Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Player.Emotion/EmotionBase.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

153 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.Player.ClassCharacter;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public abstract class EmotionBase : IEmotion
{
protected readonly string _emotionId;
protected readonly IClassCharacter _classCharacter;
public Vector3 LeaderPosition
{
get
{
if (_classCharacter.GameObject == null)
{
return Vector3.zero;
}
return _classCharacter.GameObject.transform.position;
}
}
public bool Enable { get; set; }
public event Func<ClassCharaPrm.EmotionType, VfxBase> OnPlay;
protected EmotionBase(string emotionId, IClassCharacter classCharacter)
{
Enable = true;
_emotionId = emotionId;
_classCharacter = classCharacter;
}
public VfxBase PlayEmotion(ClassCharaPrm.EmotionType emoteType, float hideTextTime)
{
if (!Enable)
{
return NullVfx.GetInstance();
}
// Pre-Phase-5b: emotion data headless-empty; branch dead
return NullVfx.GetInstance();
}
public VfxBase PlayEmotion(Wizard.Emotion emotionInfo, float hideTextTime)
{
bool flag = false;
ClassCharaPrm.EmotionType emotion_id = (ClassCharaPrm.EmotionType)emotionInfo.emotion_id;
if ((uint)(emotion_id - 15) <= 4u || emotion_id == ClassCharaPrm.EmotionType.STORY_LOSE)
{
flag = true;
}
string voiceId = emotionInfo.GetVoiceId(IsSkinEvolved());
string text = emotionInfo.GetText(IsSkinEvolved());
if (flag)
{
return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
}
if (true /* Pre-Phase-5b: IsWatchBattle const-false */)
{
return PlayEmotion(emotionInfo.motion_id, emotionInfo.face_id, voiceId, text, hideTextTime, flag);
}
return NullVfx.GetInstance();
}
public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text)
{
return PlayEmotion(motionType, faceType, voiceId, text, 1.5f);
}
public bool IsSkinEvolved()
{
// Pre-Phase-5b: no mgr in scope; skin-evolved gate defaults to false
return false;
}
public virtual VfxBase PlayEmotion(ClassCharaPrm.MotionType motionType, ClassCharaPrm.FaceType faceType, string voiceId, string text, float hideTextTime, bool forcePlay = false)
{
if (!Enable)
{
return NullVfx.GetInstance();
}
if (IsSkinEvolved())
{
switch (motionType)
{
case ClassCharaPrm.MotionType.extra_2:
motionType = ClassCharaPrm.MotionType.z_extra_2;
break;
case ClassCharaPrm.MotionType.damage:
motionType = ClassCharaPrm.MotionType.z_damage;
break;
case ClassCharaPrm.MotionType.greet:
motionType = ClassCharaPrm.MotionType.z_greet;
break;
case ClassCharaPrm.MotionType.idle:
motionType = ClassCharaPrm.MotionType.z_idle;
break;
case ClassCharaPrm.MotionType.negative:
motionType = ClassCharaPrm.MotionType.z_negative;
break;
case ClassCharaPrm.MotionType.negative_2:
motionType = ClassCharaPrm.MotionType.z_negative_2;
break;
case ClassCharaPrm.MotionType.negative_2_a:
motionType = ClassCharaPrm.MotionType.z_negative_2_a;
break;
case ClassCharaPrm.MotionType.positive:
motionType = ClassCharaPrm.MotionType.z_positive;
break;
case ClassCharaPrm.MotionType.positive_2:
motionType = ClassCharaPrm.MotionType.z_positive_2;
break;
case ClassCharaPrm.MotionType.shock:
motionType = ClassCharaPrm.MotionType.z_shock;
break;
case ClassCharaPrm.MotionType.think:
motionType = ClassCharaPrm.MotionType.z_think;
break;
}
}
if (text == "NONE")
{
return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
{
_classCharacter.PlayMotion(motionType);
_classCharacter.ChangeFace(faceType);
}), _classCharacter.PlayVoice(voiceId, forcePlay), WaitVfx.Create(hideTextTime));
}
VfxBase vfxBase = NullVfx.GetInstance();
VfxBase vfxBase2 = NullVfx.GetInstance();
if (text != string.Empty)
{
vfxBase = _classCharacter.ShowVoiceMessage(text);
vfxBase2 = _classCharacter.HideVoiceMessage();
}
return SequentialVfxPlayer.Create(_classCharacter.CreateLoadVoiceResource(voiceId), InstantVfx.Create(delegate
{
_classCharacter.PlayMotion(motionType);
_classCharacter.ChangeFace(faceType);
}), _classCharacter.PlayVoice(voiceId, forcePlay), vfxBase, (hideTextTime > 0f) ? ((VfxBase)WaitVfx.Create(hideTextTime)) : ((VfxBase)new OpeningVfx.WaitVoiceEndVfx()), vfxBase2);
}
public virtual VfxBase ReceiveOpponentEmotion(ClassCharaPrm.EmotionType emotionType)
{
return NullVfx.GetInstance();
}
}