Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkOperationCollection.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

246 lines
8.0 KiB
C#

using System;
using System.Collections.Generic;
using Wizard;
using Wizard.Battle.View.Vfx;
public class NetworkOperationCollection : NetworkOperationCollectionBase
{
private bool _sendEcho;
private bool _isTurnStart;
public const int NOT_ECHO_PLAY_CARD_INDEX = -1;
private int _playCardIndexToEcho = -1;
private NetworkBattleDefine.PlayActionType _actionTypeToEcho;
private bool _isReceivedBattleFinish;
public NetworkOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
{
}
public override void RetryOperation()
{
_networkBattleMgr.NetworkSender.EmitRetry(_receivedData.receiveUri);
}
public override void SwapOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan)
{
RegisterSequentialVfx(OperatePlayerMulligan(_receivedData, OnReceivePlayerMulligan));
}
public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
{
LocalLog.AccumulateLastTraceLog("SecondMulliganOperation" + _networkBattleData.isOppoMulliganEnd);
RegisterSequentialVfx(OperatePlayerMulligan(_receivedData, OnReceivePlayerMulligan));
RegisterSequentialVfx(OperateOppoMulligan(_receivedData, OnReceiveOpponentMulligan));
if (_networkBattleData.isOppoMulliganEnd)
{
RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
}
}
public override void TurnStartOperation(NetworkBattleDefine.NetworkBattleURI lastReceivedUri, int lastReceivedTime)
{
if (ToolboxGame.RealTimeNetworkAgent.GetTurnState() || _networkBattleMgr.BattleEnemy.IsExtraTurn || _networkBattleData.isEnemyFirstTurn)
{
if (_networkBattleMgr.BattleEnemy.IsExtraTurn)
{
RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartPlayer());
}
else
{
RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartOpponent());
}
_sendEcho = true;
_isTurnStart = true;
}
if (lastReceivedUri == NetworkBattleDefine.NetworkBattleURI.Judge && _networkBattleData.GetReceiveData().NodeResultCode == NetworkBattleDefine.ReceiveNodeResultCode.CurrentBattleError)
{
string[] obj = new string[6]
{
"#732070_",
(_isReceivedBattleFinish ? 1 : 0).ToString(),
"_",
null,
null,
null
};
int result = (int)_receivedData.result;
obj[3] = result.ToString();
obj[4] = "_";
obj[5] = lastReceivedTime.ToString();
LocalLog.AccumulateTraceLog(string.Concat(obj));
}
}
public override void TurnEndWithSkillActivationOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
{
if (_networkBattleData.nowReceiveUri != NetworkBattleDefine.NetworkBattleURI.TurnEndActions)
{
_networkBattleData.isReceiveTurnEndAction = true;
RegisterSequentialVfx(_operateMgr.TurnEndOperation(isPlayer: false));
_sendEcho = true;
}
}
public override void TurnEndOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
{
if (_networkBattleData.nowReceiveUri != NetworkBattleDefine.NetworkBattleURI.TurnEnd)
{
if (_networkBattleMgr.JudgeCurrentFinishStatus() == NetworkBattleReceiver.RESULT_CODE.NotFinish && !_networkBattleData.isReceiveTurnEndAction)
{
RegisterSequentialVfx(_operateMgr.TurnEndOperation(isPlayer: false));
}
_networkBattleData.isReceiveTurnEndAction = false;
_networkBattleMgr.SendJudge();
}
else
{
LocalLog.AccumulateLastTraceLog("AlreadyTurnEndSend");
}
}
public override void TurnEndFinalOperation()
{
_networkBattleMgr.SendJudge();
}
public override void JudgeOperation()
{
if (_networkBattleMgr.JudgeCurrentFinishStatus() != NetworkBattleReceiver.RESULT_CODE.NotFinish)
{
_networkBattleMgr.BattleFinishReceiveAfterFinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS.BattleFinishToJudge);
}
else
{
RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartPlayer());
}
}
public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
{
CommonPlayHandCardOperation(networkPlayCardAction, _networkBattleMgr.BattleEnemy, isPlayer: false, _receivedData.OpponentTargetDataList, choiceIdList, isChoice);
}
public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null)
{
SetupNetworkPlayCardAction(networkPlayCardAction, _receivedData.OpponentTargetDataList);
RegisterSequentialVfx(InstantVfx.Create(delegate
{
networkPlayCardAction.PlayAction(isPlayer: false, choiceIdList);
}));
}
public override void InPlayActionOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
{
LocalLog.AccumulateLastTraceLog("PlayActionsReceive");
switch (_receivedData.actionType)
{
case NetworkBattleDefine.PlayActionType.PLAY_HAND:
if (!_receivedData.IsChoiceBrave)
{
PlayHandCardOperation(networkPlayCardAction, _receivedData.choiceIdList, _receivedData.IsChoice);
}
else
{
ChoiceBraveOperation(networkPlayCardAction, _receivedData.choiceIdList);
}
break;
case NetworkBattleDefine.PlayActionType.PLAY_HAND_SELECT:
if (!_receivedData.IsChoiceBrave)
{
PlaySkillSelectHandCardOperation(networkPlayCardAction, _receivedData.choiceIdList);
}
else
{
ChoiceBraveOperation(networkPlayCardAction, _receivedData.choiceIdList);
}
break;
case NetworkBattleDefine.PlayActionType.ATTACK:
case NetworkBattleDefine.PlayActionType.EVOLUTION:
case NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT:
networkInPlayAction.ReadySetting(_receivedData.OpponentTargetDataList, _receivedData.actionType, _receivedData.playCardIndex);
networkInPlayAction.Play(_isPlayer, _receivedData.choiceIdList, _receivedData.IsChoice);
_sendEcho = true;
_playCardIndexToEcho = _receivedData.playCardIndex;
break;
case NetworkBattleDefine.PlayActionType.FUSION:
FusionCardOperation(networkPlayCardAction, isPlayer: false, _receivedData.OpponentTargetDataList);
break;
}
_actionTypeToEcho = _receivedData.actionType;
}
public override void RetireOperation()
{
_networkBattleMgr.ReceiveRetire(_receivedData.isWin);
}
public override void ChatStampOperation()
{
ClassCharaPrm.EmotionType oppoChatStamp = (ClassCharaPrm.EmotionType)_receivedData.oppoChatStamp;
if (!ClassCharaPrm.IsEvolutionEmotionType(oppoChatStamp))
{
VfxBase vfx = _networkBattleMgr.BattleEnemy.Emotion.PlayEmotion(oppoChatStamp, 1.5f);
ImmediateVfxMgr.GetInstance().Register(vfx);
}
}
public override void DataInconsistencyBattleEndOperation()
{
JudgeEndTypeToLose(_receivedData.judgeEndType);
}
public override void TouchOperation()
{
}
public override void SelectSkillOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
{
}
public override void SelectObjectOperation()
{
}
public override void TurnEndReady()
{
}
public override void SlideObject()
{
}
public override void BattleFinishOperation()
{
_isReceivedBattleFinish = true;
_networkBattleMgr.JudgeResultReceive(_receivedData.result);
}
public override void MaintenanceOperation()
{
}
public override void JudgeResultOperation()
{
_networkBattleMgr.JudgeResultReceive(_receivedData.result);
}
public override void WriteOperationToTraceLog()
{
LocalLog.AccumulateLastTraceLog("StartOperateURI:" + _receivedData.dataUri);
}
public override void SendEcho()
{
if (_sendEcho)
{
_networkBattleMgr.SendEcho(_playCardIndexToEcho, _actionTypeToEcho, isNotActiveSeq: false, _isTurnStart);
}
}
}