Files
SVSimServer/SVSim.BattleEngine/Engine/PuzzleBattleManager.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

538 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.Phase;
using Wizard.Battle.Recovery;
using Wizard.Battle.Replay;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
using Wizard.BattleMgr;
public class PuzzleBattleManager : BattleManagerBase
{
private class PuzzleBattleMgrContentsCreator : IBattleMgrContentsCreator
{
public int RandomSeed { get; private set; }
public IRecoveryManager RecoveryManager { get; private set; }
public IRecoveryRecordManager RecoveryRecordManager { get; private set; }
public IReplayRecordManager ReplayRecordManager { get; private set; }
public PuzzleBattleMgrContentsCreator()
{
RandomSeed = new System.Random().Next();
RecoveryManager = new NullRecoveryManager();
RecoveryRecordManager = new NullRecoveryRecordManager();
ReplayRecordManager = new NullReplayRecordManager();
}
public IBattleResourceMgr CreateResourceMgr()
{
return new BattleResourceMgr();
}
public VfxMgr CreateVfxMgr()
{
return new VfxMgr();
}
public IPhaseCreator CreatePhaseCreator(BattleManagerBase battleMgr)
{
return new PuzzleBattlePhaseCreator(battleMgr);
}
}
public class PuzzleBattlePhaseCreator : PhaseCreatorBase
{
public PuzzleBattlePhaseCreator(BattleManagerBase battleMgr)
: base(battleMgr)
{
}
public override IPhase CreateFirstPhase()
{
return new PuzzleLoadingPhase(_battleMgr);
}
public override IPhase CreateOpeningPhase()
{
CreateBattleLogManager();
return new PuzzleOpeningPhase(_battleMgr);
}
public override IPhase CreateMainPhase()
{
return new PuzzleMainPhase(_battleMgr, BattleLogManager.GetInstance());
}
}
public class PuzzleLoadingPhase : LoadingPhase
{
public PuzzleLoadingPhase(BattleManagerBase tutorialBattleMgr)
: base(tutorialBattleMgr)
{
}
public override VfxBase Setup()
{
return base.Setup();
}
public override VfxBase Teardown()
{
return NullVfx.GetInstance();
}
}
public class PuzzleOpeningPhase : OpeningPhase
{
public PuzzleOpeningPhase(BattleManagerBase quizBattleMgr)
: base(quizBattleMgr)
{
}
public override VfxBase Setup()
{
PuzzleGenerator puzzleGenerator = new PuzzleGenerator(_battleMgr as PuzzleBattleManager);
PuzzleQuestData puzzleQuestData = (_battleMgr as PuzzleBattleManager).PuzzleQuestData;
return SequentialVfxPlayer.Create(new PuzzleOpeningVfx(_battleMgr.BackGround), InstantVfx.Create(delegate
{
PuzzleBattleManager puzzleBattleManager = _battleMgr as PuzzleBattleManager;
puzzleBattleManager.CreateButton();
puzzleBattleManager.ChangeResultLogo();
puzzleBattleManager.SetUpResetAndFailedAnimation();
puzzleBattleManager.SetReaperCard();
_battleMgr.VfxMgr.RegisterSequentialVfx(puzzleGenerator.Generate(puzzleQuestData));
_battleMgr.VfxMgr.RegisterSequentialVfx(NullVfx.GetInstance());
_battleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
if (!PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SOUND_MUTE))
{
}
_battleMgr.BackGround.PlayBgm();
}));
_battleMgr.VfxMgr.RegisterSequentialVfx(WaitVfx.Create(0.3f));
_battleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
CreateWinConditionDisplay(delegate
{
if (puzzleBattleManager.IsClearDialogWaiting)
{
puzzleBattleManager.IsClearDialogWaiting = false;
VfxBase vfx = _battleMgr.StartBattle();
_battleMgr.VfxMgr.RegisterSequentialVfx(vfx);
}
});
}));
}));
}
public override VfxWith<IPhase> Update(float dt)
{
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
}
private void CreateWinConditionDisplay(Action onComplete)
{
PuzzleBattleManager puzzleBattleManager = _battleMgr as PuzzleBattleManager;
GameObject winConditionDisplayObj = NGUITools.AddChild(puzzleBattleManager.BattleUIContainer.gameObject, LoadPrefab("Prefab/UI/PuzzleWinConditionDisplay"));
winConditionDisplayObj.GetComponent<PuzzleWinConditionDisplay>().Setup(Data.SystemText.Get(puzzleBattleManager.PuzzleQuestData.BattleData.WinConditionTextId), delegate
{
onComplete();
UnityEngine.Object.Destroy(winConditionDisplayObj);
});
}
}
public class PuzzleOpeningVfx : OpeningVfx
{
public PuzzleOpeningVfx(BackGroundBase backGround)
: base(backGround)
{
}
public override void RegisterOpeningVfx(ClassBattleCardBase playerClass, ClassBattleCardBase enemyClass)
{
Register(new OpeningShowCharacterPanelVfx());
Register(InstantVfx.Create(delegate
{
playerClass.SelfBattlePlayer.HandControl.SetHandPosition();
enemyClass.SelfBattlePlayer.HandControl.SetHandPosition();
}));
// Nested PuzzleOpeningVfx: no mgr in scope on the nested class; the outer mgr's leader-skin
// lookup routes through the players' BattleMgr chain instead of the static GameMgr.GetIns.
