v0.1.35b: 兼容层铲除——迁移链/版本戳/死表死代码/normalize 兼容批/死字段

【A+I】migrate.ts 迁移链(CURRENT_SCHEMA/MIGRATIONS/migrateIfNeeded/MigrationError)整链铲除→validateLoadedState 结构校验(seed/family/members 断言);信封统一 payload 单格式(去双格式兜底);APP_ID 保留
【F】schemaVersion 字段全删(domain/creation/save 8 处);SaveMeta.version 记游戏版本字符串
【C】chronicle 死表+saveChronicle 死方法(首行 return+unreachable legacy 僵尸)全删
【D/E】GameEngine __state globalThis 泄漏口+seed 三元(恒不可达)删除;engineFromSnapshot/noAutoCreate 保留(测试便利——非兼容机器)
【B/H】normalizeGameState 兼容批删:老档字段补(28行)/worldGen 重放(18行)/P0-2 占位 def(9行)/worldSim 字段批删;保留 npcs 重注册/headId 修复/d distress 防护;initSim 补 0.1.34 四键(唯一初始源)
【G】domain 收紧 5 兼容 optional(techniqueRank/Progress/tribBoost/worldGen 必填)+pcgen 必写
【测试】删 9 个兼容验证体(audit 0.1.0-era/全残缺矩阵/空 worldSim 兜底);5989 全绿——金钟罩零漂(新档结构全字段,删除不涉世界数值)
This commit is contained in:
2026-08-23 22:35:17 +08:00
parent 1b1dfe8ac8
commit 9b0f36c70a
15 changed files with 44 additions and 285 deletions
+5 -5
View File
@@ -42,20 +42,20 @@ export class GameEngine {
this.kernel = makeKernel(this._seed)
this.datapack = PACK
if (opts.datapack) this.datapack.override(opts.datapack)
// 组装World(内核注入→时钟/随机/总线单源)
// 组装World(内核注入→时钟/随机/总线单源0.1.35 移除 __state 泄漏口——seed 恒用 _seed
if (opts.noAutoCreate) {
this.world = new World(createWorldState({
seed: this._seed, surname: '占位', familyName: '占位', motto: '', difficulty: 'normal'
}), [], this.kernel)
} else {
const state = opts.seed ? createWorldState({
const state = createWorldState({
seed: this._seed,
surname: opts.surname?.trim() || '林',
familyName: opts.familyName?.trim() || `${opts.surname?.trim() || '林'}`,
motto: opts.motto?.trim() || '耕读传家,术法继世',
difficulty: opts.difficulty ?? 'normal'
}) : (globalThis as never as { __state?: GameState }).__state
this.world = new World(state!, [], this.kernel)
})
this.world = new World(state, [], this.kernel)
}
this.facade = new ApiFacade(this.world, 1)
// Kernel 总线 → World.out 桥接(attached 后同步 feed
@@ -132,7 +132,7 @@ export class GameEngine {
}
}
/** 已用旧内核时钟注册的世界快照,反序列化时公用(便捷入口) */
/** 已用旧内核时钟注册的世界快照,反序列化时公用(测试/便捷入口——非兼容机器 */
export function engineFromSnapshot(state: GameState): GameEngine {
const eng = new GameEngine({ seed: state.seed, noAutoCreate: true })
eng.restore(state)