Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Phase/ResultPhase.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

88 lines
3.7 KiB
C#

using System;
using Cute;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Phase;
public class ResultPhase : IResultPhase, IPhase
{
private readonly BattleManagerBase _battleMgr;
private readonly bool _winnerIsPlayer;
public event Action OnSetupEnd;
public ResultPhase(BattleManagerBase battleMgr, bool winnerIsPlayer)
{
_battleMgr = battleMgr;
_winnerIsPlayer = winnerIsPlayer;
}
public virtual VfxBase Setup()
{
_battleMgr.TurnPanelControl.GameObject.SetActive(value: false);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
DataMgr dataMgr = _battleMgr.GameMgr.GetDataMgr();
if (dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest && !_battleMgr.BattleResultControl.AlreadyResultRecovery)
{
_battleMgr.BattleResultControl.AlreadyResultRecovery = true;
ClassBattleCardBase classCard = _battleMgr.BattlePlayer.Class as ClassBattleCardBase;
VfxBase vfx = (classCard.SkillApplyInformation as ClassSkillApplyInformation).GiveCombatValueModifier(null, new MaxLifeSetModifier(classCard.BossRushStartLife), null);
sequentialVfxPlayer.Register(vfx);
if (_winnerIsPlayer && dataMgr.BossRushBattleData != null && dataMgr.BossRushBattleData.RecoveryPointWhenFinish > 0)
{
EffectBattle effectBattle = null;
SkillBase.WaitEffectLoadVfx loadingVfx = new SkillBase.WaitEffectLoadVfx("btl_magic_cure_2", EffectMgr.EngineType.SHURIKEN, "se_btl_magic_cure_2", classCard.ResourceMgr, delegate(EffectBattle eb)
{
effectBattle = eb;
});
VfxBase mainVfx = NullVfx.GetInstance();
VfxWithLoading vfxWithLoading = VfxWithLoading.Create(loadingVfx, mainVfx);
BattleCardBase.HealParam healParam = new BattleCardBase.HealParam(dataMgr.BossRushBattleData.RecoveryPointWhenFinish, classCard, classCard);
BattleCardBase.HealResult healResult = classCard.ApplyHealing(healParam, null);
classCard.SkillApplyInformation.AddSkillHealValue(healResult.HealAmount);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(healResult.PrehealVfxVfx, vfxWithLoading.MainVfx, healResult.HealVfx, healResult.PosthealVfxVfx);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
sequentialVfxPlayer.Register(vfxWithLoadingSequential);
}
}
sequentialVfxPlayer.Register(WaitVfx.Create(1f));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
_battleMgr.MenuButtonObject.SetActive(value: false);
if (!_battleMgr.BattleResultControl.IsResultOn)
{
_battleMgr.BattlePlayer.PlayerBattleView.AllClear();
_battleMgr.BackGround.SetShaderGlobalColorBG.ChangeGlobalShaderColorFadeIn();
_battleMgr.isStorySuccessful = (_winnerIsPlayer ? 1 : 0);
_battleMgr.DetailMgr.DetailPanelControl.Hide();
_battleMgr.BattlePlayer.PlayerBattleView.TurnEndButtonUI.HideBtn();
_battleMgr.BattleResultControl.StartUI(_winnerIsPlayer, _battleMgr.Camera);
_battleMgr.BattlePlayer.StatusPanelControl.HideUI();
_battleMgr.BattleEnemy.StatusPanelControl.HideUI();
_battleMgr.BattlePlayer.PlayerBattleView.TurnEndButtonUI.HideAnimation();
_battleMgr.BattlePlayer.PlayerBattleView.HideChoiceBraveButton();
_battleMgr.BattleEnemy.BattleEnemyView.HideChoiceBraveButton();
this.OnSetupEnd.Call();
}
}));
sequentialVfxPlayer.Register(ParallelVfxPlayer.Create(_battleMgr.BattlePlayer.BattleView.HandView.HandFocus(), _battleMgr.BattleEnemy.BattleView.HandView.HandFocus()));
return sequentialVfxPlayer;
}
public VfxWith<IPhase> Update(float dt)
{
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
}
public VfxBase Teardown()
{
return NullVfx.GetInstance();
}
public void Pause()
{
}
}