refactor(vfx #C.1.5a): reuse SequencerFactory's capturedDats in resolver

Code-review follow-up to 65d833d:

ResolveDefaultScript was closing over its own var capturedDatsForActivator
= _dats, but the sibling SequencerFactory in the same block already
declared var capturedDats = _dats. The two locals pointed at the same
reference and served the same purpose; the alias added no value and
muddied the closure pattern.

Reuse capturedDats. No behavior change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-11 14:35:02 +02:00
parent 65d833de1e
commit 849690c814

View file

@ -1620,12 +1620,11 @@ public sealed class GameWindow : IDisposable
// are initialised earlier in OnLoad (line ~1083); both are non-null
// here. The resolver lambda captures _dats and swallows dat-lookup
// throws — see C.1.5a spec §6 (error handling) for rationale.
var capturedDatsForActivator = _dats;
uint ResolveDefaultScript(AcDream.Core.World.WorldEntity e)
{
try
{
var setup = capturedDatsForActivator?.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId);
var setup = capturedDats?.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId);
return setup?.DefaultScript.DataId ?? 0u;
}
catch