Files
SVSimServer/SVSim.BattleEngine/Engine/DeckIntroduction.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

183 lines
5.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.UI.Common;
using Wizard.UI.Profile;
public class DeckIntroduction : MonoBehaviour
{
private static readonly Dictionary<Format, FormatChangeUI.FormatCategory> FORMAT_TO_FORMAT_CATEGORY = new Dictionary<Format, FormatChangeUI.FormatCategory>
{
{
Format.Rotation,
FormatChangeUI.FormatCategory.Rotation
},
{
Format.Unlimited,
FormatChangeUI.FormatCategory.Unlimited
},
{
Format.Crossover,
FormatChangeUI.FormatCategory.Crossover
}
};
[SerializeField]
private TabList _tabList;
private Format _formatState;
[SerializeField]
private GameObject _dialogAttachRoot;
private DialogBase _dialog;
private DeckIntroductionTask _introductionTask;
private bool _isUpdateDeckList = true;
private FormatChangeUI _formatChangeUI;
private int _seriesId;
public static void Create(GameObject prefab, GameObject parent, int seriesId = -1, Format format = Format.Max)
{
GameObject obj = NGUITools.AddChild(parent, prefab);
DeckIntroduction component = obj.GetComponent<DeckIntroduction>();
component.SetSeriesId(seriesId);
component._formatState = format;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.AddButton(DialogBase.ButtonType.Gray, isReflect: false, Data.SystemText.Get("OtherTop_0065"));
dialogBase.ClickSe_Btn1 = 0;
dialogBase.isNotCloseWindowButton1 = true;
dialogBase.onPushButton1 = component.CreateSelectSeriesIdDialog;
dialogBase.AddButton(DialogBase.ButtonType.Close);
dialogBase.TitleOnOff(flag: false);
dialogBase.CloseOnOff(flag: false);
dialogBase.SetSize(DialogBase.Size.XL);
dialogBase.OnClose = (Action)Delegate.Combine(dialogBase.OnClose, (Action)delegate
{
UnityEngine.Object.Destroy(obj);
});
dialogBase.SetObj(component._dialogAttachRoot);
component._dialog = dialogBase;
dialogBase.gameObject.SetActive(value: false);
}
private void SetSeriesId(int seriesId)
{
_seriesId = seriesId;
}
private IEnumerator StartDeckIntroductionTask()
{
_introductionTask = new DeckIntroductionTask();
if (_seriesId != -1)
{
_introductionTask.SetParameter(_seriesId);
}
bool isSuccess = false;
yield return StartCoroutine(Toolbox.NetworkManager.Connect(_introductionTask, delegate
{
isSuccess = true;
}));
while (!isSuccess)
{
yield return null;
}
}
private void CreateSelectSeriesIdDialog()
{
int prevSeriesId = _seriesId;
List<int> seriesIdList = _introductionTask.ResultDeckSeriesIdList;
_ = _introductionTask.ResultDeckSeriesNameList;
seriesIdList.IndexOf(_seriesId);
DialogBase dialogBase = DeckIntroductionPeriodSelectDialog.Create(_seriesId, _introductionTask, delegate(int newId)
{
_seriesId = newId;
});
int num = _dialogAttachRoot.GetComponentInChildren<UIPanel>().depth + 5;
dialogBase.SetPanelDepth(num);
dialogBase.InsideObject.GetComponent<UIPanel>().depth = num + 1;
UIPanel[] componentsInChildren = dialogBase.InsideObject.GetComponentsInChildren<UIPanel>();
for (int num2 = 0; num2 < componentsInChildren.Length; num2++)
{
componentsInChildren[num2].depth += num + 2;
}
dialogBase.SetTitleLabel(Data.SystemText.Get("OtherTop_0066"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
dialogBase.ClickSe_Btn1 = 0;
dialogBase.onPushButton1 = delegate
{
if (_seriesId != prevSeriesId)
{
StartCoroutine(ChangeDeckIntroductionSeries());
}
};
dialogBase.onCloseWithoutSelect = delegate
{
_seriesId = prevSeriesId;
};
}
private IEnumerator ChangeDeckIntroductionSeries()
{
yield return StartCoroutine(StartDeckIntroductionTask());
UpdateFormatChangeUI();
UpdateClassTab();
}
private void UpdateClassTab()
{
_isUpdateDeckList = true;
CardBasePrm.ClanType clanType = CardBasePrm.ClanType.NONE;
for (int i = 1; i < 9; i++)
{
CardBasePrm.ClanType clanType2 = (CardBasePrm.ClanType)i;
if (_introductionTask.IsExistClass(clanType2, _formatState))
{
if (clanType == CardBasePrm.ClanType.NONE)
{
clanType = clanType2;
}
_tabList.SetTabToGrayByIndex(i - 1, disable: false);
}
else
{
_tabList.SetTabToGrayByIndex(i - 1, disable: true);
}
}
_tabList.Reset();
_tabList.SelectTabByIndex((int)(clanType - 1), isForceSet: true);
}
private void UpdateFormatChangeUI()
{
bool flag = _introductionTask.IsExistFormat(Format.Rotation);
bool flag2 = _introductionTask.IsExistFormat(Format.Unlimited);
bool flag3 = _introductionTask.IsExistFormat(Format.Crossover);
_formatChangeUI.SetEnableFormatButton(FORMAT_TO_FORMAT_CATEGORY[Format.Rotation], flag);
_formatChangeUI.SetEnableFormatButton(FORMAT_TO_FORMAT_CATEGORY[Format.Unlimited], flag2);
_formatChangeUI.UpdateAnotherFormatButton(flag3 ? FORMAT_TO_FORMAT_CATEGORY[Format.Crossover] : FormatChangeUI.FormatCategory.Invalid);
if (_formatState == Format.Crossover && !flag3)
{
_formatState = Format.Rotation;
}
if (!flag)
{
_formatState = Format.Unlimited;
}
else if (!flag2)
{
_formatState = Format.Rotation;
}
_formatChangeUI.ChangeFormat(FORMAT_TO_FORMAT_CATEGORY[_formatState]);
}
}