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>
81 lines
3.9 KiB
C#
81 lines
3.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using Wizard.Battle.Resource;
|
|
using Wizard.Battle.View.Vfx;
|
|
|
|
public class StartPickMultiCardVfx : SequentialVfxPlayer
|
|
{
|
|
private readonly IBattleResourceMgr _resourceMgr;
|
|
|
|
public StartPickMultiCardVfx(SkillBaseSummon.SummonedCardsList summonedCardsList, IBattleResourceMgr resourceMgr, bool isPlayer = true, bool isToken = false, bool isIgnoreVoice = false, bool isRandomVoice = false, bool isGetoff = false, bool isEvoVoice = false, float voiceWaitTime = -1f, List<NetworkBattleReceiver.CardInfo> cardInfoList = null, bool isSeSysSummonLandingDuplicateCheck = false)
|
|
{
|
|
_resourceMgr = resourceMgr;
|
|
Register(InstantVfx.Create(delegate
|
|
{
|
|
foreach (BattleCardBase summonedCards in summonedCardsList)
|
|
{
|
|
summonedCards.BattleCardView.Collider.center = new Vector3(0f, 0f, -0.1f);
|
|
}
|
|
}));
|
|
Register(CreateSummonCardHandToInPlayVfx(summonedCardsList, isPlayer, isToken, isIgnoreVoice, isRandomVoice, cardInfoList, isSeSysSummonLandingDuplicateCheck, isGetoff, isEvoVoice, voiceWaitTime));
|
|
}
|
|
|
|
private VfxBase CreateSummonCardHandToInPlayVfx(SkillBaseSummon.SummonedCardsList summonedCardsList, bool isPlayer, bool isToken, bool isIgnoreVoice, bool isRandomVoice, List<NetworkBattleReceiver.CardInfo> cardInfoList, bool isSeSysSummonLandingDuplicateCheck, bool isGetoff = false, bool isEvoVoice = false, float voiceWaitTime = -1f)
|
|
{
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
ReadOnlyCollection<SkillBaseSummon.SummonedCardsList.CardEffectPair> summonedCardEffectPairList = summonedCardsList.summonedCardEffectPairList;
|
|
ReadOnlyCollection<SkillBaseSummon.SummonedCardsList.CardEffectPair> overflowCardEffectPairList = summonedCardsList.overflowCardEffectPairList;
|
|
sequentialVfxPlayer.Register(NullVfx.GetInstance());
|
|
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
|
|
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair = summonedCardEffectPairList.FirstOrDefault();
|
|
int num = (isRandomVoice ? new System.Random().Next(summonedCardsList.summonedCards.Count()) : (-1));
|
|
for (int i = 0; i < summonedCardEffectPairList.Count; i++)
|
|
{
|
|
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair2 = summonedCardEffectPairList[i];
|
|
bool playVoice = !isIgnoreVoice && isToken && cardEffectPair2 == cardEffectPair;
|
|
if (!isIgnoreVoice && num != -1 && num == i)
|
|
{
|
|
playVoice = true;
|
|
}
|
|
else if (num != -1)
|
|
{
|
|
playVoice = false;
|
|
}
|
|
parallelVfxPlayer.Register(NullVfx.GetInstance());
|
|
}
|
|
for (int j = 0; j < overflowCardEffectPairList.Count; j++)
|
|
{
|
|
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair3 = overflowCardEffectPairList[j];
|
|
parallelVfxPlayer.Register(NullVfx.GetInstance());
|
|
}
|
|
for (int k = 0; k < summonedCardsList.summonedCards.Count(); k++)
|
|
{
|
|
BattleCardBase battleCardBase = summonedCardsList.summonedCards.ElementAt(k);
|
|
if (cardInfoList != null)
|
|
{
|
|
if (battleCardBase.HasStackWhiteRitualAndOtherIconSkill())
|
|
{
|
|
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardStackIcon(battleCardBase, battleCardBase.Skills));
|
|
}
|
|
else
|
|
{
|
|
parallelVfxPlayer.Register(battleCardBase.BattleCardView.BattleCardIconAnimations.UpdateSkillIconInReplay(cardInfoList[k].InplaySkillEffectList, cardInfoList[k].InductionNumber, isInitialize: true));
|
|
}
|
|
}
|
|
else if (battleCardBase.HasStackWhiteRitualAndOtherIconSkill())
|
|
{
|
|
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardStackIcon(battleCardBase, battleCardBase.Skills));
|
|
}
|
|
else
|
|
{
|
|
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardIcon(battleCardBase, battleCardBase.Skills));
|
|
}
|
|
}
|
|
sequentialVfxPlayer.Register(parallelVfxPlayer);
|
|
return sequentialVfxPlayer;
|
|
}
|
|
}
|