Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/UIManager.g.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

149 lines
8.2 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\UIManager.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BestHTTP;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.View.Vfx;
using Wizard.Dialog.Setting;
using Wizard.UI.ReportToManagement;
public partial class UIManager
{
public partial class ChangeViewSceneParam { }
public enum ViewScene
{
None,
MyPage,
Battle,
Room,
RankMatch,
ClassSelectionPage,
StorySelectPage,
StorySelectionWorld,
AreaSelect,
StoryChapterSelectionFlowChart,
QuestSelectionPage,
DeckList,
DeckCardEdit,
CardAllList,
Sealed,
SealedCardPackOpen,
SealedDeckEdit,
Colosseum,
Gacha,
BuildDeckPurchasePage,
CardSleevePurchasePage,
ClassSkinPurchasePage,
Profile,
Mission,
Mail,
BattlePass,
Guild,
LoginBonus,
LotteryPage,
BeginnerMission,
Competition2Pick,
CompetitionLobby,
RedEtherCampaignLobby,
Bingo,
CrossoverPortal,
NeutralPopularityVote,
LeaderPopularityVote }
public UIRoot UIManagerRoot;
public Camera UIRootLoadingCamera;
public GameObject _lotteryApplyPrefab;
public Dictionary<ViewScene, ChangeViewSceneParam> TopBarBackParameterDict;
public DeckCreateMenuUI _deckCreateMenuOriginal;
public bool isErrorProc;
public bool isRetryProc;
public bool isNoAvailMemory;
public Footer _Footer { get; set; }
public DialogManager DialogManager { get; set; }
public ApplicationFinishManager ApplicationFinishManager { get; set; }
public GameObject MyPageUICameraObj { get; set; }
public NguiObjs TextInputDialogPrefab { get; set; }
public DrumrollDialog DrumrollDialogPrefab { get; set; }
public DialogBase NowOpenDialog { get; set; }
public GameObject IdInputPrefab { get; set; }
public Camera FrontCamera { get; set; }
public int FrontCameraPixelWidth { get; set; }
public int FrontCameraPixelHeight { get; set; }
public UIRoot UIRootSystem { get; set; }
public GameObject SupportDialogPrefab { get; set; }
public bool isBattleRecovery { get; set; }
public WebViewHelper WebViewHelper { get; set; }
public LoadingViewManager LoadingViewManager { get; set; }
public bool IsTouchable { get; set; }
public AccountTransferHelper AccountTransferHelper { get; set; }
public static void ApplicationQuit() { }
public Camera getCamera() => default!;
public string GetSceneAssetPath(UIAtlasManager.AssetBundleNames assetname, string singlebundlename = "", bool isload = false) => default!;
public void AddResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
public void RemoveResidentAtlas(UIAtlasManager.AssetBundleNames atlasName) { }
public List<UIAtlas> GetAtlasList() => default!;
public void DestroyView(ViewScene scene) { }
public UIBase GetUIBase(ViewScene scene) => default!;
public T GetCurrentSceneParam<T>() where T : class => default!;
public void OverrideSceneParam(ViewScene scene, object sceneParam) { }
public object GetLastSceneChangeParam(ViewScene scene) => default!;
public T GetSceneParam<T>(ViewScene scene) where T : class => default!;
public void ChangeViewScene(ViewScene nextScene, ChangeViewSceneParam param = null, object sceneParam = null) { }
public void OnReadyViewScene(bool isFadein, Action onFinishChangeView = null, Action onFinishFadeIn = null) { }
public void Force_Increment_LockCountChangeView() { }
public void Force_Decrement_LockCountChangeView() { }
public void UpdateFooterMenuTexture(ViewScene scene) { }
public ViewScene GetCurrentScene() => default!;
public bool IsCurrentScene(ViewScene scene) => default!;
public UIBase GetUiBaseOfCurrentScene() => default!;
public void OpenNotTouch() { }
public void offNotTouch() { }
public DialogBase CreateDialogClose(bool isSystem = false, bool dontChangeLabelColor = false) => default!;
public DialogBase CreateConfirmationDialog(string message) => default!;
public void dialogAllClear() { }
public void ActiveChangeDialogAll(bool active) { }
public bool isOpenDialog() => default!;
public void createInSceneLoading(bool notBlack = false, bool notCollider = false, bool force = true, int playIndex = -1) { }
public void closeInSceneLoading(bool force = true) { }
public VfxBase CreateNowLoadingVfx(VfxBase loadResourcesVfx) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void createInSceneCenterLoading(bool notBlack = false, bool notCollider = false, bool force = true, string overrideText = null) { }
public void closeInSceneCenterLoading(bool force = true, bool disableCollider = false) { }
public LoadingInScene createInSceneLoadingMatching(bool notBlack = false, bool notCollider = false) => default!;
public LoadingInScene CloseInSceneLoadingMatching() => default!;
public LoadingInScene CloseInSceneLoadingBattle() => default!;
public void createInSceneNotNetwork() { }
public void closeInSceneNotNetwork() { }
public void CreatFadeOpen(Action onFinishCallback = null) { }
public void CreatFadeClose(Action onFinishCallback = null) { }
public bool isFading() => default!;
public void CardLoadSelect(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, Action onFinish = null, bool isDefaultSleeve = false, CardMaster.CardMasterId cardMasterId = CardMaster.CardMasterId.Default) { }
public void CardLoadGachaPack(GameObject returnObj, IList<int> CardNums, int layer, bool is2D, int sleeveId = 3000011) { }
public List<UIBase_CardManager.CardObjData> getCardList2DObjs() => default!;
// Shim fix (M5): return a non-null, field-wired no-op so the copied cosmetic helpers it
// exposes (UIBase_CardManager.SetNumberLabelStyle/SetNameLabelStyle, read by
// CardCreatorBase.CreateCard on the createNullView:false path) resolve headless instead of
// NRE-ing on a null manager. Was `default!`.
public UIBase_CardManager getUIBase_CardManager() => UnityEngine.ShimView.Create<UIBase_CardManager>();
public void setBackScene(GameObject obj, ViewScene backScene) { }
public TopBar CreateTopBar(GameObject obj, string titleMsg, ViewScene backScene = ViewScene.None, bool MoneyDraw = true, ChangeViewSceneParam Param = null, bool isWideMode = false) => default!;
public void RemoveNowSceneBackButtonParameter() { }
public void UpDateCrystalNum() { }
public void UpDateRupyNum() { }
public void ShowFooterMenu(bool isShow) { }
public static void SetObjectToGrey(GameObject o, bool b, Color? enableTextColor = null, Dictionary<Color32, AllLabelColorChanger.ColorSet> changeColorDict = null) { }
public void CommonRetry() { }
public FirstTips CheckFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0) => default!;
public FirstTips StartFirstTips(FirstTips.TipsType TipsType, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
public FirstTips StartFirstTips(IEnumerable<FirstTips.TipsType> tipsTypes, Action onFinish = null, int startPage = 0, int seasonId = 0) => default!;
public bool IsActiveFirstTips() => default!;
public void SetLayerRecursive(Transform parentObj, int layer) { }
public void AttachAtlas(GameObject obj, bool isTargetChildren = true) { }
public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true) { }
public bool IsQuitDialog() => default!;
public static void ShowDialogUrl(string title, string url, Action<DialogBase> onDialogOpening = null) { }
public void CreateAssetFileErrorDialog() { }
public RewardBase GetRewardDialogPrefab() => default!;
}