Files
SVSimServer/SVSim.BattleEngine/Engine/BackGroundBase.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

221 lines
5.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
public class BackGroundBase
{
protected string _bgmId;
protected BattleCamera _battleCamera;
protected GameObject _fieldModel;
protected GameObject _fieldParticles;
protected IDictionary<string, Animation> m_FieldAnimationDictionary;
protected IDictionary<string, GameObject> _fieldObjDictionary;
protected IDictionary<string, Animator> m_FieldAnimatorDictionary;
protected IDictionary<string, ParticleSystem> _fieldParticleSystemDictionary;
protected IDictionary<string, int> _gimicCntDictionary;
public string[] GimicAudioList;
protected string _str3DFieldNo;
protected string _str3DFieldPath;
protected BattleManagerBase m_BtlMgrIns;
protected string m_FieldAssetPath;
protected List<string> m_SoundAssetPathList;
protected float m_RandomActionTime;
protected bool IsFieldRandom;
private Coroutine battleLoadCoroutine;
public virtual int FieldId => 1;
public virtual int FieldEffectId => FieldId;
public GameObject Field { get; protected set; }
public GameObject m_Battle3DContainer { get; protected set; }
public GameObject m_BattleCutInContainer { get; protected set; }
public SetShaderGlobalColorBG SetShaderGlobalColorBG { get; protected set; }
public bool IsLoadDone { get; protected set; }
public BackGroundBase(string bgmId = "NONE")
{
_battleCamera = null;
m_Battle3DContainer = null;
m_BattleCutInContainer = null;
// Pre-Phase-5b: seeded m_BtlMgrIns from the ambient mgr. All Field*.cs subclass ctors
// were stubbed to no-ops in chunk 3; nothing reads m_BtlMgrIns after that cull. Keeping
// the field as null in headless is safe (no user of it survives the Field cull).
m_BtlMgrIns = null;
IsLoadDone = false;
_str3DFieldNo = "";
_str3DFieldPath = "";
m_FieldAssetPath = "";
Field = null;
_fieldModel = null;
_fieldParticles = null;
_bgmId = bgmId;
m_RandomActionTime = 0f;
IsFieldRandom = false;
m_SoundAssetPathList = new List<string>();
_fieldObjDictionary = new Dictionary<string, GameObject>();
m_FieldAnimationDictionary = new Dictionary<string, Animation>();
m_FieldAnimatorDictionary = new Dictionary<string, Animator>();
_fieldParticleSystemDictionary = new Dictionary<string, ParticleSystem>();
_gimicCntDictionary = new Dictionary<string, int>();
SetShaderGlobalColorBG = null;
Physics.gravity = new Vector3(0f, 0f, 9.8f);
_str3DFieldNo = GetFieldIdString(FieldId);
_gimicCntDictionary.Add("FieldGimic1", 0);
_gimicCntDictionary.Add("FieldGimic2", 0);
_gimicCntDictionary.Add("FieldGimic3", 0);
}
public void Dispose()
{
UnityEngine.Object.DestroyImmediate(Field);
Field = null;
_fieldModel = null;
_fieldParticles = null;
_fieldObjDictionary.Clear();
m_FieldAnimationDictionary.Clear();
m_FieldAnimatorDictionary.Clear();
_fieldParticleSystemDictionary.Clear();
m_SoundAssetPathList.Clear();
_gimicCntDictionary.Clear();
SetShaderGlobalColorBG = null;
BattleCoroutine.GetInstance().StopCoroutine(battleLoadCoroutine);
}
private string GetFieldIdString(int fieldId)
{
return fieldId.ToString((fieldId < 100) ? "00" : "0000");
}
protected virtual void BattleFieldBuild()
{
}
protected virtual List<string> CollectAdditionalAssets()
{
return null;
}
public virtual void StartFieldSetEffect(Vector3 pos)
{
}
public virtual void StartFieldTapEffect(int areaId, Vector3 pos)
{
m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable();
}
public void StartFieldOpening()
{
PlayBgm();
OpeningVfx.OpenningLogStep = "StartFieldOpening";
IsFieldRandom = true;
BattleCoroutine.GetInstance().StartCoroutine(RunFieldOpening());
}
public void PlayBgm()
{
}
protected virtual IEnumerator RunFieldOpening()
{
yield return new WaitForSeconds(0f);
}
public static IEnumerator ObjectChecker(float fWaitSecs, string strObjectFind, Action callback)
{
// Pre-Phase-5b: polled GameObject.Find + EffectMgr readiness flags. All Field*.cs
// subclass BattleFieldBuild bodies were stubbed to no-ops in chunk 3; ObjectChecker
// is now only reachable via dead code. Fire the callback immediately.
yield return null;
callback();
}
public void StartFieldGimic(GameObject obj)
{
if (!m_BtlMgrIns.GameMgr.IsReplayBattle && m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable())
{
BattleCoroutine.GetInstance().StartCoroutine(RunFieldGimic(obj));
}
}
protected virtual IEnumerator RunFieldGimic(GameObject obj)
{
yield return new WaitForSeconds(0f);
}
public void StartFieldShake()
{
BattleCoroutine.GetInstance().StartCoroutine(RunFieldShake());
}
protected virtual IEnumerator RunFieldShake()
{
yield return new WaitForSeconds(0f);
}
public virtual void UpdateFieldRandom()
{
}
public void AddParticleToFieldObjDictionary(string targetPath)
{
string[] array = targetPath.Split('/');
List<Transform> list = new List<Transform>();
list.Add(_fieldParticles.transform);
List<Transform> list2 = new List<Transform>();
for (int i = 0; i < array.Length; i++)
{
list2 = new List<Transform>();
for (int j = 0; j < list.Count; j++)
{
list2.AddRange(FindAllChildByName(list[j], array[i]));
}
list = new List<Transform>(list2);
}
for (int k = 0; k < list2.Count; k++)
{
_fieldObjDictionary.Add(targetPath + "_" + k, list2[k].gameObject);
}
}
public List<Transform> FindAllChildByName(Transform parent, string name)
{
List<Transform> list = new List<Transform>();
for (int i = 0; i < parent.childCount; i++)
{
Transform child = parent.GetChild(i);
if (child.name == name)
{
list.Add(child);
}
}
return list;
}
}