string path = playerClass.SelfBattlePlayer.BattleMgr.GameMgr.GetDataMgr().GetPlayerSkinId()
.ToString("00");
string path2 = enemyClass.SelfBattlePlayer.BattleMgr.GameMgr.GetDataMgr().GetEnemySkinId()
.ToString("00");
Register(NullVfx.GetInstance());
Register(NullVfx.GetInstance());
}
}
public class PuzzleMainPhase : MainPhase
{
private readonly PuzzleBattleManager _puzzleBtlMgr;
public PuzzleMainPhase(BattleManagerBase battleManager, BattleLogManager logManager)
: base(battleManager, logManager)
{
_puzzleBtlMgr = battleManager as PuzzleBattleManager;
}
public override VfxBase Setup()
{
return SequentialVfxPlayer.Create(CreateUpdateBattlePlayersVfx(), InstantVfx.Create(delegate
{
if (!_battleManager.IsBattleEnd && _menuButton != null)
{
_menuButton.SetActive(value: true);
_puzzleBtlMgr.ShowResetAndHintButton();
}
}), InstantVfx.Create(delegate
{
_enableTouch = true;
}));
}
public override VfxBase Teardown()
{
_puzzleBtlMgr.HideResetAndHintButton();
return base.Teardown();
}
}
private bool _isCleared;
public bool IsClearDialogWaiting = true;
private PuzzleAnimation _puzzleResetAnimatinon;
private PuzzleAnimation _puzzleFaledAnimatinon;
private bool _isReseting;
public override bool IsBattleEnd
{
get
{
if (BattlePlayer != null && BattleEnemy != null)
{
return _isCleared;
}
return true;
}
}
public UIButton HintButton { get; private set; }
public UIButton ResetButton { get; private set; }
public PuzzleQuestData PuzzleQuestData { get; private set; }
public int PuzzleDifficulty { get; private set; }
public int RetryCount { get; private set; }
public GameObject ReaperCard { get; private set; }
public PuzzleBattleManager()
: base(new PuzzleBattleMgrContentsCreator())
{
PuzzleQuestData = Data.Master.PuzzleQuestDataList.First((PuzzleQuestData data) => data.Id == this.GameMgr.GetDataMgr().PuzzleQuestId);
PuzzleDifficulty = this.GameMgr.GetDataMgr().PuzzleDifficulty;
}
protected override void SetupEvent()
{
base.SetupEvent();
BattlePlayer.OnTurnEndFinish += delegate
{
if (!BattlePlayer.IsExtraTurn)
{
BattlePlayer.PlayerBattleView.TurnEndButtonUI.HideBtn();
base.BattleUIContainer.ForceDisableMenu();
BattlePlayer.PlayerBattleView.HideDetailPanel();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
base.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
ForceReset(canNotTouchCardVfx);
}));
return sequentialVfxPlayer;
}
return ControlTurnStartOpponent();
};
BattlePlayer.OnShortageDeck += delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(OnShortageDeck(BattlePlayer));
sequentialVfxPlayer.Register(JudgeBattleResult());
return sequentialVfxPlayer;
};
BattleEnemy.OnShortageDeck += delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(OnShortageDeck(BattleEnemy));
sequentialVfxPlayer.Register(JudgeBattleResult());
return sequentialVfxPlayer;
};
}
private void ForceReset(VfxBase canNotTouchCardVfx)
{
if (_isReseting || IsBattleEnd)
{
return;
}
RetryCount++;
_isReseting = true;
PuzzleGenerator puzzleGenerator = new PuzzleGenerator(this);
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
_puzzleFaledAnimatinon.Run(isReset: false);
}));
base.VfxMgr.RegisterSequentialVfx(WaitVfx.Create(_puzzleFaledAnimatinon.FadeOutDuration));
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
}));
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
base.VfxMgr.RegisterSequentialVfx(SequentialVfxPlayer.Create(puzzleGenerator.Generate(PuzzleQuestData), ControlTurnStartPlayer(), InstantVfx.Create(delegate
{
_puzzleFaledAnimatinon.End();
}), WaitVfx.Create(_puzzleFaledAnimatinon.FadeInDuration), InstantVfx.Create(delegate
