refactor: implement binary parsing in L0 DataTable rows

- Add BinaryReaderExtension with Vector2/3/4, Quaternion, Color, Rect types
- Implement ParseDataRow(byte[]) in TagRow and RarityTagBudgetRow
- Update CLAUDE.md with GameFramework module table and improved architecture docs
- Remove unnecessary InternalsVisibleTo and L1 wrapper classes

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Basil 2026-05-01 10:03:27 +08:00
parent 5e7ea48ca8
commit 24c8efe03d
4 changed files with 195 additions and 14 deletions

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@ -10,10 +10,25 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
### Three-Layer Structure (per `docs/LayeredArchitectureDesign.md`)
- **L0 (Domain)**: Pure C# business logic with no Unity dependencies. Contains enums, constants, data structures, CombatNode domain, PlayerInventory, InventoryGeneration, UI use cases.
- **L1 (Infrastructure)**: Glue layer bridging L0 and Unity. Implements L0 interfaces, holds L0 service instances, manages Unity lifecycle.
- **L0 (Domain)**: Pure C# business logic. References `GameFramework.dll` (pure C#, no Unity dependency). Contains enums, constants, data structures, CombatNode domain, PlayerInventory, InventoryGeneration, UI use cases.
- **L1 (Infrastructure)**: Glue layer bridging L0 and Unity. Implements GameFramework Unity adapters (Resource/Scene/Entity/UI/Sound), implements L0 interfaces, holds L0 service instances, manages Unity lifecycle.
- **L2 (Presentation)**: Unity MonoBehaviour classes, UGuiForm implementations, Entity Logic (Player, Enemy, Tower).
### GameFramework.dll Modules Usable in L0
GameFramework.dll is pure C# and provides infrastructure usable directly in L0:
| Module | L0 Usage |
|--------|----------|
| Event | `GameFramework.Event.EventManager` - custom args inherit `GameEventArgs` |
| ObjectPool | `ObjectPoolManager` - entities inherit `ObjectBase` |
| Fsm | `FsmManager` - states inherit `FsmState<T>` |
| ReferencePool | `ReferencePool.Acquire<T>() / Release()` |
| DataNode | Tree data structure, use directly |
| DataTable | DataRow classes implement `IDataRow` in L0 |
Modules requiring L1 Unity adapters: Resource, Scene, Entity, UI, Sound.
### Key Domain Boundaries
| Domain | Key Files | Responsibility |
@ -23,6 +38,7 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
| **PlayerInventory** | `PlayerInventoryComponent.cs`, `PlayerInventoryTowerAssemblyService.cs` | Backpack, trading, tower assembly |
| **InventoryGeneration** | `InventoryGenerationComponent.cs`, `DropPoolRoller.cs`, `ShopGoodsBuilder.cs` | Drops, shop goods, rewards |
| **MapEntity** | `MapEntity.cs`, `MapTopologyService.cs`, `TowerPlacementService.cs` | Map orchestration, grid/path, tower placement |
| **TagSystem** | `TagGenerationRuleRegistry.cs`, `RarityTagBudgetRuleRegistry.cs`, `TagDefinitionRegistry.cs` | Tag generation rules and definitions |
### Combat State Machine Flow
@ -30,14 +46,25 @@ This is a Unity project that **cannot build standalone** outside of Unity Editor
### Dual-Currency System
- **Coin**: Single-combat internal currency (`CombatRunResourceStore.CurrentCoin`)
- **Gold**: Cross-combat persistent currency (`PlayerInventoryComponent.Gold`)
- **Coin**: Single-combat internal currency (`CombatRunResourceStore.CurrentCoin`). Used for build/upgrade/destroy in combat. Reset per combat from `DRLevel.StartCoin`.
- **Gold**: Cross-combat persistent currency (`PlayerInventoryComponent.Gold`). Used for shop buy/sell. Persists across nodes.
### Tag System
Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Current shipped 7 tags: Fire, Ice, Crit, Execution, Shatter, Inferno, AbsoluteZero.
Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`.
## Service Naming Conventions
**Active Tags (7)**: Fire, Ice, Crit, Execution, Shatter, Inferno, AbsoluteZero.
**Deferred Tags (5)**: BurnSpread, IgniteBurst, FreezeMask, Pierce, Overpenetrate (metadata only, not combat-active).
**Tag Runtime Structure**:
- Component instances hold `TagType[]`
- Tower instances hold `TagRuntimeData[]` (grouped by TagType with Stack count)
- `TagGenerationRuleRegistry` and `RarityTagBudgetRuleRegistry` load from `TagRow` / `RarityTagBudgetRow` (IDataRow implementations)
**Tag Generation Uses `InventoryGenerationRandomContext`** for reproducibility (RunSeed + SourceType + ItemInstanceId + ConfigId).
### Service Naming Conventions
- `Scheduler`: State machine boundary only
- `Manager`: Facade/aggregate entry for subdomain
@ -47,6 +74,8 @@ Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Cu
- `Bridge`: Framework boundary adapter
- `Runtime`: Mutable state carrier
- `Resolver`: Mapping/lookup/resolution
- `Tracker`: Tracks running entities or factual truth values
- `Port`: Restricted host interface for internal state/use cases
## Key Invariants
@ -56,12 +85,41 @@ Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Cu
4. `EnemyLifecycleTracker` is sole source for `AliveEnemyCount` and `HasAliveBoss`
5. `MapEntity` accesses combat context via `MapData` + Events only
6. Tag generation uses `InventoryGenerationRandomContext` for reproducibility
7. `TowerPlacementService` is sole write entry for tower mapping state
8. `MapTopologyService` is sole source for Path/Foundation data
## Project Structure
```
src/
├── GeometryTD.Domain/ # L0 - Pure C#, references GameFramework.dll
│ ├── Definition/
│ │ ├── Enum/ # All enums (TagType, RarityType, etc.)
│ │ ├── Constant/ # Constants
│ │ ├── DataStruct/ # POCOs (AttackPayload, HitContext, TowerStatsData)
│ │ └── Tag/ # Tag definitions, generation rules, combat effects
│ ├── Event/ # GameEventArgs subclasses by domain
│ ├── UI/ # UI contexts and use case interfaces
│ ├── DataTable/ # IDataRow implementations (TagRow, RarityTagBudgetRow)
│ └── CustomComponent/ # L0 services (CombatScheduler, EnemyManager, etc.)
├── GeometryTD.Infrastructure/ # L1 - Unity adapter layer
│ ├── Entity/ # EntityLogic, EntityData DTOs
│ ├── Scene/Map/ # MapTopologyService, TowerPlacementService
│ ├── UI/ # UGuiForm base, controllers
│ ├── DataTable/ # L1 DataRowBase wrappers over L0 rows
│ └── CustomComponent/ # Unity Components holding L0 services
└── GeometryTD.Presentation/ # L2 - Unity MonoBehaviours, Views
├── Entity/Logic/ # Player, Enemy, Tower, Bullet entities
└── Components/ # MovementComponent, ShooterBullet, etc.
```
## Documentation
- `docs/LayeredArchitectureDesign.md` - Three-layer architecture
- `docs/CombatNodeArchitecture.md` - Combat scheduler and state machine
- `docs/MapEntityArchitecture.md` - Map orchestration services
- `docs/TagSystemDesign.md` - Tag system rules
- `docs/LayeredArchitectureDesign.md` - Three-layer architecture, GameFramework integration, migration phases
- `docs/CombatNodeArchitecture.md` - Combat scheduler, state machine, EnemyManager, resource store
- `docs/MapEntityArchitecture.md` - Map orchestration, tower placement, topology services
- `docs/TagSystemDesign.md` - Tag system rules, generation, three-table config, combat effects
- `docs/GameDesign.md` - High-level game design
- `docs/MVP-Scope.md` - Current MVP scope

