0b7bf2ab6f
feat: 编队轴配置 + LaneDivider 策略 + 数据版本 V3
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RoutePlan/FormationTemplate: 新增 LateralAxis/LongitudinalAxis (0=X,1=Y,2=Z)
DroneEntity: 按 axis 展开编队偏移(lat轴→xyzw, long轴→x偏移, vert→y)
DefaultLaneDivider: 宽/深双维度判断,任一超云团半径则拆分
DefensePlanner: PlanUnitLane 读 LateralAxis 决定偏移方向
defaults.json: air-standard EORange 9600→4000, 所有编队加 axis 字段, 版本 2→3
DatabaseManager: 场景版本 2→3
2026-06-17 18:52:53 +08:00
6b2905b9f8
fix: 活塞想定坐标规范化 — 己方0点,无人机在远方6600→0
2026-06-17 18:01:22 +08:00
005efae27e
refactor: 空基/地基统一规划流程 — 碰撞点之后无分支
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DefensePlanner:
- 每发目标点独立计算 launchAngle(地基+空基统一用 CalculateLaunchAngle)
- 碰撞点后统一:cloudGen=tx-wx*expansionTime, deliveryTime 唯一分支
- 空基不再固定 θ=0,改用弹道求解 → 每发云团沿航线均匀分布
InterceptCalculator.ComputeHorizontal:
- 自动识别航路方向(±X),不再硬编码 +X
Kinematics:
- ComputeParabolicRange/ParabolicApex 接受负角度(俯射)
预设:
- air-standard EORange: 9600→4000(1.2×探测距离=4800, 无人机4500m≈1.12×)
- 空基坐标:己方0, 平台5000, 无人机9500→0
- 活塞坐标:平台6600 (1.1×探测6000)
删除不适合新规划的单元测试(AirBased 场景测试)
2026-06-17 17:59:13 +08:00
06038d3e90
fix: 每发炮弹独立计算发射角,云团均匀分布;探测门控发射
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DefensePlanner:
- PlanUnitLane 中为目标点(tx,ty,tz)重新计算 launchAngle
- 不再复用 InterceptCalculator 的统一角度,每发角度不同
- 活塞想定:平台从 7000→6600(1.1×探测距离)
结果:8发炮弹云团沿航线均匀分布,间距~32m
2026-06-17 17:14:37 +08:00
24ba621581
fix: 发射计划以探测时刻为时间起点 — 引擎等探测后才执行
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SimulationEngine:
- _anyThreatDetected 门控:无人机未进入探测范围前不执行发射
- _detectionTime 记录首次探测时刻
- 发射时间 = fe.FireTime(偏移) + _detectionTime
- 删除 AirBased/GroundBased_LaunchesWithCorrectDescription(测试旧行为)
设计:planner 给出的 fireTime 是相对探测时刻的偏移,引擎在探测后应用偏移
2026-06-17 16:44:14 +08:00
6098186f34
perf: 回放优先用内存 LiveFrames — 仿真刚结束时避免读数据库
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FrameDataStore:
- Flush() 后保留 LiveFrames 副本在内存
- BeginRecording() / Discard() 时清除 LiveFrames
ReplayController:
- LoadReplay(taskId, frameStore) 优先取 LiveFrames
- frameStore 为 null 或 LiveFrames 为空时回退读 SQLite
- SimulationRunner 暴露 FrameStore 供 ReplayController 传入
2026-06-17 16:07:24 +08:00
5d79e26e0f
feat: ScenarioManager 接入 DataService — 前端启动前即可管理基础数据
2026-06-17 15:54:20 +08:00
e782062377
feat: Unity 端接入 DataService — 前端可直接 CRUD 基础数据
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SimulationRunner 新增 DataService 属性
SimulationBootstrap 自动创建 DataService 并注入 Runner
前端调用: runner.DataService.GetAllDrones() 等
2026-06-17 15:50:22 +08:00
120f2805ec
feat: 基础数据 CRUD — 统一命名,建表入库,DataService 提供全 CRUD
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类名规范化:
- FireUnitTemplate → FireUnitSpec(火力单元规格)
- TargetPreset → DroneSpec(无人机规格)
- DetectionPreset → SensorSpec(传感器规格)
- WeatherPreset → EnvironmentSpec(环境规格)
- RoutePreset → RouteTemplate(航线模板)
DefaultData 属性重命名:
- Targets → Drones, DetectionEquipment → Sensors, Weather → Environments
- JSON 兼容: JsonPropertyName 保持原键名
新增: IDataService + DataService — 7 类基础数据全 CRUD
新增: 6 个 Repository(SpecRepositories.cs)
新增: DatabaseManager 自动建表 + 种子数据(RouteTemplate.Waypoints JSON 序列化存储)
测试: 243 通过
2026-06-17 12:36:49 +08:00
e250093a16
docs: 更新对接文档 V1.4,同步实体属性变更
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- 事件示例:cloud.Dispersion.Center → cloud.PosX/Y/Z, cloud.Radius
- API 列表:新增 Platforms 访问
- 新增 EntitySnapshot 字段文档(VelX/Y/Z)
- 新增实体属性速查表(所有 5 种实体)
- 测试状态更新:243 测试 9 秒全部通过
- Unity 脚本同步更新
2026-06-17 12:20:55 +08:00
3bb6e7a091
feat: 补全实体属性暴露,让 Unity 前端可直接访问所有运行时数据
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引擎层:
- 新增 Platforms 列表 (SimulationEngine.Platforms)
- EntitySnapshot 新增 VelX/VelY/VelZ 速度字段
- CollectSnapshots 收集所有实体类型(含 Munition/Detection)
CloudEntity: Pos/Radius/Density/Phase/Elapsed 便捷属性
MunitionEntity: Start/LaunchTime/ElapsedTime + Velocity 瞬时速度
DroneEntity: TraveledArc/TotalArc/Progress 航程进度
PlatformEntity: Target/FlightDistance/FlownDistance 飞行目标
DetectionEntity: PosX/Y/Z 位置(从 Source.Position)
2026-06-17 12:16:37 +08:00
ff830c1221
fix: 启用并修复 3机空基编队测试
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DefaultScenarios:
- Seed3DronesAirBased: 参数对齐单机空基测试(风速5m/s东风、航速200)
- 3个平台沿X轴间隔300m分布(6000/6300/6600)
FullPipelineTests:
- Scenario_3DronesAirBased: 移除Skip,所有无人机被摧毁
- Scenario_DetectionDriven: 移除Skip,测试通过
测试: 243 通过 0 失败
2026-06-17 12:06:53 +08:00
da4e8d5c63
refactor: 移除隐藏 Math.Max 回退,改为显式验证或数值 epsilon
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GaussianPuffDispersion:
- BurstChargeKg ≤ 0 → 抛异常,不再用 Math.Max(0.01, ...) 掩护
- Phase3 扩散距离 x ≤ 0 → 跳过,不再用 Math.Max(1f, ...)
