Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/SealedController.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

226 lines
6.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class SealedController : UIBase
{
private enum eStep
{
None,
ClassSelect,
Lobby }
[SerializeField]
private UISprite _bgMask;
[SerializeField]
private SealedClassSelect _classSelectPrefab;
[SerializeField]
private SealedLobby _lobbyPrefab;
private static bool _isKeepDataAndAsset;
private static List<string> _unloadResidentAssetList;
private SealedStepFuncs[] _stepFuncsTable;
private eStep _nowStep;
private SealedClassSelect _classSelect;
private SealedLobby _lobby;
private SealedData SealedData => Data.ArenaData.SealedData;
private SealedStepFuncs NowStepFuncs => _stepFuncsTable[(int)_nowStep];
public static void OnSoftwareReset()
{
_isKeepDataAndAsset = false;
_unloadResidentAssetList = null;
}
public override void onFirstStart()
{
_stepFuncsTable = new SealedStepFuncs[3]
{
new SealedStepFuncs(InitNone, FinalNone),
new SealedStepFuncs(InitClassSelect, FinalClassSelect),
new SealedStepFuncs(InitLobby, FinalLobby)
};
UIManager.GetInstance().CreateTopBar(base.gameObject, Data.SystemText.Get("Sealed_0001"), UIManager.ViewScene.MyPage, MoneyDraw: false, new UIManager.ChangeViewSceneParam
{
MyPageMenuIndex = 3,
IsCutCardMotion = true,
OnFinishChangeView = delegate
{
MyPageMenu.Instance.GoToChallengeMenu();
}
});
_bgMask.gameObject.SetActive(value: false);
base.onFirstStart();
}
protected override void onOpen()
{
StartCoroutine(OpenCoroutine());
}
private IEnumerator OpenCoroutine()
{
base.onOpen();
UIManager.GetInstance().UpdateFooterMenuTexture(UIManager.ViewScene.Sealed);
if (!_isKeepDataAndAsset)
{
if (!SealedData.EntryId.HasValue)
{
SealedTopTask task = new SealedTopTask();
StartCoroutine(Toolbox.NetworkManager.Connect(task));
while (!task.IsResultSuccess)
{
yield return null;
}
}
yield return StartCoroutine(LoadResidentAssetCoroutine());
}
else
{
_isKeepDataAndAsset = false;
}
ChangeStep((!SealedData.IsSelectedClass) ? eStep.ClassSelect : eStep.Lobby, delegate
{
UIManager.GetInstance().OnReadyViewScene(isFadein: true);
});
}
protected override void onClose()
{
NowStepFuncs.FinalFunc();
if (!_isKeepDataAndAsset)
{
RemoveDataAndAsset();
}
base.onClose();
}
public static void RemoveDataAndAsset()
{
_isKeepDataAndAsset = false;
Data.ArenaData.SealedData.UnregisterAllSealedCard();
Data.ArenaData.ClearSealedData();
UnloadResidentAssetCoroutine();
}
private static IEnumerator LoadResidentAssetCoroutine()
{
UIManager uiMgr = UIManager.GetInstance();
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
List<string> residentAssetList = new List<string>();
residentAssetList.Add(uiMgr.GetSceneAssetPath(UIAtlasManager.AssetBundleNames.CardFramePhantom));
residentAssetList.AddRange(_3dCardFrameManager.GetLoadAssetList(_3dCardFrameManager.eFrameKind.Phantom));
residentAssetList.Add(resourcesManager.GetAssetTypePath("cmn_sealed_class_1", ResourcesManager.AssetLoadPathType.Effect2D));
yield return uiMgr.StartCoroutine(resourcesManager.LoadAssetGroupAsync(residentAssetList, delegate
{
_unloadResidentAssetList = residentAssetList;
uiMgr.AddResidentAtlas(UIAtlasManager.AssetBundleNames.CardFramePhantom);
uiMgr.getUIBase_CardManager()._3dCardFrameManager.InitFrameMaterials(_3dCardFrameManager.eFrameKind.Phantom);
}));
}
private static void UnloadResidentAssetCoroutine()
{
if (_unloadResidentAssetList != null)
{
UIManager instance = UIManager.GetInstance();
instance.RemoveResidentAtlas(UIAtlasManager.AssetBundleNames.CardFramePhantom);
instance.getUIBase_CardManager()._3dCardFrameManager.ClearFrameMaterials(_3dCardFrameManager.eFrameKind.Phantom);
Toolbox.ResourcesManager.RemoveAssetGroup(_unloadResidentAssetList);
_unloadResidentAssetList = null;
}
}
private void ChangeStep(eStep step, Action initFinishCallback = null)
{
StartCoroutine(ChangeStepCoroutine(step, initFinishCallback));
}
private IEnumerator ChangeStepCoroutine(eStep step, Action initFinishCallback)
{
NowStepFuncs.FinalFunc();
_nowStep = step;
yield return StartCoroutine(NowStepFuncs.InitFunc());
initFinishCallback.Call();
}
private IEnumerator InitNone()
{
yield return null;
}
private void FinalNone()
{
}
private IEnumerator InitClassSelect()
{
UIManager.GetInstance().ShowFooterMenu(isShow: false);
_bgMask.gameObject.SetActive(value: true);
_classSelect = NGUITools.AddChild(base.gameObject, _classSelectPrefab.gameObject).GetComponent<SealedClassSelect>();
_classSelect.Init();
while (!_classSelect.IsReady)
{
yield return null;
}
}
private void FinalClassSelect()
{
_bgMask.gameObject.SetActive(value: false);
_classSelect.Final();
UnityEngine.Object.Destroy(_classSelect.gameObject);
}
private IEnumerator InitLobby()
{
UIManager.GetInstance().ShowFooterMenu(isShow: true);
SealedData.ClearGachaCardInfo();
SealedData.ClearGachaSupplyInfo();
SealedGetMaintCardListTask task = new SealedGetMaintCardListTask();
StartCoroutine(Toolbox.NetworkManager.Connect(task));
while (!task.IsResultSuccess)
{
yield return null;
}
_lobby = NGUITools.AddChild(base.gameObject, _lobbyPrefab.gameObject).GetComponent<SealedLobby>();
_lobby.Init();
while (!_lobby.IsReady)
{
yield return null;
}
yield return null;
}
private void FinalLobby()
{
_lobby.Final();
UnityEngine.Object.Destroy(_lobby.gameObject);
}
public static void GoToSealedCardPackOpen()
{
_isKeepDataAndAsset = true;
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.SealedCardPackOpen);
}
public static void GoToSealedDeckEdit()
{
_isKeepDataAndAsset = true;
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.SealedDeckEdit);
}
}