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

96 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class ScenarioSummary
{
public class Data
{
public string Title { get; }
public string PastSummary { get; }
public string BeforeSummary { get; }
public string AfterSummary { get; }
public Data()
{
}
public Data(string title, string pastSummary, string beforeSummary, string afterSummary)
{
Title = title;
PastSummary = pastSummary;
BeforeSummary = beforeSummary;
AfterSummary = afterSummary;
}
}
private static readonly int CLASS_NONE;
private Dictionary<string, Data> _dataTable = new Dictionary<string, Data>();
private string _loadedAsset;
public bool IsValid { get; private set; }
public ScenarioSummary(int sectionId, int? sectionClassId)
{
ScenarioSummary scenarioSummary = this;
IsValid = false;
int processedClassId = (sectionClassId.HasValue ? sectionClassId.Value : CLASS_NONE);
ResourcesManager resMgr = Toolbox.ResourcesManager;
string fileName = "scenario_text_summary_" + sectionId;
_loadedAsset = resMgr.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.StoryText);
resMgr.StartCoroutine_LoadAssetGroupAsync(_loadedAsset, delegate
{
foreach (ArrayList item in Utility.ConvertCSV((resMgr.LoadObject(resMgr.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.StoryText, isfetch: true)) as TextAsset).ToString()))
{
string[] array = (string[])item.ToArray(typeof(string));
int num = -1;
if (int.Parse(array[++num]) == processedClassId)
{
string chapterId = array[++num];
string text = array[++num];
int? subChapterId = (string.IsNullOrEmpty(text) ? ((int?)null) : new int?(int.Parse(text)));
string key = CreateKey(chapterId, subChapterId);
Data value = new Data(array[++num], array[++num], array[++num], array[++num]);
scenarioSummary._dataTable.Add(key, value);
}
}
scenarioSummary.IsValid = true;
});
}
public void Dispose()
{
Toolbox.ResourcesManager.RemoveAsset(_loadedAsset);
_loadedAsset = null;
_dataTable.Clear();
}
public Data GetData(string chapterId, int? subChapterId = null)
{
string key = CreateKey(chapterId, subChapterId);
if (_dataTable.TryGetValue(key, out var value))
{
return value;
}
Debug.LogError("チャプター 「" + chapterId + "」 の ScenarioSummary のデータが見つかりませんでした。");
return new Data();
}
private static string CreateKey(string chapterId, int? subChapterId)
{
if (!subChapterId.HasValue || subChapterId == StoryChapterData.SUB_CHAPTER_ALL)
{
return chapterId;
}
return $"{chapterId}_{subChapterId}";
}
}