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

59 lines
2.3 KiB
C#

using Cute;
using UnityEngine;
using Wizard.Scripts.Network.Data.TaskData.SkinPurchase;
namespace Wizard;
public class SkinProductDetail : BaseProductDetail
{
[SerializeField]
private GameObject _detailObjsParent;
[SerializeField]
private ProductDetailPlate _productTemplate;
public void SetMultiProductDetail(SkinSeriesPurchaseInfo seriesInfo)
{
Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(seriesInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ShopClassSkin, isfetch: true));
SetProductDetail(textureProductImage, seriesInfo.rewardInfoList);
if (Data.Master.LeaderSkinSeriesIdDic[seriesInfo.series_id].IsLargeImage)
{
_texProductImg.width = 370;
_texProductImg.height = 213;
}
else
{
_texProductImg.width = 249;
_texProductImg.height = 199;
}
_SetMultiSupplyList(seriesInfo);
ResetPositionScrollView();
}
public void SetSingleProductDetail(SkinProductInfo productInfo, string descriptionText = null)
{
_productTemplate.gameObject.SetActive(value: false);
Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(productInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail, isfetch: true));
SetProductDetail(textureProductImage, productInfo.rewardInfoList, descriptionText);
}
private void _SetMultiSupplyList(SkinSeriesPurchaseInfo info)
{
bool flag = info.is_completed && info._rewardStatus != SkinSeriesPurchaseInfo.RewardStatus.not_got;
for (int i = 0; i < info.productList.Count; i++)
{
SkinProductInfo skinProductInfo = info.productList[i];
if (!skinProductInfo.is_purchased || flag)
{
GameObject obj = NGUITools.AddChild(_detailObjsParent.gameObject, _productTemplate.gameObject);
obj.transform.localPosition = Vector3.up * TailPosY;
ProductDetailPlate component = obj.GetComponent<ProductDetailPlate>();
ClassCharacterMasterData charaPrmBySkinId = null; // Pre-Phase-5b: no chara master headless
TailPosY -= component.SetProductData(skinProductInfo.saleInfo.name, charaPrmBySkinId, skinProductInfo.rewardInfoList);
}
}
_productTemplate.gameObject.SetActive(value: false);
}
}