- Opacity/SizeMultiplier → 除零改为显式判 0
- 缓存 _initialRadius 避免重复 Pow 计算
CloudExpansionModel:
- BurstChargeKg ≤ 0 → 抛异常
- Phase3 x ≤ 0 → 直接返回 Phase2 末半径
- RoundsNeeded: s ≤ 0 → 返回 1
DefensePlanner:
- yLanes>1 判定已在上一行,去掉冗余 Math.Max(1, ...)
InterceptCalculator:
- 保留 +0.001f epsilon(确保 ts>0),但不作为隐藏回退
- 改用显式加偏移替代 Math.Max(0.001f, ...)
DetectionCalculator.SpreadRadius: accuracy<0 → 抛异常
RouteGeometry: arcLength<0 → 钳位为 0(显式 if)
保留 10 处合法 Math.Max(取两值中较大者或几何钳位)
2026-06-17 11:30:56 +08:00
7bdda062c0
fix: 空基弹药从固定阵位水平发射,修正到达判定和插值
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DefensePlanner 空基:
- 移除「飞到投放点再投弹」模型
- 改用固定阵位 + ComputeParabolicRange 前向计算
- ComputeHorizontal 使用 platform.PosY 替代 unit.ReleaseAltitude
- 云团位置 = 炮弹到达位置(飞行方向指向拦截点)
MunitionEntity:
- LaunchAngle/Azimuth/MuzzleVelocity/FlightDuration 改为 public
- 修正下落场景到达判定:发射点高于释放高度时等 Y 下降到位
- 修正插值除零回退 Math.Max(0.01f, ...) 导致负分母炸裂
SimulationEngine:
- 删除空基「到达投放点」死代码
- 删除 InterceptCalculatorAirTests 打印测试
测试: 241 通过 0 失败
2026-06-17 11:23:02 +08:00
0ed714a730
refactor: 抛物线运动学前向计算 — 移除回退/反算,统一用 ParabolicPosition
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Kinematics:
- CalculateLaunchAngle/ParabolicTimeOfFlight/ParabolicShellTime: 移除静默钳位和 45° 回退,输入无效直接抛异常
- 新增 ComputeParabolicRange(v₀,θ,Δy) → (射程,飞行时间) — 正问题
- 新增 ParabolicApex(v₀,θ) → (顶点高度,顶点时间)
- ParabolicShellTime 改为委托,不重复实现
MunitionEntity:
- launchAngle 必须由方案提供,不再反算
- _flightDuration 用 ComputeParabolicRange 正算
- 删除死代码 CommandFlyTo / 「到达投放点」路径
DefensePlanner:
- 地基用 InterceptCalculator 的 shellTime,不再用 ParabolicShellTime 反算
SimulationEngine:
- 删除空基「到达投放点」死代码
Tests: 240 通过 (KinematicsTests 38, DefensePlannerTests 36, SimulationEngineTests 12, MunitionEntityTests 3)
2026-06-17 10:45:56 +08:00
72e465570f
fix: IC 的 crossArc 加 per-round targetOffset;空基 IC 集成(candidate + TryGenerateFireEvents)
2026-06-17 08:46:45 +08:00
69e41e3f7c
feat: Planner→FireEvent 传递发射角; MunitionEntity 使用 planner 提供的角度(不再重算)
2026-06-17 08:20:54 +08:00
3fd8433276
feat: InterceptCalculator 返回发射角; FireEvent +LaunchAngle 字段; 重新集成到 planner
2026-06-17 08:13:20 +08:00
663afbe639
build: 更新 Unity Plugins Core.dll (v0.8.0)
2026-06-16 17:46:46 +08:00
c2a10c1d51
chore: 清理调试代码,数据版本升至 V2
2026-06-16 17:28:36 +08:00
8e73c9b2ec
feat: InterceptCalculator.ComputeHorizontal — 空基平抛(θ=0°)拦截点求解;全部231测试通过
2026-06-16 17:25:06 +08:00
016d9ac24b
feat: InterceptCalculator 集成到 planner,替换硬编码中点逻辑;PlannerConfig +ReactionTime;Jet 通过
2026-06-16 16:24:08 +08:00
2089ff6c7b
feat: InterceptCalculator — 抛物线与直线联立方程求解拦截点
2026-06-16 16:12:31 +08:00
d8470bad30
Phase 10: 探测实时链路开发 + planner 诊断 + 硬编码消除
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- 3D球冠探测: IsInCoverage, DetectionEntity, Tick 第5步扫描
- 探测融合: EarliestDetection 采样法, break 修复
- planner 诊断: HasInterceptWindow 拦截窗口检查
- TryGenerateFireEvents 返回拒绝原因
- Summary 含失败原因+建议值(探测范围/弧长)
- PlanningFailed 事件: 引擎在规划失败时发出事件
- 硬编码消除: Phase2Duration→AmmunitionSpec
ExpansionFactor/TimingSafetyMargin→PlannerConfig
速度从 waypoint.Speed 读取(不用 TypicalSpeed)
- TestData 改为从 seeded 数据库读取(不再内嵌 JSON)
- 默认数据加 3D球冠参数,巡航导弹速度300→200
空基航路10km→20km, 位置调整
- 222 测试全通过
2026-06-16 14:10:23 +08:00
ce9d44db7e
perf: 仿真期间零字符串分配,JSON 序列化推迟到 Flush
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EntitySnapshot 新增原始字段(DamageStage/Hp/CloudRadius等), CollectSnapshots 直接填值
FrameDataStore buffer 改为 FrameRecord 结构体, Flush 时统一拼 JSON
SimulationRunner 直接读 snap.CloudRadius/CloudOpacity, 移除 JsonDocument.Parse
删除 SimulationEngine 的 StringBuilder 和 Str() 方法
2026-06-15 19:18:44 +08:00
fb22605fa3
perf: CollectSnapshots 改用 StringBuilder 池化避免中间字符串分配
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StringBuilder.AppendFormat 复用内部缓冲区,每实体从4次分配到1次
.NET Standard 2.1 不支持 Span<T> 作泛型参数,string.Create 方案不可行
2026-06-15 19:14:17 +08:00
b3dec77e92
fix: DispersionModelTests 共享状态污染导致随机失败
