Files
SVSimServer/SVSim.BattleEngine/Engine/PuzzleGenerator.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

288 lines
13 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class PuzzleGenerator
{
private readonly PuzzleBattleManager _puzzleBattleMgr;
public PuzzleGenerator(PuzzleBattleManager mgr)
{
_puzzleBattleMgr = mgr;
}
public VfxBase Generate(PuzzleQuestData puzzleQuestData)
{
PuzzleBattleManager obj = _puzzleBattleMgr;
BattlePlayer battlePlayer = obj.BattlePlayer;
BattleEnemy battleEnemy = obj.BattleEnemy;
IEnumerable<BattleCardBase> playerFieldCards = new List<BattleCardBase>(battlePlayer.InPlayCards);
IEnumerable<BattleCardBase> playerHandCards = new List<BattleCardBase>(battlePlayer.HandCardList);
IEnumerable<BattleCardBase> playerDeckCards = new List<BattleCardBase>(battlePlayer.DeckCardList);
IEnumerable<BattleCardBase> enemyFieldCards = new List<BattleCardBase>(battleEnemy.InPlayCards);
IEnumerable<BattleCardBase> enemyHandCards = new List<BattleCardBase>(battleEnemy.HandCardList);
IEnumerable<BattleCardBase> enemyDeckCards = new List<BattleCardBase>(battleEnemy.DeckCardList);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(ClearInPlayAndHand(battlePlayer, playerFieldCards, playerHandCards));
parallelVfxPlayer.Register(ClearInPlayAndHand(battleEnemy, enemyFieldCards, enemyHandCards));
battlePlayer.ClearBattleCount();
battleEnemy.ClearBattleCount();
battlePlayer.EvolveWaitTurnCount = 0;
battleEnemy.EvolveWaitTurnCount = 0;
battlePlayer.DeckCardList.Clear();
battleEnemy.DeckCardList.Clear();
battlePlayer.DeckSkillCardList.Clear();
battleEnemy.DeckSkillCardList.Clear();
bool isSkillLost = battlePlayer.Class.IsSkillLost;
bool isSkillLost2 = battleEnemy.Class.IsSkillLost;
battlePlayer.Class.LoseSkill().Play();
battleEnemy.Class.LoseSkill().Play();
battlePlayer.Class.DamagedCounter.Clear();
battlePlayer.Class.SkillApplyInformation.ForceDepriveForceWrath();
battleEnemy.Class.DamagedCounter.Clear();
battleEnemy.Class.SkillApplyInformation.ForceDepriveForceWrath();
battlePlayer.Class.IsSkillLost = isSkillLost;
battleEnemy.Class.IsSkillLost = isSkillLost2;
if (_puzzleBattleMgr.DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject != null)
{
_puzzleBattleMgr.DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject.transform.parent = _puzzleBattleMgr.DetailMgr.DetailPanel.transform;
}
SetUpField(battlePlayer, battleEnemy, puzzleQuestData);
battlePlayer.EvolvedCards.Clear();
if (puzzleQuestData.Id != 109)
{
battleEnemy.EvolvedCards.Clear();
}
battlePlayer.TurnEvolveCardCountInfo.Clear();
battleEnemy.TurnEvolveCardCountInfo.Clear();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
DestroyCardAndCorutine(playerDeckCards);
DestroyCardAndCorutine(playerHandCards);
DestroyCardAndCorutine(playerFieldCards);
DestroyCardAndCorutine(enemyDeckCards);
DestroyCardAndCorutine(enemyHandCards);
DestroyCardAndCorutine(enemyFieldCards);
}), RecoveryClassView(battlePlayer, battleEnemy), RecoveryInPlayAndHand(battlePlayer), RecoveryInPlayAndHand(battleEnemy), NullVfx.GetInstance(), NullVfx.GetInstance(), battlePlayer.StartBattleMainView(playEffect: false), battleEnemy.StartBattleMainView(playEffect: false));
return ParallelVfxPlayer.Create(sequentialVfxPlayer);
}
private VfxBase RecoveryClassView(BattlePlayerBase player, BattlePlayerBase enemy)
{
return InstantVfx.Create(delegate
{
if (player.Class.BattleCardView is PlayerClassBattleCardView playerClassBattleCardView)
{
iTween.Stop(playerClassBattleCardView.GameObject);
playerClassBattleCardView.GameObject.transform.localPosition = Vector3.zero;
playerClassBattleCardView.GameObject.SetActive(value: true);
playerClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
playerClassBattleCardView.GameObject.GetComponent<CardTemplate>().Collider.enabled = true;
}
if (enemy.Class.BattleCardView is EnemyClassBattleCardView enemyClassBattleCardView)
{
iTween.Stop(enemyClassBattleCardView.GameObject);