{
MenuButtonObject.gameObject.SetActive(value: true);
base.BattleUIContainer.ForceEnableMenu();
_isReseting = false;
base.BackGround.PlayBgm();
})));
}));
}
private void Reset()
{
if (!CanReset())
{
return;
}
RetryCount++;
_isReseting = true;
PuzzleGenerator puzzleGenerator = new PuzzleGenerator(this);
VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
base.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
_puzzleResetAnimatinon.Run(isReset: true);
}));
base.VfxMgr.RegisterSequentialVfx(WaitVfx.Create(_puzzleResetAnimatinon.FadeOutDuration));
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
}));
base.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
{
base.VfxMgr.RegisterSequentialVfx(SequentialVfxPlayer.Create(puzzleGenerator.Generate(PuzzleQuestData), ControlTurnStartPlayer(), InstantVfx.Create(delegate
{
_puzzleResetAnimatinon.End();
}), WaitVfx.Create(_puzzleResetAnimatinon.FadeInDuration), InstantVfx.Create(delegate
{
_isReseting = false;
})));
}));
}
private bool CanReset()
{
if (!_isReseting && !IsBattleEnd && base.VfxMgr.IsEnd)
{
return !TouchControl.HasTouchProcessor;
}
return false;
}
private bool IsResetButtanEnable()
{
if (!_isReseting && !IsBattleEnd && !BattlePlayer.Class.IsDead && !BattleEnemy.Class.IsDead && base.VfxMgr.IsEnd)
{
return !TouchControl.HasTouchProcessor;
}
return false;
}
public override void Update(float dt)
{
if (ResetButton != null)
{
ResetButton.enabled = IsResetButtanEnable();
}
base.Update(dt);
}
public override VfxBase JudgeBattleResult()
{
if (CheckWinCondition())
{
_isCleared = true;
base.VfxMgr.RegisterImmediateVfx(InstantVfx.Create(delegate
{
BattlePlayer.PlayerBattleView.HideTurnEndButton();
BattlePlayer.BattleMgr.MenuButtonObject.gameObject.SetActive(value: false);
HideResetAndHintButton();
}));
return InstantVfx.Create(delegate
{
InitiateGameEndSequence(hasWon: true);
});
}
if (!CheckWinCondition() && (BattlePlayer.Class.IsDead || BattleEnemy.Class.IsDead))
{
SequentialVfxPlayer.Create();
VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
base.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
BattlePlayer.PlayerBattleView.TurnEndButtonUI.HideBtn();
base.BattleUIContainer.ForceDisableMenu();
BattlePlayer.PlayerBattleView.HideDetailPanel();
return InstantVfx.Create(delegate
{
ForceReset(canNotTouchCardVfx);
});
}
return NullVfx.GetInstance();
}
private bool CheckWinCondition()
{
string winCondition = PuzzleQuestData.BattleData.WinCondition;
if (string.IsNullOrEmpty(winCondition))
{
return false;
}
BattlePlayerReadOnlyInfoPair battlePlayerInfoPair = GetBattlePlayerInfoPair(isPlayer: true);
BattleCardBase battleCardBase = GetBattlePlayer(isPlayer: true).Class;
List<SkillFilterCreator.ContentInfo> retOldInfos = new List<SkillFilterCreator.ContentInfo>();
List<string> retNewInfos = new List<string>();
SkillCreator.ParseCondition(winCondition, ref retOldInfos, ref retNewInfos);
ConditionSkillFilterCollection conditionSkillFilterCollection = new ConditionSkillFilterCollection();
foreach (string item in retNewInfos)
{
SkillFilterCreator.SetupCondition(conditionSkillFilterCollection, item, battleCardBase, null);
}
SkillOptionValue skillOptionValue = new SkillOptionValue("");
skillOptionValue.SetupFilterVariable(battlePlayerInfoPair, battleCardBase, isPrePlay: false, null);
SkillConditionCheckerOption checkerOption = new SkillConditionCheckerOption();
return conditionSkillFilterCollection.Filtering(battlePlayerInfoPair, battleCardBase, checkerOption, skillOptionValue, isPrePlay: false, null);
}
public override void PlayRetire()
{
HideResetAndHintButton();
