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

95 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class GachaResultBuyCardPackDialog : MonoBehaviour
{
[SerializeField]
private GachaResultBuyCardPack _prefabGachaResultBuyCardPack;
private GachaResultBuyCardPack _objGachaResultBuyCardPack;
private List<string> _loadedAssetPathListResultDialog;
public DialogBase Dialog { get; private set; }
public bool IsLoading => _objGachaResultBuyCardPack.IsLoading;
public bool IsFlickEnable
{
set
{
if (_objGachaResultBuyCardPack != null)
{
_objGachaResultBuyCardPack.IsFlickEnable = value;
}
}
}
public void Create(PackOpenDetail packOpenData, CardDetailUI cardDetailDialog)
{
Dialog = UIManager.GetInstance().CreateDialogClose();
Dialog.gameObject.layer = LayerMask.NameToLayer("MyPage");
Dialog.SetBackViewLayer(LayerMask.NameToLayer("MyPage"));
Dialog.SetPanelSortingOrder(2);
Dialog.SetPanelDepth(500);
Dialog.SetSize(DialogBase.Size.XL);
Dialog.SetTitleLabel(Data.SystemText.Get("Shop_0010"));
Dialog.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
Dialog.OpenSe = 0;
Dialog.OnCloseStart = OnCloseStartResultDialog;
Dialog.OnClose = OnCloseResultDialog;
_objGachaResultBuyCardPack = UnityEngine.Object.Instantiate(_prefabGachaResultBuyCardPack);
Dialog.SetObj(_objGachaResultBuyCardPack.gameObject);
_objGachaResultBuyCardPack.GetComponent<UIPanel>().sortingOrder = 2;
_objGachaResultBuyCardPack.Init(packOpenData.pack_list, cardDetailDialog);
StartCoroutine(_objGachaResultBuyCardPack.ViewCardList(1));
}
public void AddOnClose(Action onClose)
{
DialogBase dialog = Dialog;
dialog.OnClose = (Action)Delegate.Combine(dialog.OnClose, onClose);
}
private void OnCloseStartResultDialog()
{
_objGachaResultBuyCardPack.IsDialogCloseStart = true;
_loadedAssetPathListResultDialog = _objGachaResultBuyCardPack._loadedAssetPathList;
}
private void OnCloseResultDialog()
{
StartCoroutine(RemoveResultDialogResources());
}
private IEnumerator RemoveResultDialogResources()
{
UIBase_CardManager cardManager = UIManager.GetInstance().getUIBase_CardManager();
while (!cardManager.getCreateEndFlag() || !cardManager.isAssetAllReady)
{
yield return null;
}
List<UIBase_CardManager.CardObjData> cardList2DObjs = UIManager.GetInstance().getCardList2DObjs();
if (cardList2DObjs.Count > 0)
{
cardList2DObjs.ForEach(delegate(UIBase_CardManager.CardObjData g)
{
UnityEngine.Object.Destroy(g.CardObj);
});
}
if (Toolbox.ResourcesManager.CardListAssetPathList.Count > 0)
{
_loadedAssetPathListResultDialog.AddRange(Toolbox.ResourcesManager.CardListAssetPathList);
Toolbox.ResourcesManager.CardListAssetPathList.Clear();
}
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedAssetPathListResultDialog);
_loadedAssetPathListResultDialog.Clear();
}
}