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

207 lines
6.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
namespace Wizard;
public class SealedClassSelect : MonoBehaviour
{
[SerializeField]
private UIGrid _classObjectsGrid;
[SerializeField]
private SealedClassSelectObject _classObjectOriginal;
[SerializeField]
private GameObject _effectsRoot;
[SerializeField]
private GameObject _cardDetailRoot;
[SerializeField]
private SealedClassSelectConfirmDialog _classSelectConfirmDialogPrefab;
private readonly List<string> _unloadAssetList = new List<string>();
private readonly Dictionary<int, List<CardListTemplate>> _cardObjectsDic = new Dictionary<int, List<CardListTemplate>>();
private CardDetailUI _cardDetailDialog;
private List<CardListTemplate> _cardDetailCardObjectList;
private int _cardDetailCardIndex;
public bool IsReady { get; private set; }
private SealedData SealedData => Data.ArenaData.SealedData;
public void Init()
{
StartCoroutine(InitCoroutine());
}
private IEnumerator InitCoroutine()
{
yield return StartCoroutine(CreateCardObjectsCoroutine());
List<SealedClassSelectLoadRequest> loadRequestList = CreateClassSelectObjects();
List<string> loadAssetList = loadRequestList.SelectMany((SealedClassSelectLoadRequest x) => x.LoadAssetList).ToList();
yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadAssetList, delegate
{
_unloadAssetList.AddRange(loadAssetList);
loadRequestList.ForEach(delegate(SealedClassSelectLoadRequest x)
{
x.LoadEndCallback();
});
}));
IsReady = true;
}
public void Final()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_unloadAssetList);
_unloadAssetList.Clear();
}
private List<SealedClassSelectLoadRequest> CreateClassSelectObjects()
{
List<SealedClassSelectLoadRequest> list = new List<SealedClassSelectLoadRequest>();
foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
{
SealedClassSelectObject component = NGUITools.AddChild(_classObjectsGrid.gameObject, _classObjectOriginal.gameObject).GetComponent<SealedClassSelectObject>();
int classId = classInfo.ClassId;
SealedClassSelectObjectInitParam initParam = new SealedClassSelectObjectInitParam
{
CharaParam = null, // Pre-Phase-5b: no chara master headless
CardObjectList = _cardObjectsDic[classId],
SelectButtonClickCallback = delegate
{
OnSelectClass(classId);
},
EffectRoot = _effectsRoot,
UnloadAssetList = _unloadAssetList
};
list.Add(component.Init(initParam));
}
_classObjectsGrid.Reposition();
return list;
}
private IEnumerator CreateCardObjectsCoroutine()
{
List<int> cardNums = (from x in SealedData.ClassInfoList.SelectMany((SealedClassInfo x) => x.PublishedCardInfoList)
select x.SealedCardId).ToList();
UIManager uiMgr = UIManager.GetInstance();
bool isLoaded = false;
uiMgr.CardLoadSelect(null, cardNums, base.gameObject.layer, is2D: true, delegate
{
isLoaded = true;
});
while (!isLoaded)
{
yield return null;
}
List<UIBase_CardManager.CardObjData> cardList2DObjs = uiMgr.getCardList2DObjs();
List<UIBase_CardManager.CardObjData> list = new List<UIBase_CardManager.CardObjData>(cardList2DObjs);
cardList2DObjs.Clear();
List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
_unloadAssetList.AddRange(new List<string>(cardListAssetPathList));
cardListAssetPathList.Clear();
_cardDetailDialog = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
_cardDetailDialog.ChangeCardMaster(FormatBehaviorManager.GetDefaultBehaviour(Format.Sealed).CardMasterId);
_cardDetailDialog.gameObject.SetActive(value: false);
_cardDetailDialog.OnDragCard = CardDetailDragCallback;
_cardDetailDialog.OnDetailCardUpdate = UpdateCardDetailArrowButtonVisible;
int num = 0;
foreach (SealedClassInfo classInfo in SealedData.ClassInfoList)
{
List<CardListTemplate> list2 = new List<CardListTemplate>();
_cardObjectsDic.Add(classInfo.ClassId, list2);
for (int num2 = 0; num2 < classInfo.PublishedCardInfoList.Count; num2++)
{
GameObject cardObject = list[num++].CardObj;
CardListTemplate component = cardObject.GetComponent<CardListTemplate>();
list2.Add(component);
component.SetId(classInfo.PublishedCardInfoList[num2].SealedCardId);
component.SetScale(0.64f);
component.AddDepth(5);
component.HideNum();
int tempIndex = num2;
component.AddColliderToFrame(0.85f).onClick = delegate
{
_cardDetailCardObjectList = list2;
_cardDetailCardIndex = tempIndex;
_cardDetailDialog.OnPushCardDetailOn(cardObject);
};
}
}
}
private void OnSelectClass(int classId)
{
OpenClassSelectConfirmDialog(classId);
}
private void OpenClassSelectConfirmDialog(int classId)
{
Action<Action> decideClassFunc = delegate(Action gotoNextScene)
{
SealedData.UnregisterAllSealedCard();
StartCoroutine(Toolbox.NetworkManager.Connect(new SealedSelectClassTask(classId), delegate
{
gotoNextScene();
}));
};
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetTitleLabel(systemText.Get("Sealed_ClassSelect_0002"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.GrayBtn_CancelBtn_BlueBtn);
dialogBase.SetButtonText(systemText.Get("Sealed_ClassSelect_0006"), null, systemText.Get("Common_0003"));
dialogBase.onPushButton1 = delegate
{
decideClassFunc(SealedController.GoToSealedDeckEdit);
};
dialogBase.onPushButton3 = delegate
{
decideClassFunc(SealedController.GoToSealedCardPackOpen);
};
dialogBase.ClickSe_Btn1 = 0;
dialogBase.ClickSe_Btn3 = 0;
SealedClassSelectConfirmDialog component = UnityEngine.Object.Instantiate(_classSelectConfirmDialogPrefab.gameObject).GetComponent<SealedClassSelectConfirmDialog>();
component.Init(classId, SealedData.ClassInfoList.Find((SealedClassInfo x) => x.ClassId == classId).PublishedCardInfoList.Select((SealedCardInfo x) => x.SealedCardId).ToList());
dialogBase.SetObj(component.gameObject);
}
private void CardDetailDragCallback(Vector2 vec)
{
if (!_cardDetailDialog.IsEnableShowDetail)
{
return;
}
float x = vec.x;
if (!(Mathf.Abs(x) < 70f))
{
int num = _cardDetailCardIndex + ((!(x > 0f)) ? 1 : (-1));
if (num >= 0 && _cardDetailCardObjectList.Count > num)
{
_cardDetailDialog.CloseDefault(playSe: false);
_cardDetailDialog.ShowCardDetail(_cardDetailCardObjectList[num].gameObject);
_cardDetailCardIndex = num;
UpdateCardDetailArrowButtonVisible();
}
}
}
private void UpdateCardDetailArrowButtonVisible()
{
_cardDetailDialog.LeftButtonVisible = _cardDetailCardIndex != 0;
_cardDetailDialog.RightButtonVisible = _cardDetailCardIndex != _cardDetailCardObjectList.Count - 1;
}
}