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

185 lines
6.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.ErrorDialog;
namespace Wizard;
public class ArenaCommonLobby : MonoBehaviour
{
[SerializeField]
private BoxCollider _clickProtectionCollider;
[SerializeField]
private UITexture _charaTexture;
[SerializeField]
private GameObject _mainObjectRoot;
[SerializeField]
private ArenaCommonLobbyBattleInfo _battleInfo;
[SerializeField]
private ArenaCommonLobbyTreasureBoxInfo _treasureBoxInfo;
[SerializeField]
private GameObject _buttonsRoot;
[SerializeField]
private UIButton _decisionButton;
[SerializeField]
private UILabel _decisionButtonLabel;
private List<string> _unloadAssetList = new List<string>();
private GameObject _decisionButtonEffect;
private bool _isDecisionButtonDark;
private Vector3 _charaInitPos = Vector3.zero;
private Vector3 _mainObjectInitPos = Vector3.zero;
private Vector3 _buttonInitPos = Vector3.zero;
public BoxCollider ClickProtectionCollider => _clickProtectionCollider;
public ArenaCommonLobbyTreasureBoxInfo TreasureBoxInfo => _treasureBoxInfo;
public GameObject ButtonsRoot => _buttonsRoot;
public bool IsReady { get; private set; }
public void Init(ArenaCommonLobbyInitParam initParam)
{
_clickProtectionCollider.gameObject.SetActive(value: false);
_charaInitPos = _charaTexture.transform.position;
_mainObjectInitPos = _mainObjectRoot.transform.position;
_buttonInitPos = _decisionButton.transform.position;
_charaTexture.transform.position = _charaInitPos + Vector3.right * 4.6875f;
_mainObjectRoot.transform.position = _mainObjectInitPos + Vector3.left * 2.8125f;
_decisionButton.transform.position = _buttonInitPos + Vector3.right * 1.5625f;
SystemText systemText = Data.SystemText;
int num = initParam.BattleResultList.Length;
bool battleExists = num < initParam.BattleMaxNum;
_decisionButtonLabel.text = (battleExists ? systemText.Get("Arena_0051", (num + 1).ToString()) : systemText.Get("Arena_0027"));
UIEventListener.Get(_decisionButton.gameObject).onClick = delegate
{
if (battleExists && initParam.BattleMaintenanceType.HasValue)
{
NetworkDefine.MAINTENANCE_TYPE value = initParam.BattleMaintenanceType.Value;
if (Data.MaintenanceCodeList.Contains(value))
{
Wizard.ErrorDialog.Dialog.Create((int)value);
return;
}
}
(battleExists ? initParam.BattleButtonClickCallback : initParam.RewardReceiveButtonClickCallback)();
};
List<string> loadAssetList = new List<string>();
List<Action> loadEndCallbackList = new List<Action>();
ResourcesManager resMgr = Toolbox.ResourcesManager;
string strSkinId = "0"; // Pre-Phase-5b: no chara master headless
loadAssetList.Add(resMgr.GetAssetTypePath(strSkinId, ResourcesManager.AssetLoadPathType.ClassCharaBase));
loadAssetList.Add(resMgr.GetAssetTypePath("cmn_ui_btn_1", ResourcesManager.AssetLoadPathType.Effect2D));
ArenaCommonLobbyLoadRequest arenaCommonLobbyLoadRequest = _battleInfo.Init(initParam, _unloadAssetList);
loadAssetList.AddRange(arenaCommonLobbyLoadRequest.LoadAssetList);
loadEndCallbackList.Add(arenaCommonLobbyLoadRequest.LoadEndCallback);
arenaCommonLobbyLoadRequest = _treasureBoxInfo.Init(initParam, _unloadAssetList);
loadAssetList.AddRange(arenaCommonLobbyLoadRequest.LoadAssetList);
loadEndCallbackList.Add(arenaCommonLobbyLoadRequest.LoadEndCallback);
StartCoroutine(resMgr.LoadAssetGroupAsync(loadAssetList, delegate
{
_unloadAssetList.AddRange(loadAssetList);
for (int i = 0; i < loadEndCallbackList.Count; i++)
{
loadEndCallbackList[i]();
}
UIManager.GetInstance().AttachAtlas(base.gameObject);
_charaTexture.mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(strSkinId, ResourcesManager.AssetLoadPathType.ClassCharaBase, isfetch: true));
_decisionButtonEffect = EffectUtility.CreateEffect2D(new Effect2dCreateParam
{
Parent = _decisionButton.gameObject,
EffectName = "cmn_ui_btn_1",
ColorCode = eColorCodeId.DECISION_BTN_2_COLOR,
InitActive = !_isDecisionButtonDark,
UnloadAssetList = _unloadAssetList
});
AppearAnimation();
IsReady = true;
}));
}
public void Final()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_unloadAssetList);
_unloadAssetList.Clear();
}
private void AppearAnimation()
{
StartCoroutine(AppearAnimationCoroutine());
}
private IEnumerator AppearAnimationCoroutine()
{
while (UIManager.GetInstance().isFading())
{
yield return null;
}
iTween.MoveTo(_charaTexture.gameObject, iTween.Hash("position", _charaInitPos, "time", 0.5f, "islocal", false, "easetype", iTween.EaseType.easeOutExpo));
iTween.MoveTo(_mainObjectRoot, iTween.Hash("position", _mainObjectInitPos, "time", 0.5f, "delay", 0.2f, "islocal", false, "easetype", iTween.EaseType.easeOutExpo));
iTween.MoveTo(_decisionButton.gameObject, iTween.Hash("position", _buttonInitPos, "time", 0.5f, "delay", 0.5f, "islocal", false, "easetype", iTween.EaseType.easeOutExpo));
}
public void SetDecisionButtonToDark(bool isDark)
{
UIManager.SetObjectToGrey(_decisionButton.gameObject, isDark);
_decisionButtonEffect?.SetActive(!isDark);
_isDecisionButtonDark = isDark;
}
public static void GenerateDeckCode(GenerateDeckCodeTask.SubmitDeckType deckType, int classId, int[] cardIdList, int[] phantomCardIdList = null)
{
GenerateDeckCodeTask generateDeckCodeTask = new GenerateDeckCodeTask();
generateDeckCodeTask.SetParameter(classId, deckType, cardIdList, phantomCardIdList);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(generateDeckCodeTask, delegate
{
OpenDeckCodeGenerateCompleteDialog();
}, null, null, encrypt: false));
}
private static DialogBase OpenDeckCodeGenerateCompleteDialog()
{
string deckCode = Data.GenerateDeckCode.deck_code;
SystemText text = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.S);
dialogBase.SetTitleLabel(text.Get("Card_0120"));
dialogBase.SetText(text.Get("Card_0128", deckCode));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_GrayBtn);
dialogBase.SetButtonText(text.Get("Card_0133"), text.Get("Common_0008"));
dialogBase.onPushButton1 = delegate
{
NativePluginWrapper.SetStringToClipboard(deckCode);
UIManager.GetInstance().CreateConfirmationDialog(text.Get("Card_0132", deckCode));
};
return dialogBase;
}
public static DialogBase OpenRetireConfirmDialog()
{
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetTitleLabel(systemText.Get("Common_0051"));
dialogBase.SetText(systemText.Get("Arena_0026"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.RedBtn_CancelBtn);
dialogBase.SetButtonText(systemText.Get("Dia_Arena_006_Button"));
return dialogBase;
}
}