base.PlayRetire();
}
protected override int GetFirstAttack(int FirstAttack)
{
return 0;
}
private void ChangeResultLogo()
{
BattleResultControl.TitleWin.spriteName = "result_text_clear";
BattleResultControl.TitleLose.spriteName = "result_text_failed";
}
private void CreateButton()
{
GameObject gameObject = NGUITools.AddChild(base.BattleUIContainer.gameObject, LoadPrefab("Prefab/UI/HintBtn"));
gameObject.GetComponent<UIAnchor>().uiCamera = this.GameMgr.GetGameObjMgr().GetUIContainerCam();
UISprite componentInChildren = gameObject.GetComponentInChildren<UISprite>();
componentInChildren.atlas = UIManager.GetInstance().GetAtlasList().FirstOrDefault((UIAtlas s) => s.name == "Battle");
componentInChildren.spriteName = "battle_btn_hint_off";
HintButton = gameObject.GetComponentInChildren<UIButton>();
HintButton.normalSprite = "battle_btn_hint_off";
HintButton.pressedSprite = "battle_btn_hint_on";
HintButton.onClick.Clear();
HintButton.onClick.Add(new EventDelegate(delegate
{
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetTitleLabel(Data.SystemText.Get("Puzzle_Hint_Title"));
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueButton);
dialogBase.SetButtonText(Data.SystemText.Get("Common_0004"));
GameObject gameObject3 = UnityEngine.Object.Instantiate(LoadPrefab("Prefab/UI/PuzzleHintDialog"));
gameObject3.GetComponent<PuzzleHintDialog>().Setup(Data.SystemText.Get(PuzzleQuestData.BattleData.WinConditionTextId), Data.SystemText.Get(PuzzleQuestData.BattleData.HintTextId));
dialogBase.SetObj(gameObject3);
}));
GameObject gameObject2 = NGUITools.AddChild(base.BattleUIContainer.gameObject, LoadPrefab("Prefab/UI/PuzzleResetBtn"));
gameObject2.GetComponent<UIAnchor>().uiCamera = this.GameMgr.GetGameObjMgr().GetUIContainerCam();
ResetButton = gameObject2.GetComponentInChildren<UIButton>();
ResetButton.onClick.Clear();
ResetButton.onClick.Add(new EventDelegate(delegate
{
BattlePlayer.PlayerBattleView.TurnEndButtonUI.HideBtn();
base.BattleUIContainer.SetEnableReset(isEnable: false);
BattlePlayer.PlayerBattleView.HideDetailPanel();
Reset();
}));
ResetButton.GetComponentInChildren<UILabel>().text = Data.SystemText.Get("Puzzle_Reset_Button");
HideResetAndHintButton();
}
public void SetUpResetAndFailedAnimation()
{
GameObject gameObject = NGUITools.AddChild(base.BattleUIContainer.gameObject, LoadPrefab("Prefab/UI/PuzzleAnimation"));
_puzzleResetAnimatinon = gameObject.GetComponent<PuzzleAnimation>();
_puzzleResetAnimatinon.SetUp();
GameObject gameObject2 = NGUITools.AddChild(base.BattleUIContainer.gameObject, LoadPrefab("Prefab/UI/PuzzleAnimation"));
_puzzleFaledAnimatinon = gameObject2.GetComponent<PuzzleAnimation>();
_puzzleFaledAnimatinon.SetUp();
}
public void SetReaperCard()
{
ReaperCard = CardHolder.transform.GetChild(GetMaxDeckCount(isSelf: true)).gameObject;
}
// Static helper with no mgr in scope; must fall back to GameMgr.GetIns(). A per-instance
// LoadPrefab would need a mgr ref threaded through every static caller — deferred to a
// larger cleanup pass.
private static GameObject LoadPrefab(string path)
{
// Pre-Phase-5b: PrefabMgr is a UI-only shim headless
return null;
}
public void ShowResetAndHintButton()
{
HintButton.gameObject.SetActive(value: true);
ResetButton.gameObject.SetActive(value: true);
}
public void HideResetAndHintButton()
{
HintButton.gameObject.SetActive(value: false);
ResetButton.gameObject.SetActive(value: false);
}
public override void DisposeBattleGameObj()
{
// GameMgr.IsPuzzleQuest is const-false in headless (Phase 4) — write dropped.
base.DisposeBattleGameObj();
}
}