Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Mulligan/NetworkMulliganMgr.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

138 lines
5.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 3 of 9 methods unrun in baseline
// Type: Wizard.Battle.Mulligan.NetworkMulliganMgr
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Mulligan;
public class NetworkMulliganMgr : MulliganMgrBase
{
private NetworkBattleManagerBase _networkBattleManager;
private readonly NetworkBattleSender _networkBattleSender;
public NetworkMulliganMgr(NetworkBattleSender sender)
{
_networkBattleSender = sender;
}
public override VfxBase InitMulligan(BattleManagerBase mgr, MulliganInfoControl mulliganInfo, IPlayerView view)
{
_networkBattleManager = mgr as NetworkBattleManagerBase;
base.PlayerMlgCtrl = new NetworkPlayerMulliganCtrl(mgr.BattlePlayer, mulliganInfo, view);
_opponentMulliganControl = new NetworkOpponentMulliganCtrl(mgr.BattleEnemy, mulliganInfo, isUseExchangeMark: false);
return NullVfx.GetInstance();
}
public override VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
{
if (_networkBattleManager.OperateReceive.DealVfx != null)
{
return _networkBattleManager.OperateReceive.DealVfx;
}
_networkBattleSender.SendDeal();
return InstantVfx.Create(StartTimeout);
}
public override VfxBase Submit(BattleManagerBase m_BtlMgrIns)
{
List<int> swapIndexList = base.PlayerMlgCtrl.AbandonList.Select((BattleCardBase x) => x.Index).ToList();
_networkBattleSender.SendSwapInfo(swapIndexList);
StartTimeout();
return base.Submit(m_BtlMgrIns);
}
public void SetPlayerHandCardIndexList(List<int> list)
{
base.PlayerMlgCtrl.SetMulliganAfterCardIndexList(list);
}
public void SetOpponentMulliganAfterCardIndexList(List<int> list)
{
_opponentMulliganControl.SetMulliganAfterCardIndexList(list);
}
public override VfxBase PlayerChangeCardVfx(BattleManagerBase btlMgrIns)
{
StopTimeout();
if (!btlMgrIns.IsRecovery)
{
return base.PlayerChangeCardVfx(btlMgrIns);
}
List<BattleCardBase> retCardList = null;
List<int> retPosList = null;
base.PlayerMlgCtrl.GetAbandonCardList(btlMgrIns, ref retCardList, ref retPosList);
btlMgrIns.BattlePlayer.CallRecordingMulligan(retCardList, new int[0]);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.PlayerMlgCtrl.SubmitMulliganVfx(retCardList));
btlMgrIns.BattlePlayer.CallRecordingMulliganEnd(btlMgrIns.BattlePlayer.HandCardList);
return sequentialVfxPlayer;
}
public override VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns)
{
List<BattleCardBase> retCardList = null;
List<int> retPosList = null;
_opponentMulliganControl.GetAbandonCardList(btlMgrIns, ref retCardList, ref retPosList);
_opponentMulliganControl.DrawFirstMulliganCard();
btlMgrIns.BattleEnemy.CallRecordingMulligan(retCardList, _opponentMulliganControl.GetMulliganAfterCardIndexList());
btlMgrIns.BattleEnemy.CallRecordingMulliganEnd(_opponentMulliganControl.GetMulliganAfterCardIndexList());
return _opponentMulliganControl.SubmitMulliganVfx(retCardList);
}
public override VfxBase CompleteMulligan(BattleManagerBase battleMgr)
{
LocalLog.AccumulateLastTraceLog("CompleteMulligan");
VfxBase vfx = base.CompleteMulligan(battleMgr);
battleMgr.TouchControl.ResetDetail();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(vfx);
sequentialVfxPlayer.Register(battleMgr.StartBattle());
return sequentialVfxPlayer;
}
public override VfxBase RecoverMulligan(bool didPlayerSubmitMulligan, BattleManagerBase battleMgr)
{
if (!didPlayerSubmitMulligan)
{
return NullVfx.GetInstance();
}
MulliganInfoControl mulliganInfo = GetMulliganInfo();
List<BattleCardBase> firstDrawList = base.PlayerMlgCtrl.GetFirstDrawList();
List<BattleCardBase> stockList = base.PlayerMlgCtrl.GetStockList();
base.OnSubmit.Call();
mulliganInfo.HideButtons();
if (stockList.Count < 3)
{
mulliganInfo.GetAbandonZonePlayer().alpha = 0f;
}
List<BattleCardBase> list = new List<BattleCardBase>();
List<BattleCardBase> handCardList = base.PlayerMlgCtrl.GetBattlePlayer().HandCardList;
for (int i = 0; i < handCardList.Count; i++)
{
if (firstDrawList[i] != handCardList[i])
{
BattleCardBase battleCardBase = firstDrawList[i];
battleCardBase.BattleCardView.GameObject.SetActive(value: false);
battleCardBase.BattleCardView.Transform.SetParent(battleMgr.CardHolder.transform);
battleCardBase.BattleCardView.Transform.position = battleMgr.CardHolder.transform.position;
list.Add(handCardList[i]);
}
IBattleCardView battleCardView = handCardList[i].BattleCardView;
battleCardView.Transform.SetParent(mulliganInfo.GetKeepZonePlayer().gameObject.transform);
battleCardView.Transform.localPosition = mulliganInfo.GetMulliganZoneCardPos(i, isAbandon: false, handCardList[i].IsPlayer);
battleCardView.Transform.localScale = mulliganInfo.GetMulliganZoneCardScale();
battleCardView.Transform.localRotation = Quaternion.Euler(MulliganViewBase.CARD_ROTATION);
battleCardView.GameObject.SetActive(value: true);
}
VfxBase dummyDeckRemoveCardVfx = NullVfx.GetInstance();
return ParallelVfxPlayer.Create(dummyDeckRemoveCardVfx, _networkBattleManager.LoadCardResources(list));
}
}