Files
SVSimServer/SVSim.BattleEngine/Engine/DeckDecisionUI.cs
gamer147 2d9a6eea4b 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>
2026-07-03 19:18:54 -04:00

139 lines
4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Dialog.Setting;
using Wizard.RoomMatch;
public class DeckDecisionUI : MonoBehaviour
{
[SerializeField]
private GameObject _uiCardListPrefab;
[SerializeField]
private GameObject _cardDetailPrefab;
protected List<string> _loadCardAssetList;
protected static int DetailLayer;
private ConventionDeckList conventionDeckList;
public bool IsCanShowQRCode = true;
private IFormatBehavior _formatBehavior;
public DeckData DeckData { get; private set; }
public string DeckName { get; set; }
public Action<UICardList> CardListCustomize { get; set; }
protected CardDetailUI CardDetail { get; set; }
protected UICardList UiCardList { get; set; }
public Action<CardDetailUI> CardDetailCustomize { get; set; }
public bool IsShowSimpleStageOption { get; set; }
public void SetDeckData(DeckData deck, ConventionDeckList deckList)
{
DeckData = deck;
conventionDeckList = deckList;
_formatBehavior = FormatBehaviorManager.Create(deck.Format, deckList);
}
public void OnClickCreateCardList()
{
CheckTimeSlipRotationPeriodTask task = new CheckTimeSlipRotationPeriodTask();
StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
UIManager.GetInstance().createInSceneCenterLoading();
if (CardDetail == null)
{
CardDetail = UnityEngine.Object.Instantiate(_cardDetailPrefab).GetComponent<CardDetailUI>();
CardDetail.transform.parent = base.transform.parent.parent;
CardDetail.transform.localPosition = new Vector3(0f, 0f, -300f);
CardDetail.transform.localScale = Vector3.one;
CardDetail.Initialize(DetailLayer, _formatBehavior.CardMasterId, _formatBehavior);
CardDetail.IsShowFlavorTextButton = true;
CardDetail.IsShowVoiceButton = true;
CardDetail.IsShowEvolutionButton = true;
CardDetail.IsCardTextDialogLayerSet = false;
CardDetailCustomize.Call(CardDetail);
UIManager.GetInstance().SetLayerRecursive(CardDetail.gameObject.transform, DetailLayer);
}
if (UiCardList == null)
{
bool in_DetailCameraUse = false;
UiCardList = UnityEngine.Object.Instantiate(_uiCardListPrefab).GetComponent<UICardList>();
UIManager.ViewScene currentScene = UIManager.GetInstance().GetCurrentScene();
if (currentScene != UIManager.ViewScene.MyPage && currentScene != UIManager.ViewScene.QuestSelectionPage)
{
in_DetailCameraUse = true;
}
else
{
UiCardList.SetCamera(UIManager.GetInstance().MyPageUICameraObj.GetComponent<Camera>());
}
int in_MaxCardNum = 40;
if (DeckData.Format == Format.Windfall)
{
in_MaxCardNum = 35;
}
UiCardList.Init(base.transform.parent.parent.gameObject, CardDetail, null, DeckViewClose, LayerMask.LayerToName(DetailLayer), in_DetailCameraUse, null, in_MaxCardNum);
UiCardList.SetActive(in_Active: false);
}
CardListCustomize.Call(UiCardList);
CardDetail.gameObject.SetActive(value: false);
StartCoroutine(CardLoadCoroutine(DeckData));
}));
}
private IEnumerator CardLoadCoroutine(DeckData inDeckData)
{
RoomBase.StartDialogLoading();
IList<int> cardIdList = inDeckData.GetCardIdList();
inDeckData.GetDeckName();
UiCardList.RemoveData();
UiCardList._loadingEnd = false;
_loadCardAssetList = UiCardList.GetLoadFileList(cardIdList as List<int>);
yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadCardAssetList, null));
UiCardList.SetDeck(inDeckData, conventionDeckList);
yield return null;
DialogSetDisp(inDisp: false);
if (IsCanShowQRCode)
{
UiCardList.SetQRSmallTexture();
}
UiCardList.SetActive(in_Active: true);
UIManager.GetInstance().closeInSceneCenterLoading();
UiCardList._loadingEnd = true;
RoomBase.FinishDiloagLoading();
}
protected void DeckViewClose()
{
UiCardList.SetActive(in_Active: false);
if (_loadCardAssetList != null)
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadCardAssetList);
_loadCardAssetList = null;
}
DialogSetDisp(inDisp: true);
UnityEngine.Object.Destroy(UiCardList.gameObject);
UnityEngine.Object.Destroy(CardDetail.gameObject);
UiCardList = null;
CardDetail = null;
}
protected void DialogSetDisp(bool inDisp)
{
UIManager.GetInstance().ActiveChangeDialogAll(inDisp);
}
}