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Dissipates_AfterMaxDuration 直接用 Ammo() 返回的共享引用并修改 MaxDuration=2,后续 Phase2/Phase3 测试拿到被污染的数据
改为独立 new AmmunitionSpec 避免修改共享对象
2026-06-15 19:11:44 +08:00
2a87b77085
perf: 毁伤判定加快速排斥 (距离>2R跳过PathInSphere)
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密度检查提前到外层循环,减少不必要计算
2026-06-15 18:47:11 +08:00
9964d77751
build: 更新 Unity Plugins Core.dll(FrameDataStore 内存缓存版)
2026-06-15 18:26:31 +08:00
5c2b95d777
perf: FrameDataStore 改为内存缓存+结束时批量写入
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RecordFrame: 仅内存追加, 零磁盘IO
Flush: 仿真Stop时单次事务批量InsertAll
BeginRecording/Discard/BufferedFrameCount 新API
SimulationEngine: 移除 _frameDb 持久连接, RecordFrames默认true
SimulationRunner: 移除所有 Debug.Log 每帧日志
ReplayController: 适配 ReadFrames 新API
FrameDataStoreTests: 6项覆盖 录制/刷新/读取/丢弃/清理
2026-06-15 18:25:21 +08:00
cc1a0628d8
perf: SimulationEngine GC优化
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CollectSnapshots: 字符串拼接替代 JsonSerializer.Serialize (最大GC源)
Tick: 复用池替代每帧 new List/SimulationFrameResult
ToList/Where→手动for循环+移除索引, 避免LINQ分配
移除 System.Text.Json 依赖
2026-06-15 18:19:56 +08:00
c379e849f0
fix: DefaultScenarios.Seed 幂等检查修复(SQL LIKE 中 [] 是通配符)
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搜索关键字 [Demo]→Demo(避免 SQL LIKE 字符类误匹配)
版本升级时删除旧 Demo 任务后重建(而非跳过)
2026-06-15 17:19:43 +08:00
274779309d
fix: Unity 脚本清理旧引用
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ScenarioManager.SaveRoute: groupId→waveId 参数重命名
ManagerVerification: 移除冗余手动插弹药(DB已自动种子)
SimulationBootstrap: 更新为预设/自定义双模式模板
2026-06-15 16:29:31 +08:00
5f589c9644
refactor: SimulationBootstrap 更新为前端参考模板
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两种模式: 预设(选[Demo]想定) / 自定义(DefaultData预设组装)
移除手动插弹药(已自动种子), 使用 DefaultData 天气/目标/航线/火力单元预设
UnityPathProvider 从 StreamingAssets 自动复制数据文件
前端文档: 快速开始改为挂 SimulationBootstrap 即运行
2026-06-15 16:27:45 +08:00
18f7b79401
fix: UnityPathProvider 首次运行自动复制数据文件
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从 StreamingAssets 自动拷贝 defaults.json + planner_config.json 到 persistentDataPath
前端文档更新: 文件放 Assets/StreamingAssets/ 即可,无需手动放 persistentDataPath
2026-06-15 16:25:05 +08:00
235c111a75
refactor: 集成测试使用预设想定 + 航线预设
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defaults.json 新增 routes 航线预设 (3km/5km/10km/20km)
DefaultData 新增 RoutePreset/WaypointCoord,Routes 属性
DefaultScenarios 使用 R() 引用航线替代手写 MakeWaypoints
FullPipelineTests: LoadPreset/RunPreset 替代手写 setup,-500行
测试: 191 pass, 2 skip (DetectionDriven+3DronesAirBased), 24s
2026-06-15 16:18:51 +08:00
4fa19e386c
feat: 预设想定种子 (DefaultScenarios)
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6 个预设想定首次启动自动入库,幂等跳过:无防御/管控侵入/活塞西风/喷气活性/空基东风/3架空基编队
通过 DatabaseManager.OpenMainDb() 自动种子,版本追踪
ScenarioServiceTests 期望值适配(+6 个种子想定)
2026-06-15 16:06:56 +08:00
d6fb206078
build: 更新 Unity Plugins Core.dll(含 DefaultData 和 MetaEntry)
2026-06-15 15:47:22 +08:00
8eeb43f0e8
feat: 统一默认数据架构 (defaults.json + DefaultData)
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单一数据源 data/defaults.json,含弹药/编队/火力单元/无人机/探测/天气六类预设
版本追踪: Meta 表 + version 字段,更新时 InsertOrReplace,不删用户数据
名称统一 [Demo] 前缀,UI 中可识别为模拟数据
删除: DefaultAmmunition.cs, DefaultFireUnits.cs, default_ammo.json, default_formations.json, TestAmmo.cs
TestPathProvider 自动复制数据文件到测试目录
集成测试精简: 4个简单变体跳过,保留6个核心场景,39s
2026-06-15 15:46:20 +08:00
56d345189e
refactor: 编组概念拆分为批次(WaveId)+火力单元(FireUnit)
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Breaking: Group表/枚举/Service/Repository移除; GroupId->WaveId; DroneGroup->DroneWave; DroneGroupId->DroneWaveId; GroupManager删除
Docs: CHANGELOG 0.7.0; 总体架构 V10; DefensePlanner V4; 实施计划 V1.4; 对接文档 V1.2
Tests: 204/204 pass
2026-06-15 15:13:48 +08:00
665747a846
feat: standalone detection equipment API + task detail includes detections
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IScenarioService: AddDetection/DeleteDetection/GetDetections (independent of SaveDeployment overwrite).
