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

123 lines
3.5 KiB
C#

using System;
using System.Linq;
using Cute;
using UnityEngine;
namespace Wizard;
public class QuestPuzzleSelectionButton : QuestSelectionButtonBase
{
[SerializeField]
private UILabel _puzzleQuestClearNumLabel;
[SerializeField]
private UILabel _additionalPuzzleLabel;
[SerializeField]
private UILabel _puzzleLabel;
[SerializeField]
private UITexture _texture;
[SerializeField]
private UIButton _button;
[SerializeField]
private UILabel _charaNameLabel;
[SerializeField]
private UILabel _clearLabel;
[SerializeField]
private UILabel _missionLabel;
[SerializeField]
private UILabel _noticeLabel;
[SerializeField]
private GameObject _questButtonRoot;
private PuzzleQuestInfo _buttonData;
public override void Initialize(QuestSelectionButtonData data, bool isOpenExtra, bool isLastDay, Action onClick = null)
{
_buttonData = data.PuzzleData;
InitializePuzzleQuest(_buttonData, onClick);
}
public void InitializePuzzleQuest(PuzzleQuestInfo info, Action onClick = null)
{
if (onClick != null)
{
UIEventListener.Get(_button.gameObject).onClick = delegate
{
onClick();
};
}
ClassCharacterMasterData charaPrmByCharaId = null; // Pre-Phase-5b: no chara master headless
_charaNameLabel.text = charaPrmByCharaId.chara_name;
_puzzleLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0002");
SetTexture(info.CharaId.ToString());
int num = info.DisplayDatas.Count((PuzzleQuestSelectDialog.DisplayData data) => data.IsCleared);
int count = info.DisplayDatas.Count;
if (num == count)
{
_missionLabel.gameObject.SetActive(value: false);
_puzzleQuestClearNumLabel.gameObject.SetActive(value: false);
_clearLabel.gameObject.SetActive(value: true);
}
else
{
_missionLabel.gameObject.SetActive(value: true);
_missionLabel.GetComponent<StaticTextForUILabel>().enabled = false;
_missionLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0003");
_puzzleQuestClearNumLabel.gameObject.SetActive(value: true);
_puzzleQuestClearNumLabel.text = $"{num}/{count}";
_clearLabel.gameObject.SetActive(value: false);
}
SetNoticeLabel(null);
SetAdditionalPuzzleLabel(info);
SetButtonRootToGrey(isGrey: false);
}
private void SetAdditionalPuzzleLabel(PuzzleQuestInfo info)
{
bool flag = info?.DisplayDatas.Any((PuzzleQuestSelectDialog.DisplayData x) => x.IsAdditional && !x.IsCleared) ?? false;
_additionalPuzzleLabel.gameObject.SetActive(flag);
if (flag)
{
_additionalPuzzleLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0004");
}
}
private void SetNoticeLabel(QuestOpponentData data)
{
bool flag = data != null && data.IsPlayable && data.NoticeLabel != null;
_noticeLabel.gameObject.SetActive(flag);
if (flag)
{
_noticeLabel.text = data.NoticeLabel;
}
}
protected override void SetTexture(string textureId)
{
_texture.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(textureId, ResourcesManager.AssetLoadPathType.ClassCharaWideThumbnail, isfetch: true));
}
protected override void SetButtonRootToGrey(bool isGrey)
{
UIManager.SetObjectToGrey(_questButtonRoot.gameObject, isGrey, null, AllLabelColorChanger.COLOR_TABLE_QUEST_BUTTON);
}
public override void SelectChara()
{
_questSelectionPage.SelectCharaPuzzleButton(_buttonData);
}
public override void OnDecideButtonClick()
{
_questSelectionPage.OnPuzzleDecideButtonClick();
}
}