SRCDataLinter: シナリオルート指定時に data/system を優先探索しつつシナリオ固有データも含める#785
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SRCDataLinter: シナリオルート指定時に data/system を優先探索しつつシナリオ固有データも含める#785
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Co-authored-by: 7474 <4744735+7474@users.noreply.github.com>
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[WIP] Fix data/system file search in SRCDataLinter
SRCDataLinter: シナリオルート指定時に data/system を優先探索
Feb 22, 2026
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@copilot この構成が実際のシナリオプレイのユースケースに合っているか評価してください。 |
Co-authored-by: 7474 <4744735+7474@users.noreply.github.com>
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SRCCore の初期化処理を確認しました。
前回の実装は commit 7b82e7b で修正しました。 実際の動作: |
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SRCDataLinter: シナリオルート指定時に data/system を優先探索
SRCDataLinter: シナリオルート指定時に data/system を優先探索しつつシナリオ固有データも含める
Feb 22, 2026
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シナリオルートを引数に渡した場合、
<arg>/data/systemが存在しても全体再帰探索のみのためsp.txt/alias.txt等が必ずしも読み込まれる保証がなかった。Changes
data/system優先列挙 + 全体探索: ディレクトリ引数に対し<arg>/data/systemの存在を確認し、存在すればそのファイルを先頭に列挙(システムデータ優先)した上で、引数ディレクトリ全体も再帰探索してシナリオ固有データ(alias.txt、unit.txt等)を含める。SRCCore のLoadIni()(システムデータ先読み)→LoadDataDirectory()(シナリオ固有データ)という実際のゲームの読み込み順に対応。data/systemが存在しない場合は従来どおり<arg>全体を再帰探索Distinct(StringComparer.OrdinalIgnoreCase).ToList()を追加し、data/system配下ファイルの二重処理と遅延評価の繰り返し実行を防止Original prompt
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