Files
SVSimServer/SVSim.BattleEngine/Engine/CardDetailBase.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

129 lines
3.8 KiB
C#

using System;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.View;
public class CardDetailBase : MonoBehaviour
{
[Serializable]
public class BgSizeInfo
{
}
[Serializable]
public class DetailPanelInfo
{
public GameObject _root;
public UILabel _nameLabel;
public UITexture _logImage;
public UIScrollView _scrollView;
public UISprite _bg;
public int _maxLine;
public UIPanel DiscPanelObject;
public UILabel DiscLabel;
public UIScrollBar DiscScrollBar;
public int DefaultBgHeight;
public UILabel _costLabel;
public UILabel _classLabel;
public UISprite _classBG;
public UIRect RootAnchor;
}
[SerializeField]
protected DetailPanelInfo _followerPanel;
[SerializeField]
protected DetailPanelInfo _followerEvoPanel;
[SerializeField]
protected DetailPanelInfo _nonFollowerPanel;
protected void SetFollowerDetailLabel(string skillDisc, string evoSkillDisc, bool needEvolutionOrFusionButton, bool resetScrollPosition = true)
{
_nonFollowerPanel._root.SetActive(value: false);
_followerPanel._root.SetActive(value: true);
_followerEvoPanel._root.SetActive(value: true);
int num = CheckTextLineCount(_followerPanel.DiscLabel, skillDisc);
int num2 = CheckTextLineCount(_followerEvoPanel.DiscLabel, evoSkillDisc);
if (num >= _followerPanel._maxLine && num2 < _followerEvoPanel._maxLine)
{
num = Mathf.Min(9 - num2, num);
}
else if (num < _followerPanel._maxLine && num2 >= _followerEvoPanel._maxLine)
{
num2 = Mathf.Min(9 - num, num2);
}
else if (num >= _followerPanel._maxLine && num2 >= _followerEvoPanel._maxLine)
{
num = _followerPanel._maxLine;
num2 = _followerEvoPanel._maxLine;
}
SetDescLabelText(_followerPanel, skillDisc, num, needEvolutionOrFusionButton: false, resetScrollPosition);
SetDescLabelText(_followerEvoPanel, evoSkillDisc, num2, needEvolutionOrFusionButton, resetScrollPosition);
_followerEvoPanel.RootAnchor.UpdateAnchors();
}
protected void SetDescLabelText(DetailPanelInfo panel, string discText, bool needEvolutionOrFusionButton = false, bool resetScrollPosition = true, bool isClass = false)
{
SetDescLabelText(panel, discText, panel._maxLine, needEvolutionOrFusionButton, resetScrollPosition, isClass);
}
protected void SetDescLabelText(DetailPanelInfo panel, string discText, int maxLine, bool needEvolutionOrFusionButton = false, bool resetScrollPosition = true, bool isClass = false)
{
UILabel discLabel = panel.DiscLabel;
UIScrollView scrollView = panel._scrollView;
UISprite bg = panel._bg;
discLabel.text = Global.GetConvertWrapText(discLabel, discText);
discLabel.ProcessText();
int textLineCount = Global.GetTextLineCount(discLabel.processedText);
bool flag = textLineCount > maxLine;
if (bg != null)
{
bg.height = panel.DefaultBgHeight + Mathf.Min(textLineCount, maxLine) * (panel.DiscLabel.fontSize + panel.DiscLabel.spacingY);
if (needEvolutionOrFusionButton)
{
bg.height += 65;
}
if (isClass)
{
bg.height = 89;
}
bg.gameObject.SetActive(value: false);
bg.gameObject.SetActive(value: true);
bg.ResetAndUpdateAnchors();
}
panel.DiscPanelObject.bottomAnchor.absolute = (flag ? 16 : 4) + (needEvolutionOrFusionButton ? 65 : 0);
panel.DiscPanelObject.gameObject.SetActive(value: false);
panel.DiscPanelObject.gameObject.SetActive(value: true);
panel.DiscPanelObject.UpdateAnchors();
scrollView.enabled = flag;
panel.DiscScrollBar.gameObject.SetActive(flag);
if (resetScrollPosition)
{
scrollView.ResetPosition();
}
scrollView.UpdateScrollbars();
}
private int CheckTextLineCount(UILabel label, string discText)
{
label.text = Global.GetConvertWrapText(label, discText);
label.ProcessText();
return Global.GetTextLineCount(label.processedText);
}
}