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34a333a0c1
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7fda40de42
@ -1,5 +1,4 @@
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using System.IO;
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using System.IO;
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using GFramework.Game.Abstractions.Config;
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using GFramework.Game.Config;
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using GFramework.Game.Config;
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namespace GFramework.Game.Tests.Config;
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namespace GFramework.Game.Tests.Config;
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@ -10,6 +9,8 @@ namespace GFramework.Game.Tests.Config;
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[TestFixture]
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[TestFixture]
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public class YamlConfigLoaderTests
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public class YamlConfigLoaderTests
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{
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{
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private string _rootPath = null!;
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/// <summary>
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/// <summary>
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/// 为每个测试创建独立临时目录,避免文件系统状态互相污染。
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/// 为每个测试创建独立临时目录,避免文件系统状态互相污染。
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/// </summary>
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/// </summary>
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@ -32,8 +33,6 @@ public class YamlConfigLoaderTests
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}
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}
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}
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}
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private string _rootPath = null!;
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/// <summary>
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/// <summary>
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/// 验证加载器能够扫描 YAML 文件并将结果写入注册表。
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/// 验证加载器能够扫描 YAML 文件并将结果写入注册表。
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/// </summary>
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/// </summary>
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@ -1,8 +1,5 @@
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using System.Diagnostics;
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using System.Diagnostics;
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using GFramework.Core.Abstractions.Events;
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using GFramework.Game.Abstractions.Config;
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using GFramework.Game.Abstractions.Config;
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using YamlDotNet.Serialization;
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using YamlDotNet.Serialization.NamingConventions;
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namespace GFramework.Game.Config;
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namespace GFramework.Game.Config;
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@ -939,13 +939,11 @@ public sealed class SchemaConfigGenerator : IIncrementalGenerator
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foreach (var referenceSeed in EnumerateReferenceSeeds(rootObject.Properties))
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foreach (var referenceSeed in EnumerateReferenceSeeds(rootObject.Properties))
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{
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{
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var baseMemberName = BuildReferenceMemberName(referenceSeed.DisplayPath);
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var baseMemberName = BuildReferenceMemberName(referenceSeed.DisplayPath);
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if (memberNameCounts.TryGetValue(baseMemberName, out var duplicateCount))
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if (memberNameCounts.ContainsKey(baseMemberName))
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{
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{
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// Reuse the tracked duplicate count so repeated reference paths keep their generated member names stable.
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memberNameCounts[baseMemberName]++;
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duplicateCount++;
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memberNameCounts[baseMemberName] = duplicateCount;
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baseMemberName =
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baseMemberName =
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$"{baseMemberName}{duplicateCount.ToString(CultureInfo.InvariantCulture)}";
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$"{baseMemberName}{memberNameCounts[baseMemberName].ToString(CultureInfo.InvariantCulture)}";
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}
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}
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else
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else
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{
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{
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