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

182 lines
5.9 KiB
C#

using System.Collections;
using UnityEngine;
namespace Wizard;
public class DeckSelectUIDialogTitle : MonoBehaviour
{
private static readonly Color32 FORMAT_COLOR_ROTATION = new Color32(43, 39, 144, byte.MaxValue);
private static readonly Color32 FORMAT_COLOR_UNLIMITED = new Color32(125, 60, 37, byte.MaxValue);
private static readonly Color32 FORMAT_COLOR_PRE_ROTATION = new Color32(23, 111, 40, byte.MaxValue);
private static readonly Color32 FORMAT_COLOR_CROSSOVER = new Color32(156, 55, 140, byte.MaxValue);
private static readonly Color32 FORMAT_COLOR_MYROTATION = new Color32(184, 25, 70, byte.MaxValue);
private static readonly Color32 FORMAT_COLOR_AVATAR = new Color32(147, 140, 19, byte.MaxValue);
[SerializeField]
private GameObject _titleUIRoot;
[SerializeField]
private UILabel _deckListTitleLabel;
[SerializeField]
private UITable _formatTable;
[SerializeField]
private UILabel _formatLabel;
[SerializeField]
private UISprite _formatIcon;
[SerializeField]
private UISprite _formatDecorationSprite;
[SerializeField]
private int _tableBorderLine;
private Format _format;
private Vector3 _tableFirstPosition;
private bool _isFirstUpdateTablePosition = true;
private int? _longTextPositionOverride;
private bool _isExistFormatChangeUI;
public static DeckSelectUIDialogTitle Create(DialogBase dialog, string titleText, Format defaultFormat, bool isExistFormatChangeUI, int? longTextPositionOverride)
{
DeckSelectUIDialogTitle component = (Object.Instantiate(Resources.Load("UI/DeckList/DeckSelectUI/DeckSelectUIDialogTitle")) as GameObject).GetComponent<DeckSelectUIDialogTitle>();
component.Initialize(dialog, titleText, defaultFormat, isExistFormatChangeUI, longTextPositionOverride);
return component;
}
private void Initialize(DialogBase dialog, string titleText, Format defaultFormat, bool isExistFormatChangeUI, int? longTextPositionOverride)
{
_longTextPositionOverride = longTextPositionOverride;
_isExistFormatChangeUI = isExistFormatChangeUI;
_deckListTitleLabel.InitializeFont();
_formatLabel.InitializeFont();
_deckListTitleLabel.text = titleText;
dialog.AttachObjToTitleLabel(_titleUIRoot, Vector3.zero);
dialog.SetTitleLabelActive(active: false);
UpdateFormatObj(defaultFormat);
}
public void UpdateFormatObj(Format format)
{
_format = format;
switch (format)
{
case Format.Rotation:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_timesliprotation_s";
_formatLabel.text = Data.SystemText.Get("Common_0154");
_formatDecorationSprite.color = FORMAT_COLOR_ROTATION;
break;
case Format.PreRotation:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_prerotation_s";
_formatLabel.text = Data.SystemText.Get("Common_0163");
_formatDecorationSprite.color = FORMAT_COLOR_PRE_ROTATION;
break;
case Format.Unlimited:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_unlimited_s";
_formatLabel.text = Data.SystemText.Get("Common_0155");
_formatDecorationSprite.color = FORMAT_COLOR_UNLIMITED;
break;
case Format.Crossover:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_crossover_s";
_formatLabel.text = Data.SystemText.Get("Common_0166");
_formatDecorationSprite.color = FORMAT_COLOR_CROSSOVER;
break;
case Format.MyRotation:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_myrotation_s";
_formatLabel.text = Data.SystemText.Get("Common_0178");
_formatDecorationSprite.color = FORMAT_COLOR_MYROTATION;
break;
case Format.Avatar:
SetActiveFormatObjs(isActive: true);
_formatIcon.spriteName = "icon_heroesbattle_s";
_formatLabel.text = Data.SystemText.Get("HeroesBattle_0001");
_formatDecorationSprite.color = FORMAT_COLOR_AVATAR;
break;
default:
SetActiveFormatObjs(isActive: false);
break;
}
_formatTable.Reposition();
if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.QuestSelectionPage))
{
_deckListTitleLabel.color = LabelDefine.TEXT_COLOR_NORMAL;
_formatLabel.color = LabelDefine.TEXT_COLOR_NORMAL;
if (format == Format.Unlimited || format == Format.Rotation)
{
AllLabelColorChanger.ChangeAllLabel(_formatTable.gameObject, AllLabelColorChanger.COLOR_TABLE_DECK_SELECTION_ROTATION_UNLIMITED);
}
else
{
AllLabelColorChanger.ChangeAllLabel(_formatTable.gameObject);
}
}
UpdateTablePosition();
}
private IEnumerator UpdateTableCoroutine()
{
yield return null;
UpdateTablePosition();
}
[ContextMenu("UpdateTablePosition")]
public void UpdateTablePosition()
{
Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(_formatTable.transform);
if (bounds.size.x < 1f)
{
UIManager.GetInstance().StartCoroutine(UpdateTableCoroutine());
return;
}
if (_isFirstUpdateTablePosition)
{
_isFirstUpdateTablePosition = false;
_tableFirstPosition = _formatTable.transform.localPosition;
}
_formatTable.transform.localPosition = _tableFirstPosition;
if (!_isExistFormatChangeUI)
{
return;
}
if ((int)bounds.size.x <= _tableBorderLine)
{
if (_longTextPositionOverride.HasValue && _format == Format.Rotation)
{
_formatTable.transform.localPosition = new Vector3(_longTextPositionOverride.Value, _tableFirstPosition.y, _tableFirstPosition.z);
}
}
else if (_longTextPositionOverride.HasValue)
{
_formatTable.transform.localPosition = new Vector3(_longTextPositionOverride.Value, _tableFirstPosition.y, _tableFirstPosition.z);
}
else
{
_formatTable.transform.localPosition = _tableFirstPosition + new Vector3(bounds.size.x - (float)_tableBorderLine, 0f, 0f);
}
}
private void SetActiveFormatObjs(bool isActive)
{
_formatIcon.gameObject.SetActive(isActive);
_formatLabel.gameObject.SetActive(isActive);
_formatDecorationSprite.gameObject.SetActive(isActive);
}
}