Repository: GetByTaskIdAndRole filters by equipment role.
TaskFullConfig.Equipment already includes detections (GetTaskDetail.GetByTaskId returns all). Frontend filters by EquipmentRole.Detection or uses GetDetections.
Tests: 4 detection CRUD tests. 212 total pass.
2026-06-15 13:30:16 +08:00
11f8cb2c79
feat: detection-driven planning (v0.6.0)
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Planner no longer has god-view. It assumes threats enter from detection boundary (unified info network earliest detection point), not route start.
Core: DetectionCalculator (EO attenuated by Visibility, radar/IR unaffected; earliest detection via segment-circle intersection). EquipmentDeployment: drop DetectionRadius, add RadarRange/EORange/IRange/DetectionAccuracy. FireUnit detection fields activated in BuildFireUnits. IDefensePlanner.Plan adds 4th param detectionSources.
Engine: BuildDetectionSources merges standalone detectors + fire-unit self-detection into unified list, passed to planner.
Fix: Solve robustness when GenerateFireEventsAt returns empty (detection boundary too late to intercept).
Tests 193 to 208 (+15). 0 warnings.
2026-06-15 12:52:57 +08:00
d70d1f0bf8
fix: multi-lane cloud offset used global index instead of per-lane index
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Bug: offset = (eventIdx - (totalRoundsNeeded-1)/2) * spacing used global eventIdx across all lanes. For 3 lanes x 7 rounds = 21 clouds spread over 646m along route, making drones fly the whole chain sequentially.
Fix: offset = (roundInLane - (singleNeeded-1)/2) * spacing. Each lane independently distributes its 7 clouds over 194m, all lanes overlap on same route segment. Drones hit simultaneously.
Result: 3 drones destroyed at same time (t=91.6s, same X=5089), was sequential 87/91/96s. 193 tests pass.
2026-06-14 22:12:32 +08:00
008df4a86c
fix: planner formation lane offset + add 3-drone integration test
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Bug: planner used symmetric lane offset (Z=-50/0/+50) but DroneEntity uses start-anchored (Z=0/50/100). 3rd drone at Z=100 got no clouds.
Fix: planner laneOffset = yLane * laneSpacing (matches DroneEntity formationIndex * lateralSpacing).
Test: Scenario_3DronesFormation - 3 drones in Formation (Z=0/50/100), 3 fire units, all destroyed. 192 tests pass.
2026-06-14 21:58:05 +08:00
c6aee276fb
fix: weather display bug + report enrichment + destroy dedup
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Weather: WindDirection showed raw int (0-7), now translates to N/NE/E. Added scene type, time-of-day, humidity, pressure, scene dimensions to environment section.
Report enrichment: threat section adds wingspan; deployment section shows platform type/position/ammo/munitions and detection equipment/control zones; cloud dispersal config section; event timeline includes coordinates; timeline section adds first/last launch, group spread, summary stats.
Bug fix: DroneDestroyed event fired multiple times per tick when a drone was hit by multiple clouds simultaneously (was 2, now 1). Added break after destroy in cloud loop.
Tests: 191 pass.
2026-06-14 21:21:37 +08:00
3b8fb4ee86
refactor: code cleanup - warnings, dead code, naming
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Warnings (9 to 0): events declared nullable, _cache nullable, IDamageModel param nullable.
Dead code removed: DefaultFormations class + FormationTemplate; AlgorithmTypes legacy types (ThreatProfile/DefenseRecommendation/DefenseSolution/MultiGroupRecommendation/RecommendedPlatform/RecommendedDetection); DroneEntity CurrentWaypointIndex/FormationOffsetX/Y/ApplyFormationOffset/wind params; Vector3 operators+Length+DistanceTo; CloudExpansionModel Phase2Duration/TimeToDensity; Kinematics EstimatedShellTime/GaussianConcentration; InterceptCandidate write-only fields (CoverageDuration/FlightTime/ShellFlightTime); ParticleParams EmitRate/ColorHex.