enemyClassBattleCardView.GameObject.transform.localPosition = Vector3.zero;
enemyClassBattleCardView.GameObject.SetActive(value: true);
enemyClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
enemyClassBattleCardView.GameObject.GetComponent<CardTemplate>().Collider.enabled = true;
}
});
}
private void SetUpField(BattlePlayer player, BattleEnemy enemy, PuzzleQuestData puzzleQuestData)
{
BattleLogManager.GetInstance().AddLogTurn(isSelfTurn: true);
player.BattleView.ClearPlayQueue();
if (!player.ClassAndInPlayCardList.Any((BattleCardBase c) => c.IsClass))
{
player.ClassAndInPlayCardList.Insert(0, player.Class);
}
if (!enemy.ClassAndInPlayCardList.Any((BattleCardBase c) => c.IsClass))
{
enemy.ClassAndInPlayCardList.Insert(0, enemy.Class);
}
player.ClassAndInPlayCardList.RemoveAll((BattleCardBase c) => !c.IsClass);
enemy.ClassAndInPlayCardList.RemoveAll((BattleCardBase c) => !c.IsClass);
player.TurnPlayCards.Clear();
player.Class.SkillApplyInformation.LifeModifierList.Clear();
player.Class.SkillApplyInformation.DamageList.Clear();
enemy.Class.SkillApplyInformation.LifeModifierList.Clear();
enemy.Class.SkillApplyInformation.DamageList.Clear();
player.NowTurnEvol = true;
player.Turn = 0;
player.Class.SkillApplyInformation.LifeModifierList.Add(new DamageCardParameterModifier(20 - puzzleQuestData.BattleData.PlayerLife, -1, isSelfTurn: false));
int playerPPCount = puzzleQuestData.BattleData.PlayerPPCount;
player.SetCurrentEpCount(puzzleQuestData.BattleData.PlayerEPCount);
int playerGraveCount = puzzleQuestData.BattleData.PlayerGraveCount;
player.PpTotal = puzzleQuestData.BattleData.PlayerPPCount;
if (player.IsShortageDeck)
{
PuzzleBattleManager puzzleBattleManager = _puzzleBattleMgr;
player.ResetIsShortageDeck();
iTween.Stop(puzzleBattleManager.ReaperCard);
puzzleBattleManager.ReaperCard.transform.SetParent(puzzleBattleManager.CardHolder.transform);
MotionUtils.SetLayerAll(puzzleBattleManager.ReaperCard, 10);
puzzleBattleManager.ReaperCard.transform.localPosition = new Vector3(-4.1f, 16.4f, 4.1f);
puzzleBattleManager.ReaperCard.transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
puzzleBattleManager.ReaperCard.transform.localScale = Global.CARD_BASE_STAY_SCALE;
TweenColor.Begin(puzzleBattleManager.ReaperCard, 0f, Color.white);
}
enemy.NowTurnEvol = true;
enemy.Turn = 0;
int enemyLife = puzzleQuestData.BattleData.EnemyLife;
if (enemyLife <= 20)
{
enemy.Class.SkillApplyInformation.LifeModifierList.Add(new DamageCardParameterModifier(20 - puzzleQuestData.BattleData.EnemyLife, -1, isSelfTurn: false));
}
else
{
((ClassBattleCardBase)enemy.Class).InitBaseMaxLife(enemyLife);
}
int enemyPPCount = puzzleQuestData.BattleData.EnemyPPCount;
enemy.SetCurrentEpCount(puzzleQuestData.BattleData.EnemyEPCount);
int enemyGraveCount = puzzleQuestData.BattleData.EnemyGraveCount;
enemy.Pp = enemyPPCount;
enemy.PpTotal = enemyPPCount;
CardPrm[] playerInplay = puzzleQuestData.BattleData.PlayerInplay;
foreach (CardPrm cardPrm in playerInplay)
{
player.Pp = playerPPCount;
FieldGenSetCard(player, enemy, cardPrm);
}
playerInplay = puzzleQuestData.BattleData.EnemyInplay;
foreach (CardPrm cardPrm2 in playerInplay)
{
enemy.Pp = enemyPPCount;
FieldGenSetCard(enemy, player, cardPrm2);
}
int[] playerHand = puzzleQuestData.BattleData.PlayerHand;
foreach (int cardId in playerHand)
{
player.HandCardList.Add(player.CreateNextIndexCard(cardId));
}
playerHand = puzzleQuestData.BattleData.EnemyHand;
foreach (int cardId2 in playerHand)
{
enemy.HandCardList.Add(enemy.CreateNextIndexCard(cardId2));
}
playerHand = puzzleQuestData.BattleData.PlayerDeck;
foreach (int cardId3 in playerHand)
{
AddToDeckNoIndexChange(player, player.CreateNextIndexCard(cardId3));
}
playerHand = puzzleQuestData.BattleData.EnemyDeck;
foreach (int cardId4 in playerHand)
{
AddToDeckNoIndexChange(enemy, enemy.CreateNextIndexCard(cardId4));
}
player.Pp = playerPPCount;
enemy.Pp = enemyPPCount;
foreach (BattleCardBase handCard in player.HandCardList)
