Files
SVSimServer/SVSim.BattleEngine/Engine/SideLogControl.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

98 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Battle;
using Wizard.Battle.View.Vfx;
public class SideLogControl : MonoBehaviour
{
private class SideLog
{
private List<SkillBase> _skills;
private List<int> _skillHashCodes;
private int _repeatCount;
public BattleCardBase Card { get; private set; }
public bool IsSelect { get; private set; }
public SideLog(BattleCardBase card, SkillBase skill, bool isSelect)
{
Card = card;
_skills = new List<SkillBase>();
_skillHashCodes = new List<int>();
IsSelect = isSelect;
CheckShowSideLog(skill);
}
public bool CheckShowSideLog(SkillBase skill)
{
_skills.Add(skill);
int num = _skills.Where((SkillBase s) => skill == s).Count();
if (num > _repeatCount)
{
_repeatCount = num;
return true;
}
if (skill != null && skill.SkillPrm.ownerCard.BaseParameter.BaseCardId == 900241110)
{
return true;
}
return false;
}
}
private IList<NguiObjs> PanelList;
private IList<NguiObjs> PanelOnList;
private IList<bool> PanelOnFlagList;
private List<SideLog> LogShowingList;
private SideLog _lastSideLog;
public bool IsOnSummonOrReturnTimingSkill(SkillBase skill)
{
if (skill == null)
{
return false;
}
if (skill.IsWhenPlaySkill || skill.OnWhenSummonStart != 0 || skill.OnWhenReturnStart != 0)
{
return true;
}
if (skill.OnWhenChangeInPlay != 0 || skill.OnWhenChangeInPlayImmediate != 0 || skill.OnWhenChangeClassLifeInplay != 0 || skill.OnWhenChangePPTotal != 0 || skill.OnWhenAddToHand != 0)
{
return true;
}
return false;
}
public VfxBase ClearLastShowLogCard()
{
return InstantVfx.Create(delegate
{
_lastSideLog = null;
});
}
public void RemoveAllLog()
{
if (PanelOnList.Count >= 1)
{
for (int num = PanelOnList.Count - 1; num >= 0; num--)
{
int index = PanelList.IndexOf(PanelOnList[num]);
PanelOnList[num].gameObject.SetActive(value: false);
PanelOnList.RemoveAt(num);
PanelOnFlagList.RemoveAt(num);
LogShowingList[index] = null;
}
}
}
}