engine cleanup passes 4-7 + multi-instancing ambient rip
Squashes 146 commits from battle-engine-extraction. Net: 2,045 files changed, +11,896 / -158,687 lines. Ships engine passes 4-7 (dead-code cull, view-layer stub, receive-path shrink) plus the Phase-5 AsyncLocal ambient deletion that turns concurrent battles into a type-system property rather than a scope contract. ## What landed **Passes 4-7 (chunks 1-34):** Extended the Phase-4 const-false collapse into a cascading cull across the skill graph, view layer, and receive-path periphery. Six mode flags (IsWatchBattle/IsReplayBattle/IsAdmin/IsAdminWatch/IsPuzzleQuest/ IsAINetwork) became `const false`, every guarded block deleted. Field*.cs subclass ctors + BackGroundBase + ObjectChecker culled to no-ops. Mulligan family reworked to take a mgr param through IMulliganMgr.InitMulligan. Emotion/Recovery/Resource clusters null-stubbed. Prediction/OperationSimulator/ skill filters converted from static ambient reads to per-mgr reads via SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr / ins.BattleMgr / this.BattleMgr. **Phase-5 ambient rip (chunks 35-47):** Deleted BattleAmbient / BattleAmbient- Context / TestBattleScope in full. Every per-battle mutable slot now lives on the mgr instance itself: mgr.InstanceIsForecast / InstanceIsRandomDraw / InstanceRecoveryInfo / InstanceViewerId / InstanceNetworkAgent / GameMgr BattleManagerBase.GetIns() returns null unconditionally; the residual static flags + 3 façades (Certification.ViewerId, Data.BattleRecoveryInfo, ToolboxGame.RealTimeNetworkAgent) are null-tolerant defaults kept for the handful of engine-internal readers that still reference their types. Zero BattleAmbient references anywhere in engine + node + tests. Added pre-seeded GameMgr ctor overload threaded through the mgr chain (BattleManagerBase → SingleBattleMgr / NetworkBattleManagerBase → NetworkStandard- BattleMgr → HeadlessBattleMgr / HeadlessNetworkBattleMgr). Fixtures build a GameMgr, seed it via HeadlessEngineEnv.SeedCharaIds/SeedNetUser, and pass it to the mgr's ctor — no ambient reach. Node side (SVSim.BattleNode/SessionBattleEngine): _ctx replaced with a plain GameMgr field; 34 `using var _ambient = BattleAmbient.Enter(_ctx)` scope wraps ripped from every accessor and mutator; EngineGlobalInit.WirePerSessionGameMgr takes GameMgr as a param and runs from SessionBattleEngine.SetupInternal BEFORE mgr construction. Test side: TestBattleScope deleted; 18 fixture [SetUp]s migrated to `HeadlessEngineEnv.EnsureProcessGlobals()`; MultiInstanceEngineTests rewritten around per-mgr construction (GetIns() → null is the pinned invariant). ## Regression fixes - **chunk-48** (MulliganCtrl): chunk-35's `= null` stubs on card lookups broke the live receive-driven Deal path (BattlePlayerBase.DrawCard NRE'd downstream of NetworkPlayerMulliganCtrl.StartMulliganVfx). Restored the three lookups via `_battlePlayer.BattleMgr.GetBattleCardIdx`. Engine tests were satisfied by the WireMulliganPhase seam; unit tests exposed the live-path gap. ## Ship state - SVSim.BattleEngine.Tests: 56/56 pass, 2 skip - SVSim.UnitTests: 1554/1554 pass (was 1523/31-fail before chunk 48) - Solution build: 0 source warnings (40 pre-existing NU1902 MessagePack CVEs in SVSim.EmulatedEntrypoint, unrelated) - Sequential PVP smoke: verified live (two back-to-back battles, no regression on cleanup/spinup) - Concurrent PVP smoke: verified live Adds tools/engine-port/ClosureAnalyzer/ — the Roslyn transitive-type-closure analyzer needed to make future cascade cleanup safe (per feedback memory "Engine cleanup needs closure tool" from the 2026-06-28 pass-3 failure). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,12 @@
|
||||
using UnityEngine;
|
||||
using Wizard;
|
||||
|
||||
// Post-Phase-5b (2026-07-03) UI stub. The turn-end button is a UIBase with
|
||||
// SetActive/sprite/iTween logic driven by BattlePlayer/NetworkBattleManagerBase
|
||||
// UI paths (ShowBtn/HideBtn/ChangeButtonView/HideAnimation/EnableButton/etc.).
