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

194 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Wizard;
public class QuestLastUsedDeckSaveDataManager
{
public class ExtractedDeckData : IEquatable<ExtractedDeckData>
{
public Format Format { get; }
public int ID { get; }
public DateTime? CreatedTime { get; }
public ExtractedDeckData(DeckData deckData)
{
Format = deckData.Format;
ID = deckData.GetDeckID();
CreatedTime = deckData.CreatedTime;
}
public ExtractedDeckData(Format format, int id, DateTime? createdTime)
{
Format = format;
ID = id;
CreatedTime = createdTime;
}
public override bool Equals(object obj)
{
return Equals(obj as ExtractedDeckData);
}
public bool Equals(ExtractedDeckData x)
{
if ((object)x == null)
{
return false;
}
if ((object)this == x)
{
return true;
}
if (GetType() != x.GetType())
{
return false;
}
if (Format == x.Format && ID == x.ID)
{
DateTime? createdTime = CreatedTime;
DateTime? createdTime2 = x.CreatedTime;
if (createdTime.HasValue != createdTime2.HasValue)
{
return false;
}
if (!createdTime.HasValue)
{
return true;
}
return createdTime.GetValueOrDefault() == createdTime2.GetValueOrDefault();
}
return false;
}
public override int GetHashCode()
{
return (Format, ID, CreatedTime).GetHashCode();
}
public static bool operator ==(ExtractedDeckData lhs, ExtractedDeckData rhs)
{
return lhs?.Equals(rhs) ?? ((object)rhs == null);
}
public static bool operator !=(ExtractedDeckData lhs, ExtractedDeckData rhs)
{
return !(lhs == rhs);
}
}
private class SaveData
{
public readonly Dictionary<int, ExtractedDeckData> StageDeckTable = new Dictionary<int, ExtractedDeckData>();
public int? QuestId { get; set; }
}
private static readonly string Version = "1";
private static readonly char DataDelimiter = ',';
private static readonly char DeckDataDelimiter = '&';
private readonly SaveData _saveData;
public int? QuestId => _saveData.QuestId;
public QuestLastUsedDeckSaveDataManager()
{
string value = PlayerPrefsWrapper.GetValue(PlayerPrefsWrapper.QUEST_LAST_USED_DECK_INFO);
_saveData = DeserializeSaveData(value);
}
private void Save()
{
PlayerPrefsWrapper.SetValue(PlayerPrefsWrapper.QUEST_LAST_USED_DECK_INFO, Serialize(_saveData));
}
public void DeleteAll()
{
_saveData.QuestId = null;
_saveData.StageDeckTable.Clear();
Save();
}
public void SaveQuestId(int questId)
{
if (_saveData.QuestId != questId)
{
_saveData.QuestId = questId;
Save();
}
}
public void SaveDeck(int stage, DeckData deckData)
{
ExtractedDeckData extractedDeckData = new ExtractedDeckData(deckData);
if (!_saveData.StageDeckTable.TryGetValue(stage, out var value) || !(extractedDeckData == value))
{
_saveData.StageDeckTable[stage] = extractedDeckData;
Save();
}
}
private static SaveData DeserializeSaveData(string serializedData)
{
if (serializedData == string.Empty)
{
return new SaveData();
}
string[] array = serializedData.Split(DataDelimiter);
if (array[0] != Version)
{
return new SaveData();
}
SaveData saveData = new SaveData();
if (int.TryParse(array[1], out var result))
{
saveData.QuestId = result;
}
for (int i = 2; i < array.Length; i += 2)
{
int key = int.Parse(array[i]);
ExtractedDeckData value = DeserializeDeckData(array[i + 1]);
saveData.StageDeckTable[key] = value;
}
return saveData;
}
private static ExtractedDeckData DeserializeDeckData(string serializedData)
{
string[] array = serializedData.Split(DeckDataDelimiter);
Format format = (Format)int.Parse(array[0]);
int id = int.Parse(array[1]);
DateTime? createdTime = null;
if (DateTime.TryParse(array[2], out var result))
{
createdTime = result;
}
return new ExtractedDeckData(format, id, createdTime);
}
private static string Serialize(SaveData saveData)
{
StringBuilder stringBuilder = new StringBuilder();
string arg = (saveData.QuestId.HasValue ? $"{saveData.QuestId.Value}" : string.Empty);
stringBuilder.Append($"{Version}{DataDelimiter}{arg}");
foreach (KeyValuePair<int, ExtractedDeckData> item in saveData.StageDeckTable)
{
stringBuilder.Append($"{DataDelimiter}{item.Key}{DataDelimiter}{Serialize(item.Value)}");
}
return stringBuilder.ToString();
}
private static string Serialize(ExtractedDeckData deckData)
{
string text = (deckData.CreatedTime.HasValue ? $"{deckData.CreatedTime.Value}" : string.Empty);
return $"{(int)deckData.Format}{DeckDataDelimiter}{deckData.ID}{DeckDataDelimiter}{text}";
}
}