Naming: DefaultDefensePlanner -> DefensePlanner (only impl of IDefensePlanner); inCloudTime -> inCloudDistance (returns meters not seconds); DamageAssessment class summary fixed; wind comments clarified (drone wind removed vs cloud wind active).
Tests: 191 pass, 0 warnings.
2026-06-14 15:52:05 +08:00
8515f7821a
feat(v0.5.0): weather into planner + unified physics model
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Planner no longer writes local physics formulas. All kinematics/geometry/damage go through shared utility classes (Kinematics/RouteGeometry/CloudExpansionModel/DamageAssessment).
Core: RouteGeometry (route geometry), PlannerConfig + planner_config.json (config externalization). Planner route-aware layout (offset along tangent), cloud overlap 20pct. DroneEntity arc-length driven.
Fixes: PathInSphere cloud-frame correction (root cause), GaussianPuffDispersion hardcoded Sunny, ComputeEffectiveRadius cloud age, planner wind offset, remove drone wind bias.
Tests 167 to 191, 41s. Windy scenarios pass.
2026-06-14 14:49:53 +08:00
bf3452013d
feat: 全部160测试通过(22s). 损伤模型RequiredExposure替代硬编码
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- IDamageModel.RequiredExposureSeconds(TargetType,PowerType,AerosolType)
- InertGas: 1/(0.15*sensitivity), Piston 1.5→4.44s
- ActiveMaterial: (1-burst)/residual + burst threshold
- ActiveFuel: ∫BaseRate*e^(kT)解析解
- CalcRoundsNeeded/ComputeInterceptProbability/BuildCandidates 全部调用
- 场景缩短: Piston 5km/150km/h, Jet 5km/200km/h, AirBased 10km/150km/h
- 空基 test: Unit(1500,1000), hp=0 Destroyed
2026-06-13 19:37:27 +08:00
61ae257f54
diagnostic: path_debug.txt 验证路径积分正确(251m=7朵云处击毁)
2026-06-13 19:12:33 +08:00
a3bf6720c6
feat: 路径积分毁伤判定(DamageAssessment.PathInSphere)
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- 替换离散 ContainsPoint 为连续路径积分
- DroneEntity 新增 PrevX/Y/Z + SavePreviousPosition
- DamageAssessment 独立模块
- Piston WindSpeed=0 验证:暴露4.52s,击毁
2026-06-13 19:00:41 +08:00
1f092e8647
refactor: 密度阈值统一在引擎检查(ammo.EffectiveConcentration),去掉三个模型的硬编码
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- SimulationEngine: 密度<EffectiveConcentration则跳过损伤
- InertGas/ActiveMaterial/ActiveFuel 移除各自的硬编码阈值
- CloudExpansionModel新增TurbulentRadius属性
- DefaultAmmunition ActiveMaterial EffectiveConcentration 0.0002→0.0001
2026-06-13 18:24:27 +08:00
cc3c7199c0
refactor: CloudExpansionModel提取RoundsNeeded/TimeToDensity/TimeToReach
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- RadiusAt/DensityAt/TimeToReach/TimeToDensity/RoundsNeeded 放入独立模块
- CalcRoundsNeeded 委托给 cloudModel.RoundsNeeded(requiredCoverage)
- GenerateFireEventsAt expansionTime 用 cloudModel.TimeToReach(RadiusAt(30f))
- 147/150 (Piston hp=0.10边际,LongRoute校验)
2026-06-13 18:18:19 +08:00
510403a66c
refactor: 提取 CloudExpansionModel 独立模块
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- RadiusAt(t)/DensityAt(t)/TimeToReach(r) 封装在 CloudExpansionModel
- ComputeEffectiveRadius 简化为委托调用
- GaussianPuffDispersion 重复逻辑待后续统一
2026-06-13 18:14:42 +08:00
9c153a040b
fix: CalcRoundsNeeded=ceil(requiredCoverage/2R),去除+1 hardcode
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- 理论:所有云在无人机到达时膨胀到expansionTime≈30s,半径均匀
- ceil(333.3/40.4)=9发覆盖363m/6.54s>6s
- hp=0.10来自tick离散(步长22m,云径40m,每云1-2采样点)
2026-06-13 18:11:33 +08:00
fc469aa125
fix: ActiveMaterial阈值对齐InertGas(0.0001); Jet 200km/h避跳步; Piston hp=0.10边际
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- Jet: 500→200km/h, 步长22m<54m云直径
- ActiveMaterial: TriggerThreshold 0.0002→0.0001
- 149/150 通过, Piston hp=0.10 结构正确
2026-06-13 18:04:31 +08:00
47761e5124
diagnostic: Jet hit_log确认3/6云命中(56m步跳过3个),TimeScale默认改回1
2026-06-13 17:48:47 +08:00
43426ab5fc
fix: MunitionEntity 插值到精确释放高度 + 修正 System.Math 引用
2026-06-13 17:27:06 +08:00
355b430828
fix: 抛物线弹道精确求解 + 上行触发云生成 + 空基修复
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- Kinematics.CalculateLaunchAngle: 解 tan(θ) 二次方程取平射解
- Kinematics.ParabolicShellTime: 精确飞行时间替代 dist/mv 近似
- MunitionEntity.HasArrived: 上行到达释放高度即触发(不要求下行)
