Files
SVSimServer/SVSim.BattleEngine/Engine/HandControl.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

99 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Battle.View;
public abstract class HandControl
{
public enum ArrangeType
{
Fan,
Flat
}
public enum HandState
{
Unfocus,
Focus
}
public enum HandVisible
{
Invisible,
Visible
}
protected readonly GameObject _gameObject;
protected HandState _handState;
protected HandVisible _handVisible;
protected Vector3[] _cardPos;
protected Vector3[] _cardRot;
protected Vector3[] _cardScale;
protected readonly BattleCamera _battleCamera;
private HandTRSCalculatorBase _TRSCalculator;
public Transform Transform { get; private set; }
public bool IsHandStateLocked { get; private set; }
public abstract Vector3 BaseHandPos { get; }
public HandControl(GameObject gameObject, BattleCamera battleCamera)
{
_gameObject = gameObject;
Transform = _gameObject.transform;
Transform.localPosition = BaseHandPos;
_handState = HandState.Unfocus;
_handVisible = HandVisible.Invisible;
_battleCamera = battleCamera;
_cardPos = new Vector3[9];
_cardRot = new Vector3[9];
_cardScale = new Vector3[9];
_TRSCalculator = CreateHandCardTRSCalculator(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.FIXEDUSE_COST_INFO) ? ArrangeType.Flat : ArrangeType.Fan);
}
public void AttachCardView(IBattleCardView cardView)
{
if (!(cardView is NullBattleCardView))
{
cardView.Transform.parent = Transform;
cardView.GameObject.SetActive(value: false);
cardView.GameObject.SetActive(value: true);
}
}
protected abstract HandTRSCalculatorBase CreateHandCardTRSCalculator(ArrangeType type);
public abstract void RearrangeHand(float time, List<IBattleCardView> battleCardViewList, bool isNewReplayMoveTurn = false);
public void SetHandState(HandState state)
{
if (!IsHandStateLocked)
{
_handState = state;
}
}
public bool IsHandStateFocus()
{
return _handState == HandState.Focus;
}
public bool IsVisibleHand()
{
return _handVisible == HandVisible.Visible;
}
public void SetHandPosition()
{
Transform.localPosition = BaseHandPos;
}
}