Files
SVSimServer/SVSim.BattleEngine/Engine/CostCurveUI.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

169 lines
4.8 KiB
C#

using System;
using UnityEngine;
using Wizard;
public class CostCurveUI : MonoBehaviour
{
[Serializable]
private class CostStruct
{
[SerializeField]
public GameObject Parent;
[SerializeField]
public UILabel LabelCost;
[SerializeField]
public UILabel LabelCount;
[SerializeField]
public UIProgressBar Bar;
public int Count;
}
[SerializeField]
private int m_maxBarValue = 15;
[SerializeField]
private CostStruct m_original;
[SerializeField]
private UIProgressBar m_barAdditiveEffect;
[SerializeField]
private int m_barNum = 8;
[SerializeField]
private int m_minCost = 1;
[SerializeField]
private float m_barWidth = 25f;
private CostStruct[] m_costArray;
private CardMaster.CardMasterId _cardMasterId;
public void Initialize(CardMaster.CardMasterId cardMasterId)
{
_cardMasterId = cardMasterId;
}
public void Refresh()
{
if (m_costArray != null)
{
for (int i = 0; i < m_costArray.Length; i++)
{
m_costArray[i].Count = 0;
m_costArray[i].LabelCount.text = "0";
m_costArray[i].Bar.value = 0f;
}
}
}
public void Refresh(int[] array)
{
Refresh();
if (array != null)
{
for (int i = 0; i < array.Length; i++)
{
Add(array[i], withAnim: false);
}
}
}
public void Add(int cardId, bool withAnim)
{
ChangeValue(1, cardId, withAnim);
}
public void Sub(int cardId, bool withAnim)
{
ChangeValue(-1, cardId, withAnim);
}
private void ChangeValue(int addnum, int cardId, bool withAnim)
{
int num = Mathf.Min(Mathf.Max(CardMaster.GetInstance(_cardMasterId).GetCardParameterFromId(cardId).Cost, m_minCost), m_barNum) - m_minCost;
CostStruct cost_this = m_costArray[num];
cost_this.Count += addnum;
if (withAnim && m_barAdditiveEffect != null)
{
m_barAdditiveEffect.gameObject.SetActive(value: true);
UIProgressBar barAdditiveEffect = m_barAdditiveEffect;
float value = (cost_this.Bar.value = (float)(cost_this.Count + addnum) / (float)m_maxBarValue);
barAdditiveEffect.value = value;
m_barAdditiveEffect.transform.position = cost_this.Bar.transform.position;
m_barAdditiveEffect.alpha = 0.8f;
TweenAlpha.Begin(m_barAdditiveEffect.gameObject, 0.4f, 0f);
TweenScale anim = TweenScale.Begin(cost_this.LabelCount.gameObject, 0.2f, Vector3.one * 1.2f);
TweenAlpha.Begin(cost_this.LabelCount.gameObject, 0.2f, 0f);
EventDelegate ev = null;
ev = new EventDelegate(delegate
{
anim.RemoveOnFinished(ev);
cost_this.Bar.value = (float)cost_this.Count / (float)m_maxBarValue;
cost_this.LabelCount.text = cost_this.Count.ToString() ?? "";
cost_this.LabelCount.transform.localScale = Vector3.one * 0.8f;
TweenScale.Begin(cost_this.LabelCount.gameObject, 0.2f, Vector3.one);
TweenAlpha.Begin(cost_this.LabelCount.gameObject, 0.2f, 1f);
});
anim.onFinished.Add(ev);
}
else
{
cost_this.LabelCount.text = cost_this.Count.ToString() ?? "";
cost_this.Bar.value = (float)cost_this.Count / (float)m_maxBarValue;
}
}
private void Awake()
{
m_costArray = new CostStruct[m_barNum];
m_original.LabelCost.text = m_minCost.ToString() ?? "";
m_original.LabelCount.text = 0.ToString() ?? "";
m_original.Bar.value = 0f;
m_costArray[0] = m_original;
for (int i = 1; i < m_barNum; i++)
{
m_costArray[i] = new CostStruct();
GameObject obj = (m_costArray[i].Parent = UnityEngine.Object.Instantiate(m_original.Parent));
obj.transform.parent = m_original.Parent.transform.parent;
obj.transform.localScale = m_original.Parent.transform.localScale;
Vector3 localPosition = m_original.Parent.transform.localPosition;
localPosition.x += m_barWidth * (float)i;
obj.transform.localPosition = localPosition;
UIWidget[] componentsInChildren = obj.GetComponentsInChildren<UIWidget>();
for (int j = 0; j < componentsInChildren.Length; j++)
{
if (componentsInChildren[j].name == m_original.LabelCost.name)
{
m_costArray[i].LabelCost = componentsInChildren[j].GetComponent<UILabel>();
m_costArray[i].LabelCost.text = (i + m_minCost).ToString() ?? "";
if (i == m_barNum - 1)
{
m_costArray[i].LabelCost.text += "⁺";
}
}
else if (componentsInChildren[j].name == m_original.LabelCount.name)
{
m_costArray[i].LabelCount = componentsInChildren[j].GetComponent<UILabel>();
m_costArray[i].LabelCount.text = 0.ToString() ?? "";
}
else if (componentsInChildren[j].name == m_original.Bar.name)
{
m_costArray[i].Bar = componentsInChildren[j].GetComponent<UIProgressBar>();
m_costArray[i].Bar.value = 0f;
}
m_costArray[i].Count = 0;
}
}
if (m_barAdditiveEffect != null)
{
m_barAdditiveEffect.gameObject.SetActive(value: false);
}
}
}