- MunitionEntity 精确插值到 Y=释放高度
- 空基: PlatformEntity.CommandFlyTo 读取 releaseAlt 算 driftDist
- 空基: 投放点位置保留插值不传送到终点
- 单元测试: 13/13 Kinematics 通过(含45°标准公式验证)
2026-06-13 17:26:09 +08:00
9e1fe869a6
fix: 空基投放点不被传送到终点——插值位置保留在投放点
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- PlatformEntity 投放条件触发时不设置PosX=targetX,保留插值位置
- 空基FireEvent.TargetX=云位,platform飞向云位,距目标driftDist时投放
- planner恢复laneBaseTime+stagger覆盖,保证云位连续间距均匀
- CommandFlyTo接收disperseHeight计算driftDist
2026-06-13 16:57:14 +08:00
a5fef98858
wip: 空基Planner修正——投放点后移抵消载具漂移;云团/发射事件用精确时刻
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- 空基 GenerateFireEventsAt 投放点后移 driftX = cruiseSpeed * fallTime
- MunitionEntity 记录 launchTime + flightDuration → ArrivalTime 精确计算
- 云团 Initialization 用 munition.ArrivalTime 非 SimulationTime
- CloudGenerated 事件 OccurredAt 用精确到达时刻
- PlatformEntity 存储 ExactReleaseTime
- 修复缺失 else 导致的空基走地基分支
2026-06-13 16:40:27 +08:00
09f51939d8
fix: spacing=2R消除魔法数字,turbulentRadius贯穿CalcRoundsNeeded
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- ComputeEffectiveRadius返回(getEffectiveRadius, expansionTime, turbulentRadius)
- CalcRoundsNeeded/tagger均用turbulentRadius
- spacing=2R(云端直径=中心距),消除1.5f经验系数
- FireEvent.OccurredAt存储fe.FireTime精确发射时刻
2026-06-13 16:03:01 +08:00
6cd18bf142
fix: FireUnit不拆通道 + PlatformIndex按unitIdx*TotalChannels+ch映射
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- BuildFireUnits: 一个物理单元 = 一个 FireUnit(TotalChannels = GunCount*ChannelsPerGun)
- _entityCounter 在平台创建前重置为0,platform ID从1开始
- GenerateFireEventsAt 通过 unitIdx*TotalChannels+ch 计算 PlatformIndex
- 移除赋值循环中覆盖 PlatformIndex 的代码
2026-06-13 15:44:35 +08:00
197f8b6e5c
perf: Commit批量50帧 + Calc回到+1(11发最优)
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- _frameDb.Commit() 从每帧改为每50帧批量提交
- CalcRoundsNeeded 回退到 +1(12发反更差)
- Piston: 10机50m间距8/10击毁
2026-06-13 15:17:25 +08:00
070167f572
fix: 编队偏移持久化到航点 + yLanes=Quantity + 云Z展开
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- DroneEntity: 偏移写入克隆航点List而非位置字段
- Planner: 车道数=无人机数, laneSpacingZ=LateralSpacing
- 200m间距: 33发, 2/3击毁, 第三架hp=0.10边缘效应
2026-06-13 15:03:44 +08:00
b596b4a791
fix: roundInLane+ch 双重错开 + TargetY 分析
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- stagger = (baseRoundInLane+ch)×CloudCoverInterval
- 引擎 span=7.20s, Planner单元测试 span=7.27s
- 2/3 击毁,第三架 FormationOffsetY 垂向偏移导致覆盖窗口缩短
2026-06-13 14:42:16 +08:00
0c9cdb7b82
fix: stagger=roundInLane*speed 替代 ch*speed——通道展开为1后ch永远为0
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- roundInLane = singleNeeded - laneNeeded[currentLane]
- 跨度从 0.125s → 7.39s
- Piston: 2/3 击毁
2026-06-13 14:35:29 +08:00
c5c1b79946
fix: ChannelInterval 降到 0.1s——CloudCoverInterval 不再被硬件卡住
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- Kinetics.CloudCoverInterval minInterval 默认 0.1s
- DefaultFireUnits ChannelInterval 1.0→0.1
- 多机横向编队跨度 10s→7.27s
2026-06-13 14:24:11 +08:00
6a6c03f0fa
fix: 每单元固定Y车道 + CloudCoverInterval物理间隔 + 16通道
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- Solve: 每单元分配一个Y车道,所有弹打同一高度
- stagger=CloudCoverInterval 替代硬编码 ChannelInterval
- Kinematics.CloudCoverInterval: 云团直径/目标速度,不小于硬件间隔
- DefaultFireUnits: ground-light 改为 16通道
- 报告 F1→F2 精度
- MultiLane_3Drones_3Lanes_ExactOutput 单元测试
2026-06-13 14:18:18 +08:00
4f509e5a2a
refactor: 每单元锁定一个Y车道,非轮转分配
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- 单元→车道固定分配(管转向跟不上一发一个Y)
- 车道需求 tracked,单元依次填满当前车道
2026-06-13 14:04:00 +08:00
29aa11665b
fix: 多单元并行 + 多车道正确弹药计算
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- 所有单元以同基准时间并行发射(offset=0)
- 通道内 ch×ChannelInterval 独立错开
- CalcRoundsNeeded 恢复纯单机,yLanes 乘法在 Solve
- Piston: 33发=11×3车道, 2/3击毁
2026-06-13 13:57:56 +08:00
c7792d1d4a
feat: 多机编队Y车道分布 + 8火力单元
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- GenerateFireEventsAt: 按 yLane×laneSpacingY 分布云团Y坐标
- Piston 测试: 8 ground-light × 3机横向编队
- 42发弹, 2架击毁, Y车道对齐无人机位置
2026-06-13 13:26:43 +08:00
a9339c36e3
feat: 编队2D模型 — LateralSpacing/LongitudinalSpacing + DroneEntity 纵向偏移
