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>
152 lines
3.2 KiB
C#
152 lines
3.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Cute;
|
|
using UnityEngine;
|
|
using Wizard;
|
|
|
|
public class CardMake : MonoBehaviour
|
|
{
|
|
|
|
private IDictionary<string, string> DestructDict;
|
|
|
|
private IDictionary<string, string> _craftDict;
|
|
|
|
public Action OnCardSell;
|
|
|
|
public Action<int> OnCardSellId;
|
|
|
|
public Action OnCardBuy;
|
|
|
|
public Action OnClose;
|
|
|
|
private Action _onFinishCardDestruct;
|
|
|
|
public void StartCardDestruct(int cardId)
|
|
{
|
|
if (DestructDict == null)
|
|
{
|
|
DestructDict = new Dictionary<string, string>();
|
|
}
|
|
else
|
|
{
|
|
DestructDict.Clear();
|
|
}
|
|
int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
|
|
DestructDict = new Dictionary<string, string>();
|
|
DestructDict.Add(cardId.ToString(), "1," + possessionCardNum);
|
|
DestructCard();
|
|
}
|
|
|
|
private void DestructCard()
|
|
{
|
|
// Pre-Phase-5b: fired CardDestructTask via NetworkManager. Headless has no wire
|
|
// task service; short-circuit straight to the success callback so the UI event
|
|
// chain (OnRequestFinishDestruct → TriggerUpdateUserDeck → OnClose) still fires.
|
|
OnRequestFinishDestruct(default(NetworkTask.ResultCode));
|
|
}
|
|
|
|
private void OnRequestFinishDestruct(NetworkTask.ResultCode error)
|
|
{
|
|
TriggerUpdateUserDeck();
|
|
if (_onFinishCardDestruct != null)
|
|
{
|
|
_onFinishCardDestruct();
|
|
}
|
|
}
|
|
|
|
private void TriggerUpdateUserDeck()
|
|
{
|
|
List<string> list = new List<string>(DestructDict.Keys);
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
int obj = int.Parse(list[i]);
|
|
if (OnCardSellId != null)
|
|
{
|
|
OnCardSellId(obj);
|
|
}
|
|
}
|
|
if (OnCardSell != null)
|
|
{
|
|
OnCardSell();
|
|
}
|
|
if (OnClose != null)
|
|
{
|
|
OnClose();
|
|
}
|
|
list = null;
|
|
}
|
|
|
|
public void StartCardCraft(int cardId)
|
|
{
|
|
if (_craftDict == null)
|
|
{
|
|
_craftDict = new Dictionary<string, string>();
|
|
}
|
|
else
|
|
{
|
|
_craftDict.Clear();
|
|
}
|
|
int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
|
|
_craftDict.Add(cardId.ToString(), $"{1},{possessionCardNum}");
|
|
CraftCard();
|
|
}
|
|
|
|
private void CraftCard()
|
|
{
|
|
// Pre-Phase-5b: fired CardCreateTask via NetworkManager. See DestructCard.
|
|
OnRequestFinishCraft(default(NetworkTask.ResultCode));
|
|
}
|
|
|
|
private void OnRequestFinishCraft(NetworkTask.ResultCode error)
|
|
{
|
|
if (OnCardBuy != null)
|
|
{
|
|
OnCardBuy();
|
|
}
|
|
if (OnClose != null)
|
|
{
|
|
OnClose();
|
|
}
|
|
}
|
|
|
|
public void StartCraftAll(IDictionary<int, int> craftDict)
|
|
{
|
|
if (_craftDict == null)
|
|
{
|
|
_craftDict = new Dictionary<string, string>();
|
|
}
|
|
else
|
|
{
|
|
_craftDict.Clear();
|
|
}
|
|
foreach (KeyValuePair<int, int> item in craftDict)
|
|
{
|
|
if (item.Value > 0)
|
|
{
|
|
string value = CreateRequestParam(item.Key, item.Value);
|
|
_craftDict.Add(item.Key.ToString(), value);
|
|
}
|
|
}
|
|
if (_craftDict.Count > 0)
|
|
{
|
|
CraftCard();
|
|
}
|
|
}
|
|
|
|
private string CreateRequestParam(int cardId, int num)
|
|
{
|
|
int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
|
|
return $"{num},{possessionCardNum}";
|
|
}
|
|
|
|
private void OnError(NetworkTask.ResultCode code)
|
|
{
|
|
OnClose.Call();
|
|
}
|
|
|
|
private void OnError(int code)
|
|
{
|
|
OnClose.Call();
|
|
}
|
|
}
|