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

212 lines
5.9 KiB
C#

using UnityEngine;
namespace Wizard;
public class ClassInfoParts : MonoBehaviour
{
[SerializeField]
private UILabel _labelClassName;
[SerializeField]
private UILabel _labelCharaName;
[SerializeField]
private UISprite _spriteClassIcon;
[SerializeField]
private GameObject _randomIcon;
[SerializeField]
private UILabel _subClassSeparator;
[SerializeField]
private UISprite _subClassIconSprite;
[SerializeField]
private UILabel _subClassNameLabel;
[SerializeField]
private GameObject _myRotationIconRoot;
[SerializeField]
private UIGrid _myRotationIconGrid;
[SerializeField]
private GameObject _myRotationIconOriginal;
public UILabel ClassNameLabel => _labelClassName;
public UILabel SubClassNameLabel => _subClassNameLabel;
public UISprite ClassIconSprite => _spriteClassIcon;
public UISprite SubClassIconSprite => _subClassIconSprite;
public void InitByCharaPrm(ClassCharacterMasterData charaPrm, int chaosId = -1, string className = null)
{
if (base.gameObject == null)
{
return;
}
if (charaPrm == null)
{
base.gameObject.SetActive(value: false);
return;
}
base.gameObject.SetActive(value: true);
CardBasePrm.ClanType classColorId = charaPrm.ClassColorId;
bool flag = !charaPrm.hide_class_name;
if (_labelClassName != null)
{
_labelClassName.gameObject.SetActive(value: true);
if (chaosId != -1)
{
switch (DataMgr.BattleType.FreeBattle) // Pre-Phase-5b: headless has no BattleType; FreeBattle default falls through
{
case DataMgr.BattleType.TwoPick:
_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.ArenaData.TwoPickData.ChallengeData.ChaosNum);
break;
case DataMgr.BattleType.ColosseumTwoPick:
_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.ArenaData.ColosseumData.ChaosNum);
break;
case DataMgr.BattleType.RoomTwoPick:
case DataMgr.BattleType.TwoPickBackdraft:
_labelClassName.text = ChaosUtil.GetDeckName(chaosId, Data.MyPageNotifications.data.RoomRule.RoomChaosNum);
break;
}
}
else if (!string.IsNullOrEmpty(className))
{
_labelClassName.text = (flag ? className : string.Empty);
}
else
{
_labelClassName.text = (flag ? charaPrm._className : string.Empty);
}
ClassCharaPrm.SetClassLabelSetting(_labelClassName, classColorId);
}
if (_labelCharaName != null)
{
_labelCharaName.gameObject.SetActive(value: true);
_labelCharaName.text = charaPrm.chara_name;
ClassCharaPrm.SetClassLabelSetting(_labelCharaName, classColorId);
}
if (_spriteClassIcon != null)
{
_spriteClassIcon.gameObject.SetActive(value: true);
_spriteClassIcon.spriteName = (flag ? ClassCharaPrm.GetIconSpriteName(charaPrm.clan) : string.Empty);
}
if (_randomIcon != null)
{
_randomIcon.SetActive(false /* Pre-Phase-5b: headless has no class prm */);
}
SetSubClassVisible(visible: false);
SetMyRotationVisible(visible: false);
}
public void InitByCharaId(int charaId)
{
// Pre-Phase-5b: no chara master headless
InitByCharaPrm(null);
}
public void InitBySkinId(int skinId)
{
// Pre-Phase-5b: no chara master headless
InitByCharaPrm(null);
}
public void InitClassByDeckData(DeckData deck)
{
if (deck.Format == Format.MyRotation)
{
InitBySkinId(deck.GetSkinId());
if (_labelClassName != null)
{
_labelClassName.text = deck.GetMyRotationClassName();
}
SetMyRotationInfo(Data.MyRotationAllInfo.Get(deck.MyRotationId), null /* Pre-Phase-5b: no chara master */);
}
else
{
SetMyRotationVisible(visible: false);
InitBySkinId(deck.GetSkinId());
}
}
public void SetCharacterNameHeight(int height)
{
_labelCharaName.height = height;
}
public void SetSubClass(CardBasePrm.ClanType subClass)
{
if (subClass != CardBasePrm.ClanType.ALL && subClass != CardBasePrm.ClanType.NONE)
{
SetSubClassVisible(visible: true);
if (_subClassNameLabel != null)
{
_subClassNameLabel.text = ((int)subClass).ToString(); // Pre-Phase-5b: no clan-name lookup
ClassCharaPrm.SetClassLabelSetting(_subClassNameLabel, subClass);
}
if (_subClassIconSprite != null)
{
_subClassIconSprite.spriteName = ClassCharaPrm.GetIconSpriteName(subClass);
}
}
}
public void SetMyRotationInfo(MyRotationInfo myRotationInfo, ClassCharacterMasterData classCharacterMasterData)
{
if (myRotationInfo == null)
{
return;
}
SetMyRotationVisible(visible: true);
if (_labelClassName != null)
{
_labelClassName.text = DeckData.CreateMyRotationClassName(classCharacterMasterData.class_id, myRotationInfo);
ClassCharaPrm.SetClassLabelSetting(_labelClassName, classCharacterMasterData.ClassColorId);
}
foreach (MyRotationInfo.MyRotationBonus ability in myRotationInfo.Abilities)
{
GameObject obj = NGUITools.AddChild(_myRotationIconGrid.gameObject, _myRotationIconOriginal);
obj.GetComponent<UISprite>().spriteName = ability.IconName;
obj.SetActive(value: true);
}
_myRotationIconGrid.Reposition();
}
private void SetSubClassVisible(bool visible)
{
if (_subClassSeparator != null)
{
_subClassSeparator.gameObject.SetActive(visible);
}
if (_subClassIconSprite != null)
{
_subClassIconSprite.gameObject.SetActive(visible);
}
if (_subClassNameLabel != null)
{
_subClassNameLabel.gameObject.SetActive(visible);
}
}
private void SetMyRotationVisible(bool visible)
{
if (_myRotationIconRoot != null)
{
_myRotationIconRoot.SetActive(visible);
}
if (_myRotationIconOriginal != null)
{
_myRotationIconOriginal.SetActive(value: false);
}
if (visible && _myRotationIconGrid != null)
{
_myRotationIconGrid.transform.DestroyChildren();
}
}
}