Files
SVSimServer/SVSim.BattleEngine/Engine/BattlePlayer.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

337 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.Player.Emotion;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class BattlePlayer : BattlePlayerBase
{
private readonly Vector3 FIELD_CENTER_POSITION = new Vector3(0f, -0.3f, 0f);
private BattleUIContainer _battleUIContainer;
protected VfxBase _canNotTouchCardVfx;
public bool _isPlayerActive;
public int PlayCardTouchCount;
public bool IsTimeOverTurnEndProcessing;
public bool IsDuringChoiceBrave;
public override bool IsGameFirst => base.BattleMgr.IsFirst;
public override bool IsPlayer => true;
public override IBattlePlayerView BattleView => PlayerBattleView;
public virtual IPlayerView PlayerBattleView { get; protected set; }
public override IEmotion Emotion => PlayerEmotion;
public IPlayerEmotion PlayerEmotion { get; protected set; }
public bool IsTurnStartEffectNotFinished { get; set; }
public override bool CanChoiceBraveThisTurn
{
get
{
if (!base.IsAlreadyChoiceBraveInThisTurn && !IsTimeOverTurnEndProcessing)
{
return base.IsChoiceBraveEffectTiming;
}
return false;
}
}
public override bool CanChoiceBrave
{
get
{
if (CanChoiceBraveThisTurn && base.CanPlayAnyChoiceBraveCard && BattleView.IsTouchable() && !BattleView.IsSelecting && !CantPlayChoiceBrave)
{
return !PlayerBattleView.IsMoving();
}
return false;
}
}
public event Func<VfxBase> OnAfterPlayerTurnStart;
public event Action OnPlayerActive;
public event Action<List<BattleCardBase>> OnMulliganEndForReplay;
public BattlePlayer(BattleManagerBase battleMgr, BattleCamera battleCamera, BackGroundBase backGround, IInnerOptionsBuilder innerOptionsBuilder)
: base(battleMgr, battleCamera, backGround, innerOptionsBuilder)
{
}
protected override void Initialize()
{
PlayerBattleView = new BattlePlayerView(this);
}
protected override void CreateSelfBattleCard()
{
PlayerClassBattleCard item = new PlayerClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(_isPlayer: true, 20, this, base.BattleMgr.BattleEnemy, base.BattleMgr, base.BattleMgr.BattleResourceMgr));
base.ClassAndInPlayCardList.Add(item);
}
public override void Setup(BattlePlayerBase opponentBattlePlayer)
{
if (_battleUIContainer == null && !(this is VirtualBattlePlayer) && (base.IsSelfTurn || IsTurnStartEffectNotFinished))
{
_battleUIContainer = base.BattleMgr.BattleUIContainer;
_battleUIContainer.DisableMenu();
}
PlayerEmotion = _innerOptionsBuilder.CreatePlayerEmotion((IClassBattleCardView)base.Class.BattleCardView);
base.OnTurnEnd += (SkillProcessor skill) => InstantVfx.Create(delegate
{
if (!BattleMgr.GameMgr.IsWatchBattle)
{
PlayerBattleView.TurnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
}
});
opponentBattlePlayer.OnTurnStartAfterDraw += () => InstantVfx.Create(delegate
{
EnableBattleMenu();
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
if (!turnEndButtonUI.GameObject.activeSelf)
{
BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
turnEndButtonUI.GameObject.SetActive(value: true);
turnEndButtonUI.EnableButton();
turnEndButtonUI.HideBtn();
turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
});
base.Setup(opponentBattlePlayer);
}
public override void SetupClone(BattlePlayerBase sourceBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer, CloneActualFlags cloneFlags)
{
sourceBattlePlayer.CopyToVirtualBase(this, virtualOpponentBattlePlayer, cloneFlags);
}
public override void SetupCardEvent(BattleCardBase card)
{
base.SetupCardEvent(card);
card.OnPlay += delegate
{
foreach (BattleCardBase item in base.HandCardList.Where((BattleCardBase c) => c != card))
{
item.BattleCardView.UpdateMovability();
}
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
return NullVfx.GetInstance();
};
}
public override VfxBase TurnStart()
{
VfxBase vfxBase = base.TurnStart();
if (base.BattleMgr.IsRecovery)
{
EnableBattleMenu();
if (base.IsSelfTurn)
{
_isPlayerActive = true;
}
}
return SequentialVfxPlayer.Create(vfxBase, InstantVfx.Create(PlayerBattleView.UpdateTurnEndPulseEffect));
}
public void TurnStartEffectEnd()
{
IsTurnStartEffectNotFinished = false;
}
private void EnableBattleMenu()
{
if (_battleUIContainer != null)
{
_battleUIContainer.EnableMenu();
}
}
public override VfxBase StartTurnControl(string log = "")
{
if (_canNotTouchCardVfx == null)
{
_canNotTouchCardVfx = NullVfx.GetInstance();
