Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AvatarAbilityDetailDialog.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

233 lines
7.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.RoomMatch;
namespace Wizard;
public class AvatarAbilityDetailDialog : MonoBehaviour
{
[SerializeField]
private UITexture _characterTexture;
[SerializeField]
private UILabel _characterName;
[SerializeField]
private UILabel _characterHBP;
[SerializeField]
private UISprite _classIcon;
[SerializeField]
private GameObject _itemRoot;
[SerializeField]
private UILabel _passiveAbilityDescLabel;
[SerializeField]
private List<UILabel> _abilityDescLabel = new List<UILabel>();
[SerializeField]
private GameObject _passiveKeyWordCollider;
[SerializeField]
private List<GameObject> _keyWordCollider = new List<GameObject>();
[SerializeField]
private List<UIWidget> _abilityItemRoot = new List<UIWidget>();
[SerializeField]
private UIWidget _passiveAbilityRoot;
[SerializeField]
private GameObject _thirdUnderLine;
[SerializeField]
private List<UILabel> _costLabel = new List<UILabel>();
[SerializeField]
private List<UILabel> _signLabel = new List<UILabel>();
[SerializeField]
private UIScrollView _scrollView;
private DeckData _deckData;
private AvatarBattleInfo _avatarBattleInfo;
private static DialogBase _avatarAbilityDialog;
private static DialogBase _keywordDialog;
private List<string> _loadList = new List<string>();
public static void Create(AvatarBattleInfo avatarBattleInfo, DeckData deck)
{
GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/AvatarAbilityDetailDialog")) as GameObject;
string titleLabel = Data.SystemText.Get("HeroesBattle_0006");
_avatarAbilityDialog = UIManager.GetInstance().CreateDialogClose();
_avatarAbilityDialog.SetTitleLabel(titleLabel);
_avatarAbilityDialog.SetSize(DialogBase.Size.L);
_avatarAbilityDialog.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
_avatarAbilityDialog.SetObj(gameObject);
gameObject.GetComponent<AvatarAbilityDetailDialog>().Initialize(avatarBattleInfo, deck);
}
private void Initialize(AvatarBattleInfo avatarBattleInfo, DeckData deck)
{
_deckData = deck;
_avatarBattleInfo = avatarBattleInfo;
_itemRoot.SetActive(value: false);
RoomBase.StartDialogLoading();
UIManager.GetInstance().createInSceneCenterLoading();
StartCoroutine(LoadResources(deck.GetSkinId(), delegate
{
StartCoroutine(SetResources());
}));
}
private IEnumerator SetResources()
{
ClassCharacterMasterData charaPrmByCharaId = null; // Pre-Phase-5b: no chara master headless
InitializeClassCharacter(_deckData.GetSkinId());
InitializeDescLabel(_avatarBattleInfo);
_characterName.text = charaPrmByCharaId.chara_name;
_characterHBP.text = _avatarBattleInfo.Bonus.BattleStartFirstPlayerTurnBp.ToString();
ClassCharaPrm.SetClassLabelSetting(_characterName, charaPrmByCharaId.clan);
_classIcon.spriteName = ClassCharaPrm.GetIconSpriteName(charaPrmByCharaId.clan);
_itemRoot.SetActive(value: true);
yield return null;
_scrollView.GetComponent<FlexibleGrid>().Reposition();
_scrollView.ResetPosition();
UIManager.GetInstance().closeInSceneCenterLoading();
RoomBase.FinishDiloagLoading();
}
private void InitializeDescLabel(AvatarBattleInfo avatarBattleInfo)
{
string allAbilityText = avatarBattleInfo.Bonus.PassiveAbilityDesc;
string[] abilityDesc = avatarBattleInfo.Bonus.AbilityDesc;
foreach (string text in abilityDesc)
{
allAbilityText += text;
}
if (avatarBattleInfo.Bonus.PassiveAbilityDesc == string.Empty)
{
_passiveAbilityRoot.gameObject.SetActive(value: false);
_passiveAbilityRoot.transform.localPosition = new Vector3(0f, 140f, 0f);
}
else
{
_passiveAbilityDescLabel.SetWrapText(BattleCardBase.ConvertSkillDescriptionText(avatarBattleInfo.Bonus.PassiveAbilityDesc));
