Files
SVSimServer/SVSim.BattleEngine/Engine/DetailPanelControl.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

56 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
// PASS-8/Phase-1 STUB: 1,909-line client-side card-detail-panel UI. Held on `DetailMgr.
// SubDetailPanelControl` (nullable field) but never constructed anywhere — NullDetailPanelControl
// is the headless-live implementation carried into the receive path. The class exists purely
// as a compile-time surface: the ShowRequest enum + LoadCardHeaderTexture static + interface
// contract via IDetailPanelControl (mirroring NullDetailPanelControl's shape). Every instance
// member is a no-op / default because a headless `SubDetailPanelControl` is either null (NRE
// on read — never reached) or is actually a NullDetailPanelControl instance.
public class DetailPanelControl : CardDetailBase, IDetailPanelControl
{
public enum ShowRequest
{
NORMAL,
MULLIGAN,
EVOLUTION_SELECT,
FUSION_INFO_CARD_LIST,
CHOICE_BRAVE,
CHOICE_BRAVE_AND_BUFF
}
public bool IsShow => false;
public BattleCardBase _card => null;
public bool forceEvolutionConfirm { get; set; }
public UIButton EvolveButton => null;
public ShowRequest CurrentShowRequest => ShowRequest.NORMAL;
public GameObject EvoTargetPanelColliderGameObject => null;
public EvolutionConfirmation _evolutionConfirmation => null;
public event Action OnHideOneTime { add { } remove { } }
public void UpdateCardDescriptionOnEvent() { }
public void UpdateCardDescriptionOnEvolutionEvent() { }
public void Show(BattleManagerBase battleMgrBase, OperateMgr operateMgr, BattleCardBase card, ShowRequest showRequest) { }
public void ShowList(BattleManagerBase battleMgrBase, OperateMgr operateMgr, List<BattleCardBase> cards, ShowRequest showRequest,
BuffInfo buff, BattleLogItem.CardTextureOption textureOption = BattleLogItem.CardTextureOption.Null,
string divergenceId = "", int logTextureId = 0) { }
public void Hide() { }
public void SetSize(float percent) { }
public void UpdateBuffInfo(BattleCardBase targetCard, List<BattlePlayerBase.MyRotationBonusCondition> myRotationBonusList) { }
public void UpdateLogItemBuffInfo(BattleCardBase targetCard) { }
public void SetScreenPosition(bool right) { }
public VfxBase ShowEvolutionButton(BattleCardBase card) => NullVfx.GetInstance();
public void CreateNextPanel() { }
public void SetKeyBtnActive(List<bool> hasKeyword) { }
public void ShowKeySubPanel(int page) { }
public void HideKeySubPanel() { }
public bool IsDisplayedRight() => false;
public List<BuffInfo> GetDistinctBuffList(List<BuffInfo> buffInfoList) => new List<BuffInfo>();
public List<NetworkBattleReceiver.ReplayBuffInfoLabel> GetBuffDetailLabel(BattleCardBase targetCard) => new List<NetworkBattleReceiver.ReplayBuffInfoLabel>();
}