Files
SVSimServer/SVSim.BattleEngine/Engine/CommonBackGround.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

146 lines
3.0 KiB
C#

using System;
using Cute;
using UnityEngine;
public class CommonBackGround : UIBase
{
public enum eBGType
{
NONE,
MORNING,
DAYTIME,
NIGHTTIME
}
private static CommonBackGround _instance;
[SerializeField]
private UITexture MypageBG;
[SerializeField]
private GameObject MagicCircle;
[SerializeField]
public ParticleSystem[] BgEffects;
[SerializeField]
private GameObject _effectRoot;
private eBGType _BGType;
private bool _bgFinishLoad;
private string _bgPath;
private EffectSetUp _currentEffectSetup;
public static CommonBackGround Instance => _instance;
public bool IsFinishLod => _bgFinishLoad;
public bool EffectVisible
{
set
{
_effectRoot.SetActive(value);
}
}
private void Awake()
{
_instance = this;
}
protected override void onOpen()
{
base.onOpen();
ChangeMyPageBG();
}
protected override void OnDestroy()
{
base.OnDestroy();
_instance = null;
ReleaseMyPageBG();
_BGType = eBGType.NONE;
MagicCircle.GetComponent<UITexture>().mainTexture = null;
}
private void ReleaseMyPageBG()
{
MypageBG.mainTexture = null;
Toolbox.ResourcesManager.RemoveAsset(_bgPath);
_bgPath = "";
}
public void ChangeMyPageBG()
{
int hour = DateTime.Now.Hour;
eBGType eBGType;
string newBgStr;
if (hour >= 4 && hour < 10)
{
eBGType = eBGType.MORNING;
newBgStr = "bg_mypage_morning";
}
else if (hour >= 10 && hour < 18)
{
eBGType = eBGType.DAYTIME;
newBgStr = "bg_mypage_day";
}
else
{
eBGType = eBGType.NIGHTTIME;
newBgStr = "bg_mypage_night";
}
if (_BGType == eBGType)
{
return;
}
_bgFinishLoad = false;
_BGType = eBGType;
ResourcesManager resMgr = Toolbox.ResourcesManager;
string newBgPath = resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background);
resMgr.StartCoroutine_LoadAssetGroupAsync(newBgPath, delegate
{
_bgFinishLoad = true;
MypageBG.mainTexture = resMgr.LoadObject(resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background, isfetch: true)) as Texture;
if (_bgPath != null)
{
resMgr.RemoveAsset(_bgPath);
}
_bgPath = newBgPath;
ChangeBgEffect();
});
}
private void ChangeBgEffect()
{
BgEffects[0].gameObject.SetActive(value: false);
BgEffects[1].gameObject.SetActive(value: false);
BgEffects[2].gameObject.SetActive(value: false);
ParticleSystem bgEffectNow = GetBgEffectNow(_BGType);
bgEffectNow.gameObject.SetActive(value: true);
_currentEffectSetup = bgEffectNow.GetComponent<EffectSetUp>();
}
public ParticleSystem GetBgEffectNow(eBGType myPageBgType)
{
return myPageBgType switch
{
eBGType.MORNING => BgEffects[2],
eBGType.DAYTIME => BgEffects[0],
_ => BgEffects[1],
};
}
public bool IsFinishEffectLoading()
{
if (_currentEffectSetup != null)
{
return _currentEffectSetup.isFinished;
}
return false;
}
}