Files
SVSimServer/SVSim.BattleEngine/Engine/ClassCharaPrm.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

181 lines
3.8 KiB
C#

using System.Collections.Generic;
using Cute;
using LitJson;
using UnityEngine;
using Wizard;
public class ClassCharaPrm
{
public enum MotionType
{
idle = 1,
positive,
negative,
extra,
damage,
think,
greet,
shock,
positive_2,
negative_2,
extra_2,
negative_2_a,
extra_1_a,
extra_1_b,
extra_1_c,
extra_2_a,
extra_2_b,
extra_2_c,
z_extra_2,
z_damage,
z_greet,
z_idle,
z_negative,
z_negative_2,
z_negative_2_a,
z_positive,
z_positive_2,
z_shock,
z_think
}
public enum FaceType
{
skin_01 = 1 }
public enum EmotionType
{
NULL,
GREET,
THANK,
APOLOGY,
PRAISE,
SURPRISE,
CONFUSE,
PROVOCATION,
LOSE,
SURRENDER_LOSE,
STORY_LOSE,
NEGOTIATION_1,
NEGOTIATION_2,
NEGOTIATION_3,
PLAYER_TURN_START_1
}
private static readonly Dictionary<CardBasePrm.ClanType, eColorCodeId> OUTLINE_COLOR = new Dictionary<CardBasePrm.ClanType, eColorCodeId>
{
{
CardBasePrm.ClanType.MIN,
eColorCodeId.CLASS_ELF_OUTLINE
},
{
CardBasePrm.ClanType.ROYAL,
eColorCodeId.CLASS_ROYAL_OUTLINE
},
{
CardBasePrm.ClanType.WITCH,
eColorCodeId.CLASS_WITCH_OUTLINE
},
{
CardBasePrm.ClanType.DRAGON,
eColorCodeId.CLASS_DRAGON_OUTLINE
},
{
CardBasePrm.ClanType.NECRO,
eColorCodeId.CLASS_NECROMANCER_OUTLINE
},
{
CardBasePrm.ClanType.VAMPIRE,
eColorCodeId.CLASS_VANPIRE_OUTLINE
},
{
CardBasePrm.ClanType.BISHOP,
eColorCodeId.CLASS_BISHOP_OUTLINE
},
{
CardBasePrm.ClanType.NEMESIS,
eColorCodeId.CLASS_NEMESIS_OUTLINE
},
{
CardBasePrm.ClanType.SHADOW,
eColorCodeId.CLASS_SHADOW_OUTLINE
}
};
private int _defaultCharaId;
private int _currentCharaId;
private int ClassCharaLv;
public ClassCharacterMasterData DefaultCharaData => null /* Pre-Phase-5b: headless has no chara master; DefaultCharaData surface preserved for typing */;
public ClassCharacterMasterData CurrentCharaData
{
get
{
ClassCharacterMasterData classCharacterMasterData = null; // Pre-Phase-5b: headless has no chara master
if (classCharacterMasterData == null)
{
classCharacterMasterData = DefaultCharaData;
}
return classCharacterMasterData;
}
}
public bool IsRandomLeaderSkin { get; set; }
public List<int> LeaderSkinIdList { get; private set; } = new List<int>();
public void SetCurrentCharaId(int charaId)
{
_currentCharaId = charaId;
}
public void SetLeaderRandomSkinIdList(JsonData skinIdList)
{
LeaderSkinIdList.Clear();
for (int i = 0; i < skinIdList.Count; i++)
{
LeaderSkinIdList.Add(skinIdList[i].ToInt());
}
}
public int GetClassCharaLv()
{
return ClassCharaLv;
}
public static Texture GetClassIconTexture(int clan_id)
{
return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
}
public static bool IsEvolutionEmotionType(EmotionType type)
{
if ((uint)(type - 17) <= 2u)
{
return true;
}
return false;
}
public static string GetIconSpriteName(CardBasePrm.ClanType inClassId)
{
int num = (int)inClassId;
return "icon_class_color_" + num.ToString("00");
}
public static string GetNameText(CardBasePrm.ClanType inClassId)
{
return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
}
public static void SetClassLabelSetting(UILabel inLabel, CardBasePrm.ClanType inClassId)
{
inLabel.effectStyle = LabelDefine.OUTLINE_STYLE_CLASS_NAME;
inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
}
}