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

120 lines
3.3 KiB
C#

using System;
using UnityEngine;
namespace Wizard;
public class CardCraftPanel : MonoBehaviour
{
[SerializeField]
private UILabel _redetherNumLabel;
[SerializeField]
private UILabel _useRedetherLabel;
[SerializeField]
private UILabel _getRedetherLabel;
[SerializeField]
private UIButton _createButton;
[SerializeField]
private UIButton _destructButton;
[SerializeField]
private UILabel _cantCreateDestructLabel;
[SerializeField]
private UILabel _cantCreateLabel;
[SerializeField]
private UILabel _cantDestructLabel;
public void Init(Action onClickCreateBtn, Action onClickDestructBtn)
{
UIEventListener.Get(_createButton.gameObject).onClick = delegate
{
if (UIManager.GetInstance().IsTouchable)
{
onClickCreateBtn();
}
};
UIEventListener.Get(_destructButton.gameObject).onClick = delegate
{
if (UIManager.GetInstance().IsTouchable)
{
onClickDestructBtn();
}
};
}
public void UpdateCraftPanel(CardParameter inCardParam, bool isUpdateHaveRedether = true)
{
SystemText systemText = Data.SystemText;
if (isUpdateHaveRedether)
{
_redetherNumLabel.text = PlayerStaticData.UserRedEtherCount.ToString();
}
DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
bool flag = dataMgr.FavoriteCardList.Contains(inCardParam.CardId);
bool flag2 = dataMgr.GetPossessionCardNum(inCardParam.CardId, isIncludingSpotCard: false) == 0 && dataMgr.SpotCardData.ExistsSpotCard(inCardParam.CardId);
bool flag3 = inCardParam.UseRedEther > 0;
bool flag4 = inCardParam.GetRedEther > 0 && !flag && !flag2;
if (inCardParam.IsPreReleaseCard)
{
flag4 = false;
flag3 = false;
}
_createButton.gameObject.SetActive(flag3);
_cantCreateLabel.gameObject.SetActive(!flag3 && !inCardParam.IsNotCraftDestruct);
_destructButton.gameObject.SetActive(flag4);
_cantDestructLabel.gameObject.SetActive(!flag4 && !inCardParam.IsNotCraftDestruct);
_cantCreateDestructLabel.gameObject.SetActive(inCardParam.IsNotCraftDestruct);
if (inCardParam.IsNotCraftDestruct)
{
string text = string.Empty;
if (inCardParam.IsBasicCard)
{
text = systemText.Get("Card_0076");
}
else if (inCardParam.IsPrizeCard)
{
text = systemText.Get("Card_0194");
}
else if (inCardParam.IsPreReleaseCard)
{
text = systemText.Get("Card_0234");
}
_cantCreateDestructLabel.text = text;
return;
}
int possessionCardNum = 0; // Pre-Phase-5b: headless has no user inventory
if (flag3)
{
_useRedetherLabel.text = inCardParam.UseRedEther.ToString();
bool flag5 = (possessionCardNum < 3 || flag2) && PlayerStaticData.UserRedEtherCount >= inCardParam.UseRedEther;
UIManager.SetObjectToGrey(_createButton.gameObject, !flag5);
}
else if (inCardParam.IsFoil)
{
_cantCreateLabel.text = systemText.Get("Card_0075");
}
else
{
_cantCreateLabel.text = systemText.Get("Card_0183");
}
if (flag4)
{
_getRedetherLabel.text = inCardParam.GetRedEther.ToString();
UIManager.SetObjectToGrey(_destructButton.gameObject, possessionCardNum <= 0);
}
else if (flag)
{
_cantDestructLabel.text = systemText.Get("Card_0148");
}
else if (flag2)
{
_cantDestructLabel.text = systemText.Get("Card_0231");
}
}
}