in:
2026-07-30 08:33:53 +08:00
parent da217af113
commit afcc0b10ee
3 changed files with 25 additions and 9 deletions
@@ -117,14 +117,15 @@ namespace BaseGames.Tests.EditMode.AI
} }
[Test] [Test]
public void Validate_DoesNotLeaveCachedGraph() public void Validate_DoesNotDisturbCachedGraph()
{ {
// 校验期试建的图不能留给运行时——否则改了模块后拿到的是校验时的旧图。 // 校验用一次性 builder 探测,不得动共享缓存——否则同一配方的下一只敌人
// 会拿到不同的图实例,破坏 flyweight 不变量。
var so = MakeE001Recipe(); var so = MakeE001Recipe();
var before = so.GetOrBuildGraph(); // 先把缓存捂热(不经 AssignModules
Validate(so); Validate(so);
so.AssignModules(new SinglePost(LocomotionMode.Idle), var after = so.GetOrBuildGraph();
new RushEngagement("other", RushExit.OnLostTarget)); Assert.AreSame(before, after); // 校验前后必须是同一张图
Assert.AreEqual(SinglePost.Post, so.GetOrBuildGraph().EntryState);
Object.DestroyImmediate(so); Object.DestroyImmediate(so);
} }
+10
View File
@@ -29,6 +29,16 @@ namespace BaseGames.AI
/// 不调的话,改动要等到下次进入 Play 才生效——静默的陈旧图。</summary> /// 不调的话,改动要等到下次进入 Play 才生效——静默的陈旧图。</summary>
protected void InvalidateGraph() => _cached = null; protected void InvalidateGraph() => _cached = null;
/// <summary>校验专用:用一次性 BrainBuilder 试建,只为暴露建图期异常。
/// 刻意不碰 _cached——走 GetOrBuildGraph 会在缓存已热时跳过 Build(等于没探测),
/// 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>
protected void ProbeBuild()
{
var b = new BrainBuilder();
Build(b);
b.Build();
}
public AiGraph GetOrBuildGraph() public AiGraph GetOrBuildGraph()
{ {
if (_cached == null) if (_cached == null)
@@ -46,19 +46,24 @@ namespace BaseGames.Enemies
yield return ValidationResult.Error($"{who}:未选择交战层模块。"); yield return ValidationResult.Error($"{who}:未选择交战层模块。");
if (_unaware == null || _engagement == null) yield break; if (_unaware == null || _engagement == null) yield break;
bool moduleHasError = false;
foreach (var r in _engagement.Validate()) foreach (var r in _engagement.Validate())
{
if (r.Severity == ValidationSeverity.Error) moduleHasError = true;
yield return new ValidationResult(r.Severity, $"{who}{r.Message}"); yield return new ValidationResult(r.Severity, $"{who}{r.Message}");
}
if (moduleHasError) yield break; // 模块层已定位到问题,探测只会重复同一条
// 结构性校验:直接试建一次图,模块与骨架的建图期守卫会把问题抛出来 // 结构性校验:用一次性 builder 试建,模块与骨架的建图期守卫会把问题抛出来
// (能力漏配、Rest 不在 States、态未声明、跨模块状态名冲突等)。 // (能力漏配、Rest 不在 States、态未声明、跨模块状态名冲突等)。
// 这是最彻底的检查——凡是运行时会炸的,这里就会炸。 // 走 ProbeBuild 而非 GetOrBuildGraph:后者在缓存已热时会跳过 Build(等于没探测),
// 且事后置空缓存会破坏 flyweight 不变量。
ValidationResult? buildFailure = null; ValidationResult? buildFailure = null;
try { GetOrBuildGraph(); } try { ProbeBuild(); }
catch (System.Exception e) catch (System.Exception e)
{ {
buildFailure = ValidationResult.Error($"{who}:建图失败 —— {e.Message}"); buildFailure = ValidationResult.Error($"{who}:建图失败 —— {e.Message}");
} }
finally { InvalidateGraph(); } // 校验期建的图不留给运行时
if (buildFailure.HasValue) yield return buildFailure.Value; if (buildFailure.HasValue) yield return buildFailure.Value;
} }