UIEventListener.Get(_passiveAbilityDescLabel.gameObject).onClick = delegate
{
OnClickDescLabel(allAbilityText, _passiveAbilityDescLabel);
};
UIEventListener.Get(_passiveKeyWordCollider).onPress = delegate(GameObject g, bool b)
{
BattlePlayerView.PressKeyWordColorChange(_passiveAbilityDescLabel, b);
};
UIEventListener.Get(_passiveKeyWordCollider).onDragStart = delegate
{
BattlePlayerView.SetKeyWordLabelColor(_passiveAbilityDescLabel);
};
_passiveAbilityRoot.height = _passiveAbilityDescLabel.height;
_passiveAbilityDescLabel.GetComponent<BoxCollider>().size = new Vector3(_passiveAbilityRoot.localSize.x, _passiveAbilityRoot.localSize.y + 22f, 0f);
}
if (avatarBattleInfo.Bonus.AbilityCosts.Length < 3 || avatarBattleInfo.Bonus.AbilityDesc.Length < 3)
{
_abilityItemRoot[2].gameObject.SetActive(value: false);
_thirdUnderLine.SetActive(value: false);
}
for (int num = 0; num < avatarBattleInfo.Bonus.AbilityDesc.Length; num++)
{
int textNum = num;
_abilityDescLabel[textNum].SetWrapText(BattleCardBase.ConvertSkillDescriptionText(avatarBattleInfo.Bonus.AbilityDesc[textNum]));
UIEventListener.Get(_abilityDescLabel[textNum].gameObject).onClick = delegate
{
OnClickDescLabel(allAbilityText, _abilityDescLabel[textNum]);
};
UIEventListener.Get(_keyWordCollider[textNum]).onPress = delegate(GameObject g, bool b)
{
BattlePlayerView.PressKeyWordColorChange(_abilityDescLabel[textNum], b);
};
UIEventListener.Get(_keyWordCollider[textNum]).onDragStart = delegate
{
BattlePlayerView.SetKeyWordLabelColor(_abilityDescLabel[textNum]);
};
_abilityItemRoot[textNum].height = 60;
if (_abilityItemRoot[textNum].height < _abilityDescLabel[textNum].height)
{
_abilityItemRoot[textNum].height = _abilityDescLabel[textNum].height;
}
_abilityDescLabel[textNum].GetComponent<BoxCollider>().size = new Vector3(_abilityItemRoot[textNum].localSize.x, _abilityItemRoot[textNum].localSize.y + 22f, 0f);
_abilityDescLabel[textNum].GetComponent<BoxCollider>().center = new Vector3(-22f, 0f, 0f);
if (!int.TryParse(avatarBattleInfo.Bonus.AbilityCosts[textNum], out var result))
{
_signLabel[textNum].text = "-";
_costLabel[textNum].text = "X";
}
else if (result != 0)
{
_signLabel[textNum].text = ((result < 0) ? "-" : "+");
_costLabel[textNum].text = Mathf.Abs(result).ToString();
}
else
{
_signLabel[textNum].text = string.Empty;
_costLabel[textNum].text = "0";
_costLabel[textNum].transform.localPosition = new Vector3(0f, 2f, 0f);
}
}
}
private void OnClickDescLabel(string abilityText, UILabel textLabel)
{
if (HasKeyword(abilityText))
{
IList<string> keywords = BattleKeywordInfoListMgr.GetKeywords(abilityText);
_keywordDialog = BattlePlayerView.CreateKeyPanel(textLabel, keywords, CardMaster.CardMasterId.Default);
_keywordDialog.SetPanelDepth(20, isSetBackViewDepthImmediately: true);
_keywordDialog.GetComponentInChildren<BattleKeywordInfoListMgr>().SetPanelDepth(25);
}
}
private bool HasKeyword(string skillText)
{
IList<string> keywords = BattleKeywordInfoListMgr.GetKeywords(skillText);
bool result = false;
foreach (string item in keywords)
{
if (Data.Master.BattleKeyWordDic.ContainsKey(item))
{
result = true;
break;
}
}
return result;
}
private IEnumerator LoadResources(int skinId, Action callBack)
{
_loadList.Add(GetCharacterTexturePath(skinId, isFetch: false));
yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadList, null));
callBack.Call();
}
private string GetCharacterTexturePath(int skinId, bool isFetch)
{
return Toolbox.ResourcesManager.GetAssetTypePath(skinId.ToString("00"), ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail, isFetch);
}
private void InitializeClassCharacter(int skinId)
{
_characterTexture.mainTexture = Toolbox.ResourcesManager.LoadObject(GetCharacterTexturePath(skinId, isFetch: true)) as Texture;
}
}