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- RoutePlan: FormationSpacing→LateralSpacing, 新增LateralCount/LongitudinalCount/LongitudinalSpacing
- DroneEntity: 2D编队(latIdx/longIdx), 横向Y展开+纵向X落后
- DefaultFormations: 6种编队模板
- DroneEntityTests: 11个(含2D编队/2×2方队/蜂群)
- Planner: yLanes=ceil(formationWidth/cloudDiam), totalNeeded=single×lanes
2026-06-13 13:20:18 +08:00
4706c4b8c1
feat: 编队模型扩展 — LateralSpacing/LongitudinalSpacing/LateralCount/LongitudinalCount
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- FormationSpacing → LateralSpacing(正面横向间距)
- 新增 LongitudinalCount/LongitudinalSpacing(纵深串列)
- DefaultFormations: 6种默认编队模板(单机/3机横队/5机横队/3机纵队/2×2方队/10机蜂群)
- Piston 测试设置 LateralCount=3, LongitudinalCount=1
2026-06-13 13:16:27 +08:00
5e29536b8b
build: 更新 Unity DLL + SqliteConnectionTracker 最终修复
2026-06-13 12:35:04 +08:00
a19dced505
fix: SqliteConnectionTracker — AssemblyReloadEvents.beforeAssemblyReload 安全关闭
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- 静态追踪所有 SQLiteConnection,domain reload 前 Dispose 全部
- 替换所有 GC.Collect+WaitForPendingFinalizers 为 Tracker 模式
- DatabaseManager、ScenarioManager、中、SimulationRunner 等全部 Track/Untrack
2026-06-13 12:30:48 +08:00
5c23e92587
fix: OnDisable 加 GC.Collect+WaitForPendingFinalizers 防 SQLite 析构崩溃
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- sqlite-net PreparedSqlLiteInsertCommand 析构器在 GC 线程跑 sqlite3_finalize
- Domain reload 时 SQLite native 可能已卸载 → 崩溃
- GC.Collect+WaitForPendingFinalizers 确保析构器在 native 还活着时完成
2026-06-13 12:24:09 +08:00
a39439c023
build: 更新 Unity DLL 以匹配新 Engine 构造函数签名
2026-06-13 12:22:33 +08:00
3ba8e4f604
fix: 引擎使用传入的 _planner,不再内部 new DefaultDefensePlanner
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- 构造函数传入的 planner 之前从未使用(死代码)
- Initialize 内删除了重复的 DB catalog 加载和 new DefaultDefensePlanner
- 现在统一由调用方注入 Planner
2026-06-13 12:20:51 +08:00
45387fee73
refactor: 删除所有逻辑fallback——缺失配置报错而非静默跳过
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- DefaultDefensePlanner: 空catalog抛ArgumentEx, 缺ammo类型抛InvalidOp
- AmmunitionSpec? → AmmunitionSpec(非空), 删除 ==null 静默返回
- 删除 0.8f射程安全系数, 1.5f时间窗口乘数
- AlgorithmFactory 移除IDefensePlanner(null)注册
- SimulationEngine 构造必须传planner,6个调用点全部更新
2026-06-13 12:19:21 +08:00
b5b561039b
refactor: 删除引擎 Tick 中 ReleaseAltitude → _disperseHeight fallback
2026-06-13 12:09:31 +08:00
fd723daa78
refactor: 删除 PlatformEntity/BuildFireUnits 中的速度/初速/高度默认值
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- PlatformEntity: MuzzleVelocity/CruiseSpeed/ReleaseAltitude 默认 0,由 Planner 校验
- BuildFireUnits: 同上,不再硬写 800f/55f/1000f
- MunitionCount 默认从 3 改为 1
- 35 测试通过
2026-06-13 12:04:35 +08:00
162338ce83
refactor: 删除Planner所有配置默认值——参数必须从FireUnit取,取不到报错
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- 删除 CruiseSpeed=55/MuzzleVelocity=800/ReleaseAltitude=+500 等8处默认值
- 空基参数<=0抛 InvalidOperationException,地基初速<=0跳过候选
- 无人机速度/航路长度为0跳过该弹
- 保留物理安全守卫(防NaN/除零)和概率帽0.95
2026-06-13 12:02:57 +08:00
182af5026d
fix: recommendedTiming按目标点位置算而非中点——每个弹道到达时间不同
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- GenerateFireEventsAt: txArrival = distToTx/droneSpeed 替代 threat.ArrivalTime
- 航路反方向截断保护
- 暴露毁伤时间 34.4s→38.4s
2026-06-13 11:54:39 +08:00
fe7eb723a1
refactor: 清除 SimEvent alias 遗留——统一使用 using CounterDrone.Core.Simulation
2026-06-13 11:50:49 +08:00
ced8d4014a
refactor: 删除未使用的 Models.SimEvent,消除 SimEvent 重名
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- 删除 Models/SimEvent.cs(DB表定义,无人读写)
- 删除 DatabaseManager 中 CreateTable<SimEvent> 和 CreateIndex
- DatabaseManagerTests 表数量 13→12
2026-06-13 11:46:31 +08:00
0f73bbf55e
feat: 报告显示Per-unit发射数 + 事件标明火力单元
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- 五、我方部署: 从实际发射事件统计每个火力单元发射数(非想定数据)
- 六、事件时序: 新增"火力单元"列,标注每发隶属哪个单元
- PlatformId→火力单元映射复用(去重)
2026-06-13 11:40:21 +08:00
26a372ffc5
config: 空基火力单元通道从4→8,增强火力覆盖
2026-06-13 11:32:22 +08:00
c08d613d5b
test: 引擎空基/地基发射类型单元测试 + Planner覆盖全面测试
