工程(架构审查P1余项·闸件落地): §四待执行三项同批做完并同步文档——①static_scan.sh 的 S8 加 settlement/ 目录域反向对账(实有 .gd 未登记进清单即红,只覆盖该目录并写明根下四件结算码不在目录域内、仍归「模块归属」B1 登记面),S7 的 S7_B1_SET 与 S8_FILES 两份14文件抄本合一为单点 B1_SET(两份靠人工同步必漂),绿文案「10 个 .gd」改派生计数并申报反向对账已在案 ②audit_type_hints.py/audit_file_headers.py 各补扫描面空转自检(缺目录或零个 .gd 即红、绿时打印面件数;原实现 rglob 空集与 is_dir continue 两处静默绿,违背 test-conventions §7 零命中自检辅证与脚本前言自立纪律) ③architecture S 表 S8 行登记单点与反向对账判据、S9/S10 偏差句改判已清偿、版本1.33→1.34 ④审计报告 §4.2 待执行清单改判已落地并记验证口径。验证:static_scan 全量13条规则绿退出码0;两件负证(面清单改成不存在目录各返回1)正证(真实面158个 .gd 归零PASS)。§四 P1 四条至此全部闭合;零需求卡片(纯闸件属工程改动),待办清单与第五节P2按用户令未动

This commit is contained in:
DKChan committed 2026-11-03 20:37:31 +08:00
1 parent 47c752eaf3
commit c40db898aa
5 files changed
+53 -28

No files matched your search

+18 -5
View File
@@ -318,13 +318,15 @@ fi
# 可回放纯逻辑步骤流(同种子同输入逐位复现),await 会打断确定性——「模块归属」B1 行已写明
# 「禁 await——切片 88 冒烟实证」。本闸为防回归防线(2026-10-24 人工 grep 盘面干净)。
# 扫描面:B1 域文件集(与 architecture.md「模块归属」B1 行同口径)=battle_orchestrator.gd
# + battle_fx_host.gd + reward_grant.gd + board_installer.gd 三拆件 + settlement/ 五段段类 + damage_controller.gd,共 14 文件,显式清单见 S8_FILES。
# + battle_fx_host.gd + reward_grant.gd + board_installer.gd 三拆件 + settlement/ 五段段类 + damage_controller.gd,清单单点=B1_SET。
# 执行侧字面值豁免:脚本必须带字面值才能工作;文件集与架构文档冲突时以 B1 域文件集为准。
# 判据:文件集内出现 await 关键字即红(词边界 \bawait\b,任何形态——await 信号/协程/
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
# 口径仿 S1/S2 的 grep 排除手法。
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd game/core/settlement/battle_refresh_flow.gd game/core/effect_port.gd game/core/reward_roller.gd"
# 自检:①清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿;②settlement/ 目录域反向对账——新段类未登记即判红(见下)。
# B1 域文件集=单点清单(S8 await 禁扫面与 S7 豁免名单共用;改成员先改 architecture.md「模块归属」B1 行再改此处,2026-11-03 架构审查 P1 裁并点)
B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd game/core/settlement/battle_refresh_flow.gd game/core/effect_port.gd game/core/reward_roller.gd"
S8_FILES="$B1_SET"
S8_MISS=0
for f in $S8_FILES; do
if [ ! -f "$f" ]; then
@@ -332,6 +334,17 @@ for f in $S8_FILES; do
S8_MISS=1
fi
done
# 自检二(2026-11-03 架构审查 P1 裁):目录域反向对账——settlement/ 实有 .gd 未登记进 B1_SET=该扫的没扫,判红。
# 只反向对 settlement/ 一个目录域:装板/授予/效果端口/掷格四件结算码住 game/core 根下,纯目录域覆盖不住,
# 根下新增仍由「模块归属」B1 行+写卡段申报面承接(禁把目录判据当成全域判据)。
S8_UNREG=""
for f in $(find game/core/settlement -name '*.gd' 2>/dev/null | sort); do
case " $B1_SET " in *" $f "*) ;; *) S8_UNREG="$S8_UNREG $f" ;; esac
done
if [ -n "$S8_UNREG" ]; then
echo "[static_scan] S8 FAIL: settlement/ 有结算段类未登记进 B1 域文件集——await 禁扫面对它静默失效:$S8_UNREG(先改 architecture.md「模块归属」B1 行,再补 B1_SET)"
S8_MISS=1
fi
if [ "$S8_MISS" -eq 1 ]; then
fail=1
else
@@ -344,7 +357,7 @@ else
grep -rnE '\bawait\b' $S8_FILES 2>/dev/null | grep -vE '^[^:]+:[0-9]+:[[:space:]]*#' | grep -vE '"[^"]*\bawait\b[^"]*"'
fail=1
else
echo "[static_scan] S8 ok(扫描面 B1 文件集 10 个 .gd,await 零命中)"
echo "[static_scan] S8 ok(扫描面 B1 文件集 $(echo $S8_FILES | wc -w) 个 .gd+settlement/ 目录域已反向对账,await 零命中)"
fi
fi
@@ -368,7 +381,7 @@ fi
if require_scan_face "S7" "$DIR_CORE"; then
# B1 域文件集(迭代 46 卡A 增补 battle_refresh_flow——换图刷新流程件=C13 拆分边界的 B1 域拆件,
# 承载旧资源退役/装板编排调用;architecture.md「模块归属」BattleRefreshFlow 行随反哺点落文)
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd game/core/settlement/battle_refresh_flow.gd game/core/effect_port.gd game/core/reward_roller.gd"
S7_B1_SET="$B1_SET" # 与 S8 同一单点清单(原第二份抄本,2026-11-03 并点——两份靠人工同步必漂)
S7_MISS=0
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
if [ ! -f "$f" ]; then