|
||||
// Nothing headless observes the button state; every method body has been reduced
|
||||
// to a no-op while the surface stays intact so the ~15 external call sites
|
||||
// (BattlePlayer, BattlePlayerBase, NetworkBattleManagerBase, PuzzleBattleManager,
|
||||
// NetworkBattleReceiver, RecoveryManagerBase) still resolve.
|
||||
public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
|
||||
{
|
||||
public enum ViewType
|
||||
@@ -10,20 +16,6 @@ public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
|
||||
Replay
|
||||
}
|
||||
|
||||
private const int TITLELABEL_FONTSIZE_NORMAL = 28;
|
||||
|
||||
private const int TITLELABEL_FONTSIZE_WATCH = 25;
|
||||
|
||||
private const int HIDE_X_VALUE = 200;
|
||||
|
||||
private const string SPRITE_NAME_BLUE = "battle_btn_turnend_off";
|
||||
|
||||
private const string SPRITE_NAME_BLUE_WATCH = "battle_btn_turnend_owner";
|
||||
|
||||
private const string SPRITE_NAME_RED = "battle_btn_turnend_red";
|
||||
|
||||
private const string SPRITE_NAME_RED_WATCH = "battle_btn_turnend_guest";
|
||||
|
||||
[SerializeField]
|
||||
private GameObject BtnMain;
|
||||
|
||||
@@ -36,206 +28,65 @@ public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
|
||||
[SerializeField]
|
||||
private UIButton TurnEndButtonButton;
|
||||
|
||||
private Vector3 _defPos;
|
||||
|
||||
private bool _isSettingDefPost;
|
||||
|
||||
public bool _isButtonForcedOff { get; set; }
|
||||
|
||||
public bool GetEnableLabel => TitleLabel.gameObject.activeSelf;
|
||||
public bool GetEnableLabel => TitleLabel != null && TitleLabel.gameObject.activeSelf;
|
||||
|
||||
public bool _isChangeViewLock { get; set; }
|
||||
|
||||
public GameObject GameObject => base.gameObject;
|
||||
|
||||
private ViewType ActiveView
|
||||
{
|
||||
get
|
||||
{
|
||||
if (GameMgr.GetIns().IsReplayBattle)
|
||||
{
|
||||
return ViewType.Replay;
|
||||
}
|
||||
if (GameMgr.GetIns().IsWatchBattle)
|
||||
{
|
||||
return ViewType.Watch;
|
||||
}
|
||||
return ViewType.Normal;
|
||||
}
|
||||
}
|
||||
|
||||
public void StartTurnEndCountdown()
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_ACTUVATE_TURNEND_BUTTON);
|
||||
base.gameObject.SetActive(value: true);
|
||||
ShowBtn();
|
||||
}
|
||||
|
||||
public void ShowBtn(bool canPlayerEndTurnImmediately = false)
|
||||
{
|
||||
BattleManagerBase ins = BattleManagerBase.GetIns();
|
||||
BattlePlayer battlePlayer = ins.BattlePlayer;
|
||||
BattlePlayerBase battlePlayer2 = ins.GetBattlePlayer(isPlayer: false);
|
||||
if (!battlePlayer.IsTurnStartEffectNotFinished && !battlePlayer.Class.IsDead && !battlePlayer2.Class.IsDead && !ins.IsPlayerRetire)
|
||||
{
|
||||
if (_isButtonForcedOff)
|
||||
{
|
||||
DisableButton();
|
||||
}
|
||||
else
|
||||
{
|
||||
EnableButton();
|
||||
}
|
||||
bool isSelfTurn = battlePlayer.IsSelfTurn;
|
||||
if (isSelfTurn)
|
||||
{
|
||||
BtnMain.SetActive(value: true);
|
||||
}
|
||||
if (ActiveView == ViewType.Watch)
|
||||
{
|
||||
TitleLabel.gameObject.SetActive(value: true);
|
||||
}
|
||||
else
|
||||
{
|
||||
TitleLabel.gameObject.SetActive(isSelfTurn);
|
||||
}
|
||||
ChangeButtonView(isSelfTurn);
|
||||
if (canPlayerEndTurnImmediately)
|
||||
{
|
||||
EnableEndTurnPulsateEffect();
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableEndTurnPulsateEffect();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void HideBtn()
|
||||
{
|
||||
if (ActiveView == ViewType.Normal)
|
||||
{
|
||||
TitleLabel.gameObject.SetActive(value: false);
|
||||
}
|
||||
DisableButton();
|
||||
DisableEndTurnPulsateEffect();