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@ -0,0 +1,97 @@
using System;
using System.IO;
using System.Numerics;
namespace GeometryTD.Domain.DataTable
{
public static class BinaryReaderExtension
{
public static Vector2 ReadVector2(this BinaryReader binaryReader)
{
return new Vector2(binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector3 ReadVector3(this BinaryReader binaryReader)
{
return new Vector3(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Vector4 ReadVector4(this BinaryReader binaryReader)
{
return new Vector4(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Quaternion ReadQuaternion(this BinaryReader binaryReader)
{
return new Quaternion(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Color ReadColor(this BinaryReader binaryReader)
{
return new Color(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static Color32 ReadColor32(this BinaryReader binaryReader)
{
return new Color32(binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte(), binaryReader.ReadByte());
}
public static Rect ReadRect(this BinaryReader binaryReader)
{
return new Rect(binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle(), binaryReader.ReadSingle());
}
public static DateTime ReadDateTime(this BinaryReader binaryReader)
{
return new DateTime(binaryReader.ReadInt64());
}
public readonly struct Color
{
public float R { get; }
public float G { get; }
public float B { get; }
public float A { get; }
public Color(float r, float g, float b, float a)
{
R = r;
G = g;
B = b;
A = a;
}
}
public readonly struct Color32
{
public byte R { get; }
public byte G { get; }
public byte B { get; }
public byte A { get; }
public Color32(byte r, byte g, byte b, byte a)
{
R = r;
G = g;
B = b;
A = a;
}
}
public readonly struct Rect
{
public float X { get; }
public float Y { get; }
public float Width { get; }
public float Height { get; }
public Rect(float x, float y, float width, float height)
{
X = x;
Y = y;
Width = width;
Height = height;
}
}
}
}

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@ -1,4 +1,6 @@
using System;
using System.IO;
using System.Text;
using GameFramework.DataTable;
using GeometryTD.Definition;
@ -38,7 +40,18 @@ namespace GeometryTD.Domain.DataTable
public bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
throw new NotSupportedException("Binary parsing is not supported.");
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
Id = binaryReader.Read7BitEncodedInt32();
Rarity = (RarityType)binaryReader.Read7BitEncodedInt32();
MinCount = binaryReader.Read7BitEncodedInt32();
MaxCount = binaryReader.Read7BitEncodedInt32();
}
}
return true;
}
}
}

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@ -1,4 +1,6 @@
using System;
using System.IO;
using System.Text;
using GameFramework.DataTable;
using GeometryTD.Definition;
@ -53,7 +55,18 @@ namespace GeometryTD.Domain.DataTable
public bool ParseDataRow(byte[] dataRowBytes, int startIndex, int length, object userData)
{
throw new NotSupportedException("Binary parsing is not supported.");
using (MemoryStream memoryStream = new MemoryStream(dataRowBytes, startIndex, length, false))
{
using (BinaryReader binaryReader = new BinaryReader(memoryStream, Encoding.UTF8))
{
Id = binaryReader.Read7BitEncodedInt32();
MinRarity = (RarityType)binaryReader.Read7BitEncodedInt32();
Weight = binaryReader.Read7BitEncodedInt32();
IsImplemented = binaryReader.ReadBoolean();
}
}
return true;
}
}
}