Files
SVSimServer/SVSim.BattleEngine/Engine/DeckCreateMenuUI.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

93 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.DeckCardEdit;
using Wizard.Dialog.Setting;
public class DeckCreateMenuUI : MonoBehaviour
{
private enum DeckCopyCodeType
{
}
[SerializeField]
private UIButton _btnCamera;
[SerializeField]
private UIButton _btnLibrary;
[SerializeField]
private ItemToggle _foilPreferred;
[SerializeField]
private ItemToggle _isPrizePreferred;
[SerializeField]
private UISprite _centerSeparatorLine;
private DialogBase _parentDialog;
private Format _format;
private ConventionDeckList _conventionDeckList;
private IFormatBehavior _formatBehavior;
private Action _onStartChangeViewScene;
public static void ShowDeckCreateMenu(DeckData deck, ConventionDeckList conventionDeckList, Action onStartChangeViewScene = null)
{
Format format = deck.Format;
DeckCardEditUI.SetDeckEditParameter(deck, conventionDeckList);
DeckCreateMenuUI menu = UnityEngine.Object.Instantiate(UIManager.GetInstance()._deckCreateMenuOriginal);
UnityEngine.Object.Destroy(menu._btnCamera.gameObject);
menu._btnLibrary.gameObject.transform.SetSiblingIndex(0);
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetTitleLabel(Data.SystemText.Get("Card_0108"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetPanelDepth(10);
if (conventionDeckList == null)
{
menu._foilPreferred.gameObject.SetActive(value: true);
menu._foilPreferred.SetTitleLabel("プレミアムカード優先");
menu._foilPreferred.SetValue(Data.Load.data._userConfig.IsFoilPreferred);
menu._foilPreferred.SetActive_SeparatorLine(isActive: true);
menu._foilPreferred.AddChangeCallback(delegate
{
DeckCardEditUI.SendConfigUpdateFoilPreferred(menu._foilPreferred.GetValue());
});
menu._isPrizePreferred.gameObject.SetActive(value: true);
menu._isPrizePreferred.SetTitleLabel("絵違いカード優先");
menu._isPrizePreferred.SetValue(Data.Load.data._userConfig.IsPrizePreferred);
menu._isPrizePreferred.SetActive_SeparatorLine(isActive: true);
menu._isPrizePreferred.AddChangeCallback(delegate
{
DeckCardEditUI.SendConfigUpdatePrizePreferred(menu._isPrizePreferred.GetValue());
});
}
dialogBase.SetObj(menu.gameObject);
if (conventionDeckList != null)
{
Vector3 localPosition = menu.transform.localPosition;
localPosition.y = -70f;
menu.transform.localPosition = localPosition;
menu._centerSeparatorLine.gameObject.SetActive(value: false);
}
DeckCreateMenuUI component = menu.GetComponent<DeckCreateMenuUI>();
component.SetParentDialog(dialogBase);
component._format = format;
component._conventionDeckList = conventionDeckList;
component._formatBehavior = FormatBehaviorManager.Create(format, conventionDeckList);
component._onStartChangeViewScene = onStartChangeViewScene;
}
private void SetParentDialog(DialogBase dialog)
{
_parentDialog = dialog;
}
}