Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MainPhase.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

173 lines
5.2 KiB
C#

using System;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.Touch;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 9 of 12 methods unrun in baseline
// Type: Wizard.Battle.Phase.MainPhase
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Phase;
public class MainPhase : IPhase
{
protected readonly BattleManagerBase _battleManager;
protected readonly BattlePlayer _battlePlayer;
protected readonly BattleEnemy _battleEnemy;
private readonly TouchControl _touchControl;
protected readonly GameObject _menuButton;
private readonly IBattleResourceMgr _battleResourceMgr;
private readonly BattleLogManager _battleLogManager;
private readonly GameObject _battery;
protected bool _enableTouch;
private VfxBase _canNotTouchCardVfx;
private readonly Func<OperateMgr> _getOperateMgr;
private OperateMgr OperateMgr => _getOperateMgr();
public MainPhase(BattleManagerBase battleManager, BattleLogManager logManager)
{
_battleManager = battleManager;
_battlePlayer = battleManager.BattlePlayer;
_battleEnemy = battleManager.BattleEnemy;
_touchControl = battleManager.TouchControl;
_menuButton = battleManager.MenuButtonObject;
_getOperateMgr = () => battleManager.OperateMgr;
_battleResourceMgr = battleManager.BattleResourceMgr;
_battleLogManager = logManager;
_battery = battleManager.BattleUIContainer.Battery;
}
public virtual VfxBase Setup()
{
ParallelVfxPlayer parallelVfxPlayer = CreateUpdateBattlePlayersVfx();
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
if (!_battleManager.IsBattleEnd)
{
if (_menuButton != null)
{
_menuButton.SetActive(value: true);
}
_battleLogManager.SetActiveShowButton(isActive: true);
}
}));
return SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
_enableTouch = true;
}));
}
public VfxWith<IPhase> Update(float dt)
{
if (_enableTouch)
{
return new VfxWith<IPhase>(_touchControl.Update(dt), null);
}
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
}
public virtual VfxBase Teardown()
{
_battleManager.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
_menuButton.SetActive(value: false);
_battlePlayer.PlayerBattleView.HideTurnEndButton();
_battleLogManager.HideLog();
_battleLogManager.SetActiveShowButton(isActive: false);
OperateMgr.AllClearBattleView();
_enableTouch = false;
_battlePlayer.ClassInformationUIController.HideInfomation();
_battleEnemy.ClassInformationUIController.HideInfomation();
_battery.SetActive(value: false);
_battlePlayer.StatusPanelControl.HideStatusPanelAlways();
_battleEnemy.StatusPanelControl.HideStatusPanelAlways();
if (_battleManager is NewReplayBattleMgr)
{
(_battleManager as NewReplayBattleMgr).SetActiveMoveTurnButton(isActive: false);
}
_battleManager.FinishBattle();
return ParallelVfxPlayer.Create(NullVfx.GetInstance(), NullVfx.GetInstance(), (_touchControl._touchProcessor == null) ? NullVfx.GetInstance() : _touchControl._touchProcessor.End().Vfx, InstantVfx.Create(delegate
{
if (UIManager.GetInstance().NowOpenDialog != null)
{
UIManager.GetInstance().NowOpenDialog.Close();
}
}), InstantVfx.Create(_battlePlayer.PlayerEmotion.CancelShowButtons), _battlePlayer.PlayerEmotion.HideButtons());
}
public void Pause()
{
bool isSelecting = _battlePlayer.PlayerBattleView.IsSelecting;
if (isSelecting)
{
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
SetTouchable(enable: false);
}));
}
_battlePlayer.PlayerBattleView.DragArrowStop(_battleManager);
_battlePlayer.PlayerBattleView.ReleaseLockOnTarget();
BattleCardBase hitCard = _touchControl._hitCard;
if (hitCard != null && hitCard.IsOnMove)
{
_touchControl.StopMovingHandCard(hitCard);
}
ResetInput();
if (isSelecting)
{
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
SetTouchable(enable: true);
}));
}
}
protected virtual void ResetInput()
{
_touchControl.Exit();
_battlePlayer.BattleMgr.VfxMgr.RegisterSequentialVfx(_touchControl.ForceEndTouchProcessor());
if (_battlePlayer.IsSelfTurn && !_battlePlayer.PlayerBattleView.IsEvolutionVfx)
{
_battlePlayer.PlayerBattleView.TurnEndButtonUI.ShowBtn(_battlePlayer.PlayerBattleView.CanPlayerEndTurnImmediately);
}
}
protected ParallelVfxPlayer CreateUpdateBattlePlayersVfx()
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(ParallelVfxPlayer.Create(_battlePlayer.CreateUpdateDeckCountLabelVfx(), _battleEnemy.CreateUpdateDeckCountLabelVfx()));
parallelVfxPlayer.Register(_battlePlayer.StartBattleMainView());
parallelVfxPlayer.Register(_battleEnemy.StartBattleMainView());
return parallelVfxPlayer;
}
protected virtual void SetTouchable(bool enable)
{
if (enable && _canNotTouchCardVfx == null)
{
bool isUpdateHandCardsPlayability = true;
if (_battleManager.GameMgr.IsWatchBattle)
{
isUpdateHandCardsPlayability = !(_battleManager as NetworkBattleManagerBase).IsSkillSelectTiming;
}
_canNotTouchCardVfx = NullVfx.GetInstance();
}
else if (_canNotTouchCardVfx != null)
{
_canNotTouchCardVfx = null;
}
}
}