BattleMgr.VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
}
if (BattleMgr.GameMgr.IsNetworkBattle)
{
NetworkBattleManagerBase networkBattleManagerBase = BattleMgr as NetworkBattleManagerBase;
if (networkBattleManagerBase.turnEndTimeController != null)
{
networkBattleManagerBase.turnEndTimeController.AddTurnEndTimerLog("TurnStart" + log);
}
}
PlayerEmotion.ResetPlayCount();
Turn++;
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(PlayerBattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
VfxBase allFuncVfxResults = this.OnAfterPlayerTurnStart.GetAllFuncVfxResults();
this.OnAfterPlayerTurnStart = null;
sequentialVfxPlayer.Register(allFuncVfxResults);
VfxBase vfx2 = base.BattleMgr.JudgeBattleResult();
sequentialVfxPlayer.Register(vfx2);
return sequentialVfxPlayer;
}
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
{
base.UsePp(pp);
if (this.BattleMgr.InstanceIsForecast)
{
return NullVfx.GetInstance();
}
int pp2 = base.Pp;
Vector3 zero = Vector3.zero;
zero = BattleView.GetPPLabelPosition();
return m_vfxCreator.CreateUsePp(pp2, base.PpTotal, zero, isNewReplayMoveTurn);
}
protected override VfxBase TurnStartDrawCard(SkillProcessor skillProcessor)
{
int drawCount = ((IsGameFirst || Turn != 1) ? 1 : 2);
VfxWith<IEnumerable<BattleCardBase>> vfxWith = RandomCardDraw(drawCount, skillProcessor);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(vfxWith.Vfx);
sequentialVfxPlayer.Register(CardDrawVfx(vfxWith.Value));
BattleLogManager.GetInstance().AddLogOverDrawCards(vfxWith.Value.Where((BattleCardBase s) => !s.IsInHand).ToList());
return sequentialVfxPlayer;
}
public override VfxBase TurnEnd()
{
bool flag = false;
if (BattleMgr.VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
flag = true;
}
_isPlayerActive = false;
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create(base.TurnEnd());
foreach (BattleCardBase handCard in base.HandCardList)
{
handCard.BattleCardView.HideCanPlayEffect();
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.NowTurnEvol = true;
}));
if (IsTimeOverTurnEndProcessing && !flag)
{
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
}));
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
IsTimeOverTurnEndProcessing = false;
}));
return sequentialVfxPlayer;
}
public override void HandCardToField(BattleCardBase targetCard, SkillBase skill = null)
{
base.HandCardToField(targetCard, skill);
if (base.HandCardList.Count <= 0)
{
base.BattleMgr.VfxMgr.RegisterImmediateVfx(BattleView.HandUnfocus());
}
}
protected override void SetActive()
{
PlayerActive();
this.OnPlayerActive.Call();
_isPlayerActive = true;
}
protected override void PlayerActive()
{
TurnStartEffectEnd();
EnableBattleMenu();
if (!BattleMgr.GameMgr.IsWatchBattle && !BattleMgr.GameMgr.IsReplayBattle)
{
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
turnEndButtonUI.StartTurnEndCountdown();
turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
_canNotTouchCardVfx = null;
if (!IsGameFirst || Turn != 1)
{
base.IsChoiceBraveEffectTiming = true;
PlayerBattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
public override BattlePlayerBase CreateVirtualPlayer()
{
return new VirtualBattlePlayer(base.BattleMgr, base.BattleCamera, base.BackGround);
}
public override void UpdateHandCardsPlayability(bool areArrowsForcedOff = false)
{
foreach (BattleCardBase handCard in base.HandCardList)
{
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard.BattleCardView.UpdateMovability();
}
if (base.IsSelfTurn && !BattleMgr.GameMgr.IsNewReplayBattle)
{
CantPlayChoiceBrave = areArrowsForcedOff;
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase item in cardsToMoveToHand)
{
parallelVfxPlayer.Register(item.CreateMoveToHandVfx());
}
return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
UpdateHandCardsPlayability();
}));
}
public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> cards, bool skipShuffle = false, bool isOpenDrawSkill = false)
{
return m_vfxCreator.CreateCardDraw(cards, isOpenDrawSkill);
}
public override EffectBattle GetSkillEffect(string skillEffectPath)
{
return BattleMgr.GameMgr.GetEffectMgr().GetEffectBattle(skillEffectPath);
}
public override Vector3 GetFieldCenterPosition()
{
return FIELD_CENTER_POSITION;
}
public void CallRecordingMulliganEnd(List<BattleCardBase> cards)
{
this.OnMulliganEndForReplay.Call(cards);
}
}