{
handCard.BattleCardView.ShowHandCardInfo().Play();
}
player.GainCemetery(1000);
player.CemeteryList.Clear();
for (int num2 = 0; num2 < playerGraveCount; num2++)
{
BattleCardBase targetCard = CardCreatorBase.CreateDummyInstance();
player.DummyCardToCemetery(targetCard);
}
enemy.GainCemetery(1000);
enemy.CemeteryList.Clear();
for (int num3 = 0; num3 < enemyGraveCount; num3++)
{
BattleCardBase targetCard2 = CardCreatorBase.CreateDummyInstance();
enemy.DummyCardToCemetery(targetCard2);
}
for (int num4 = 0; num4 < puzzleQuestData.BattleData.PlayerDeckCount - puzzleQuestData.BattleData.PlayerDeck.Count(); num4++)
{
player.AddToDeck(player.CreateNextIndexCard(100011040));
}
for (int num5 = 0; num5 < puzzleQuestData.BattleData.EnemyDeckCount - puzzleQuestData.BattleData.EnemyDeck.Count(); num5++)
{
enemy.AddToDeck(enemy.CreateNextIndexCard(100011040));
}
}
private VfxBase ClearInPlayAndHand(BattlePlayerBase player, IEnumerable<BattleCardBase> fieldCardList, IEnumerable<BattleCardBase> handCardList)
{
if (_puzzleBattleMgr == null)
{
return NullVfx.GetInstance();
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase fieldCard in fieldCardList)
{
parallelVfxPlayer.Register(fieldCard.SkillApplyInformation.AllSkillEffectStop());
player.BattleView.InPlayView.RemoveCardFromView(fieldCard.BattleCardView);
player.ClassAndInPlayCardList.Remove(fieldCard);
}
foreach (BattleCardBase handCard in handCardList)
{
parallelVfxPlayer.Register(handCard.SkillApplyInformation.AllSkillEffectStop());
player.BattleView.HandView.RemoveCardFromViewWithoutRearrange(handCard.BattleCardView);
player.HandCardList.Remove(handCard);
}
return parallelVfxPlayer;
}
private void DestroyCardAndCorutine(IEnumerable<BattleCardBase> cardList)
{
foreach (BattleCardBase card in cardList)
{
if (card.BattleCardView._inPlayRearrangeCoroutine != null)
{
BattleCoroutine.GetInstance().StopCoroutine(card.BattleCardView._inPlayRearrangeCoroutine);
}
Object.Destroy(card.BattleCardView.GameObject);
}
}
private VfxBase RecoveryInPlayAndHand(BattlePlayerBase player)
{
return ParallelVfxPlayer.Create(NullVfx.GetInstance(), player.Class.SkillApplyInformation.CreateVfxSkillProtection(), player.BattleView.RecoveryInPlayCards(), player.BattleView.RecoveryInHandCards(), OpeningVfx.ShowBattleUIImmediatelyVfx(player, fixDirection: true), player.UsePp(0), InstantVfx.Create(player.BattleView.HideCommonPanel));
}
private void AddToDeckNoIndexChange(BattlePlayerBase player, BattleCardBase card)
{
player.DeckCardList.Add(card);
if (card.HasDeckSelfSkill)
{
player.AddDeckSkillCard(card);
}
}
private void FieldGenSetCard(BattlePlayerBase player, BattlePlayerBase enemy, CardPrm cardPrm)
{
bool isRecovery = _puzzleBattleMgr.IsRecovery;
_puzzleBattleMgr.IsRecovery = true;
SkillProcessor skillProcessor = new SkillProcessor();
BattleCardBase battleCardBase = player.CreateNextIndexCard(cardPrm.Id);
player.HandCardList.Add(battleCardBase);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.PlayedCard = battleCardBase;
skillConditionCheckerOption.SummonedCard = battleCardBase;
battleCardBase.PlayCard(skillProcessor, skillConditionCheckerOption, isInplayGeneration: true);
battleCardBase.SelfBattlePlayer.StartSkillWhenChangeInplay(null, new List<BattleCardBase> { battleCardBase }, skillProcessor, isSummonCheck: false, null, skillConditionCheckerOption);
skillProcessor.Process(new BattlePlayerPair(player, enemy));
if (cardPrm.IsEvolve)
{
SkillProcessor skillProcessor2 = new SkillProcessor();
battleCardBase.Evolution(isSkill: true, skillProcessor2, skillConditionCheckerOption);
skillProcessor2.Process(new BattlePlayerPair(player, enemy));
}
if (cardPrm.ChantCount != -1)
{
battleCardBase.SkillApplyInformation.GiveChantCount(new ChantCountSetModifier(cardPrm.ChantCount));
}
battleCardBase.BattleCardView.InitializeBattleCardIcon(battleCardBase, battleCardBase.Skills).Play();
_puzzleBattleMgr.IsRecovery = isRecovery;
}
}