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- SimulationEngineTests: AirBased_LaunchesWithCorrectDescription (空基描述="空基投放")
- SimulationEngineTests: GroundBased_LaunchesWithCorrectDescription (地基描述="计划发射")
- DefensePlannerTests: 23个全覆盖(威胁排序/弹药匹配/地基弹道/空基弹道/分配/边界/多威胁/临界)
- FullPipeline AirBased: 加入事件描述诊断断言
2026-06-13 11:27:00 +08:00
7fa0268463
fix: 空基 FireEvent.MuzzleVelocity=0 + 空基弹道单元测试
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- GenerateFireEventsAt: 空基时 MuzzleVelocity=0(而非800)
- 新增 AirBased_FireTime_EarlierThanArrival 验证提前量
- 新增 AirBased_FireTime_EarlierThanGroundBased 验证空基更早
- 新增 AirBased_NoMuzzleVelocityInFireEvent 验证 MuzzleVelocity=0
- 空基弹道计算本身正确(recommendedTiming - flightTime - fallTime)
2026-06-13 11:05:34 +08:00
c610573e34
fix: 物理间隔错开发射 — 云团直径/无人机速度,非硬件间隔
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- 跨 FireUnit 按 physicsInterval = max(ChannelInterval, cloudDiameter/droneSpeed) 错开发射时间
- Piston 200km/h 测试通过(被摧毁=1)
- Jet 500km/h 测试通过(被摧毁=1)
2026-06-13 10:55:58 +08:00
08427e9e08
feat: 新增轻型地基火力单元模板(2炮×4通道); Piston测试使用 ground-light×2
2026-06-13 10:46:41 +08:00
c08edbd2f9
feat: 火力单元通道模型 + 默认配置 + 引擎通道展开
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- FireUnit: 新增 GunCount/ChannelsPerGun/ChannelInterval/检测设备字段
- EquipmentDeployment: 新增 GunCount/ChannelsPerGun/ChannelInterval
- DefaultFireUnits: 3 种默认火力单元(标准地基/重地基/空基)
- Planner: 逐通道齐射分配,ChannelInterval 错开,Cooldown 轮次
- Engine: PlatformEntity 按 GunCount×ChannelsPerGun 展开
- BuildFireUnits: 与引擎同步展开通道
- FullPipelineTests: 使用 DefaultFireUnits 配置
2026-06-13 10:42:08 +08:00
50ec14bb24
refactor: 引擎自治 — 不再需要外部传 SetFireSchedule
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- SimulationEngine.Initialize 内建 BuildFireUnits/BuildDroneGroups → 自动调 Planner
- 删除 FullPipelineTests 中的 BuildFireSchedule/_lastFireSchedule/手动 SetFireSchedule
- Unity Managers 删除手动 SetFireSchedule 调用
- 引擎是 Planner 的唯一调用者,测试和 UI 不再碰火控逻辑
2026-06-13 09:58:11 +08:00
77351d8198
fix: FireEvent 冷却错开,同平台多弹不再同 tick 被跳过
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根因:同一平台多弹 FireTime 相同,引擎同 tick 处理时第 1 发后冷却触发 Ready=false,后续全被跳。
修正:每发 FireTime 增加 i * Cooldown,保证间隔 ≥ 冷却时间。
2026-06-13 09:56:11 +08:00
e3ea595204
refactor: SimulationEngine 内部调用 Planner,不再依赖外部传 SetFireSchedule
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- Initialize 内建 BuildFireUnits/BuildDroneGroups
- 自动从 DB 取 AmmunitionSpec 创建 DefaultDefensePlanner
- SetFireSchedule 保留为手动覆盖(测试可用)
- fireSchedule 空时才自动生成
2026-06-13 09:53:08 +08:00
4411a452dc
fix: Quantity expand + PlatformIndex 映射修正
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- ApplyDefensePlan 展开 EquipmentDeployment.Quantity → 多个 FireUnit
- Planner 分配后用 fireUnits.IndexOf 修正 PlatformIndex
- 新增 FullPipeline_Piston_VerifiesRoundAllocation 验证 ≥8 发
- Piston 集成测试加入计划大小断言
2026-06-13 09:50:24 +08:00
5667aef495
fix: OnDisable + Dispose 替代 OnDestroy + Close,修复 domain reload SQLite 崩溃
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OnDisable 在 domain reload 前触发,Dispose() 清理 prepared statements 并调用 GC.SuppressFinalize,阻止 GC finalizer 线程崩溃
2026-06-13 09:42:10 +08:00
8366bfcb93
fix: Planner 从多单元凑弹药,不再被单个 TotalMunitions 卡死
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每个威胁可从多个火力单元汇集弹药,直到满足需求或耗尽。
单元测试 24/24 通过。
2026-06-13 09:40:37 +08:00
2bb8ba2e1e
fix: Manager OnDestroy 关闭 SQLite 连接,修复 domain reload 崩溃
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- 所有 Manager 在 Awake 保存 _db 引用,OnDestroy 调用 Close()
- ScenarioManager/ModelManager/ReportManager/GroupManager/SimulationRunner 全部修复
- 崩溃原因:domain reload 时 GC finalizer 线程清理 prepared statements,DB 未关闭导致 sqlite3_finalize 竞态
2026-06-13 09:35:53 +08:00
b957a5e2b4
feat: Planner 使用真实物理计算 + 完善单元测试 + 规则7
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- ComputeEffectiveRadius: 基于 AmmunitionSpec 三阶段扩散模型
- CalcRoundsNeeded: 真实有效半径和弹药参数
- GenerateFireEvents: recommendedTiming = arrivalTime - expansionTime
- 候选概率基于真实覆盖计算
- 24 个单元测试覆盖威胁排序/弹药匹配/候选过滤/弹药数/时机/多威胁/空基
- AGENTS.md 规则7: 只跑相关测试,不跑全量
2026-06-13 09:30:04 +08:00