|
||||
}
|
||||
|
||||
public void HideAnimation()
|
||||
{
|
||||
iTween.MoveTo(BtnMain, iTween.Hash("position", BtnMain.transform.localPosition + Vector3.right * 200f, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
|
||||
}
|
||||
|
||||
public void ChangeButtonView(bool isMyTurn)
|
||||
{
|
||||
if (!_isChangeViewLock)
|
||||
{
|
||||
ChangeSpriteOnTurn(isMyTurn);
|
||||
ChangeTitleLabelOnTurn(isMyTurn);
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeSpriteOnTurn(bool isMyTurn)
|
||||
{
|
||||
string text = "";
|
||||
text = ((ActiveView != ViewType.Normal) ? (isMyTurn ? "battle_btn_turnend_owner" : "battle_btn_turnend_guest") : (isMyTurn ? "battle_btn_turnend_off" : "battle_btn_turnend_red"));
|
||||
TurnEndButtonImg.spriteName = text;
|
||||
TurnEndButtonButton.normalSprite = text;
|
||||
}
|
||||
|
||||
private void ChangeTitleLabelOnTurn(bool isMyTurn)
|
||||
{
|
||||
string text = string.Empty;
|
||||
int num = 28;
|
||||
if (ActiveView == ViewType.Normal && isMyTurn)
|
||||
{
|
||||
text = "Battle_0109";
|
||||
num = 28;
|
||||
}
|
||||
else if (ActiveView == ViewType.Normal && !isMyTurn)
|
||||
{
|
||||
text = string.Empty;
|
||||
num = 28;
|
||||
}
|
||||
else if (ActiveView == ViewType.Replay)
|
||||
{
|
||||
TitleLabel.text = string.Empty;
|
||||
num = 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
text = (isMyTurn ? "Battle_0468" : "Battle_0469");
|
||||
num = 25;
|
||||
}
|
||||
if (!string.IsNullOrEmpty(text))
|
||||
{
|
||||
TitleLabel.text = Data.SystemText.Get(text);
|
||||
TitleLabel.fontSize = num;
|
||||
}
|
||||
else
|
||||
{
|
||||
TitleLabel.text = string.Empty;
|
||||
TitleLabel.fontSize = 28;
|
||||
}
|
||||
}
|
||||
|
||||
public void EnableButton()
|
||||
{
|
||||
if (BattleManagerBase.GetIns().BattlePlayer.IsSelfTurn && !_isButtonForcedOff && !_isChangeViewLock)
|
||||
{
|
||||
TurnEndButtonButton.isEnabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void DisableButton()
|
||||
{
|
||||
TurnEndButtonButton.isEnabled = false;
|
||||
}
|
||||
|
||||
public void EnableEndTurnPulsateEffect()
|
||||
{
|
||||
if (TurnEndButtonButton.isEnabled && GetEnableLabel && base.gameObject.activeSelf && ActiveView != ViewType.Watch)
|
||||
{
|
||||
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FRAME_BTN_1, GetBtnPosition());
|
||||
}
|
||||
}
|
||||
|
||||
public void DisableEndTurnPulsateEffect()
|
||||
{
|
||||
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_FRAME_BTN_1);
|
||||
}
|
||||
|
||||
public Vector3 GetBtnPosition()
|
||||
{
|
||||
return BtnMain.transform.position;
|
||||
return BtnMain != null ? BtnMain.transform.position : Vector3.zero;
|
||||
}
|
||||
|
||||
public void SettingTimer(float second, bool isRed)
|
||||
{
|
||||
if (!isRed)
|
||||
{
|
||||
if (!_isSettingDefPost)
|
||||
{
|
||||
_defPos = BtnMain.transform.localPosition;
|
||||
_isSettingDefPost = true;
|
||||
}
|
||||
BtnMain.transform.localPosition = _defPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
float num = 20f - second;
|
||||
BtnMain.transform.localPosition = new Vector3(num * Random.value - num * 0.5f, num * Random.value - num * 0.5f, 0f) + _defPos;
|
||||
}
|
||||
}
|
||||
|
||||
public void Recovery()
|
||||
{
|
||||
BtnMain.SetActive(value: false);
|
||||
BtnMain.SetActive(value: true);
|
||||
}
|
||||
|
||||
public GameObject GetTurnEndButton()
|
||||
{
|
||||
return TurnEndButtonButton.gameObject;
|
||||
return TurnEndButtonButton != null ? TurnEndButtonButton.gameObject : null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user