Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/_3dCardFrameManager.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

174 lines
5.3 KiB
C#

using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class _3dCardFrameManager
{
public enum eFrameKind
{
Normal,
Phantom }
private enum eCardKind
{
Follower,
Spell,
Amulet,
HeroSkill }
private class FrameInfo
{
public string FrameMaterialNameFormat { get; set; }
public eCardKind[] TargetCardKinds { get; set; }
public int[] TargetRarities { get; set; }
}
private static readonly eCardKind[] CARD_KINDS = new eCardKind[4]
{
eCardKind.Follower,
eCardKind.Spell,
eCardKind.Amulet,
eCardKind.HeroSkill
};
private static readonly string[] CARD_KIND_NAME_TABLE = new string[4] { "F", "S", "SF", "HS" };
private static readonly string[] RARITY_NAME_TABLE = new string[5]
{
string.Empty,
"Bronze",
"Silver",
"Gold",
"Legend"
};
private static readonly FrameInfo[] FRAME_INFO_TABLE = new FrameInfo[2]
{
new FrameInfo
{
FrameMaterialNameFormat = "CardFrame_{0}_{1}",
TargetCardKinds = CARD_KINDS,
TargetRarities = new int[4] { 1, 2, 3, 4 }
},
new FrameInfo
{
FrameMaterialNameFormat = "CardFrame_{0}_{1}_p",
TargetCardKinds = new eCardKind[3]
{
eCardKind.Follower,
eCardKind.Spell,
eCardKind.Amulet
},
TargetRarities = new int[2] { 3, 4 }
}
};
private Texture _rainbowTexture;
private Texture[] _legendFrameMaskList;
private readonly Material[,,] _frameMaterialList = new Material[2, 4, 5];
public static List<string> GetLoadAssetList(eFrameKind frameKind)
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
List<string> list = new List<string>();
FrameInfo frameInfo = FRAME_INFO_TABLE[(int)frameKind];
eCardKind[] targetCardKinds = frameInfo.TargetCardKinds;
foreach (eCardKind eCardKind in targetCardKinds)
{
if (!BattleManagerBase.IsTutorial || eCardKind != eCardKind.HeroSkill)
{
int[] targetRarities = frameInfo.TargetRarities;
foreach (int rarity in targetRarities)
{
list.Add(resourcesManager.GetAssetTypePath(GetFrameMaterialName(frameKind, eCardKind, rarity), ResourcesManager.AssetLoadPathType.CardFrameMaterial));
}
}
}
return list;
}
public void InitFrameMaterials(eFrameKind frameKind)
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
if (_rainbowTexture == null)
{
_rainbowTexture = resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath("tx_foil_rainbow", ResourcesManager.AssetLoadPathType.CardFrameTextureCommon, isfetch: true));
}
eCardKind[] cARD_KINDS;
if (_legendFrameMaskList == null)
{
_legendFrameMaskList = new Texture[4];
cARD_KINDS = CARD_KINDS;
foreach (eCardKind eCardKind in cARD_KINDS)
{
if (!BattleManagerBase.IsTutorial || eCardKind != eCardKind.HeroSkill)
{
_legendFrameMaskList[(int)eCardKind] = resourcesManager.LoadObject<Texture>(resourcesManager.GetAssetTypePath(GetLegendFrameMaskName(eCardKind), ResourcesManager.AssetLoadPathType.CardFrameTextureCommon, isfetch: true));
}
}
}
FrameInfo frameInfo = FRAME_INFO_TABLE[(int)frameKind];
cARD_KINDS = frameInfo.TargetCardKinds;
foreach (eCardKind eCardKind2 in cARD_KINDS)
{
if (BattleManagerBase.IsTutorial && eCardKind2 == eCardKind.HeroSkill)
{
continue;
}
int num = (int)eCardKind2;
int[] targetRarities = frameInfo.TargetRarities;
foreach (int num2 in targetRarities)
{
Material material = (_frameMaterialList[(int)frameKind, num, num2] = resourcesManager.LoadObject<Material>(resourcesManager.GetAssetTypePath(GetFrameMaterialName(frameKind, eCardKind2, num2), ResourcesManager.AssetLoadPathType.CardFrameMaterial, isfetch: true)));
material.shader = Shader.Find(material.shader.name);
if (num2 == 4)
{
material.SetTexture("_MaskTex", _legendFrameMaskList[num]);
material.SetTexture("_Front1Tex", _rainbowTexture);
}
}
}
}
public void ClearFrameMaterials(eFrameKind frameKind)
{
FrameInfo frameInfo = FRAME_INFO_TABLE[(int)frameKind];
eCardKind[] targetCardKinds = frameInfo.TargetCardKinds;
for (int i = 0; i < targetCardKinds.Length; i++)
{
int num = (int)targetCardKinds[i];
int[] targetRarities = frameInfo.TargetRarities;
foreach (int num2 in targetRarities)
{
_frameMaterialList[(int)frameKind, num, num2] = null;
}
}
}
private Material GetFrameMaterial(eFrameKind frameKind, eCardKind cardKind, int rarity)
{
return _frameMaterialList[(int)frameKind, (int)cardKind, rarity];
}
public Material GetFrameMaterial(bool isPhantom, CardBasePrm.CharaType cardKind, int rarity)
{
return GetFrameMaterial(isPhantom ? eFrameKind.Phantom : eFrameKind.Normal, (!CardBasePrm.IsFollowerCard(cardKind)) ? (CardBasePrm.IsSpellCard(cardKind) ? eCardKind.Spell : eCardKind.Amulet) : eCardKind.Follower, rarity);
}
private static string GetLegendFrameMaskName(eCardKind cardKind)
{
return $"tx_mask_CardFrame_{CARD_KIND_NAME_TABLE[(int)cardKind]}_Legend";
}
private static string GetFrameMaterialName(eFrameKind frameKind, eCardKind cardKind, int rarity)
{
return string.Format(FRAME_INFO_TABLE[(int)frameKind].FrameMaterialNameFormat, CARD_KIND_NAME_TABLE[(int)cardKind], RARITY_NAME_TABLE[rarity]);
}
}