Files
SVSimServer/SVSim.BattleEngine/Engine/MyPageItem.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

241 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
public class MyPageItem : MonoBehaviour
{
[SerializeField]
private MyPageCardPanelAnimation _cardMove;
[SerializeField]
private MyPageCardPanel[] _cardPanelList;
private MyPageMenu _parent;
private Dictionary<int, Vector3> _defaultPosition = new Dictionary<int, Vector3>();
private bool cardAnimationInitialized;
protected bool IsCardMoving
{
get
{
if (_cardMove != null)
{
return _cardMove.IsCardMoving;
}
return false;
}
}
public TopBar TopBar => _parent.TopBar;
protected MyPageCardPanelAnimation CardAnimation => _cardMove;
protected MyPageMenu Parent => _parent;
public bool IsEnableFooterCurrentMenu { get; set; }
public virtual void Initialize(MyPageMenu parent)
{
_parent = parent;
SaveCardPanelDefaultPosition();
if (cardAnimationInitialized)
{
return;
}
cardAnimationInitialized = true;
if (_cardMove != null)
{
GameObject[] array = new GameObject[_cardPanelList.Length];
for (int i = 0; i < _cardPanelList.Length; i++)
{
array[i] = _cardPanelList[i].gameObject;
}
_cardMove.SetCardPanelList(array);
}
}
public virtual void Show(bool skipCardAnimation = false)
{
base.gameObject.SetActive(value: true);
IsEnableFooterCurrentMenu = false;
}
public virtual void Hide()
{
base.gameObject.SetActive(value: false);
}
public virtual void OnClose()
{
}
protected void StartCardPanelAppearAnimation()
{
if (_cardMove != null)
{
_cardMove.StartCardPanelAnimation(isCutCardMotion: false);
}
}
protected void SaveCardPanelDefaultPosition()
{
int num = _cardPanelList.Length;
if (num > 0)
{
Vector3[] array = new Vector3[num];
for (int i = 0; i < num; i++)
{
array[i] = _cardPanelList[i].SavePosition();
}
CardAnimation.UpdateCardPanelDefaultPosition(array);
}
}
protected void RestoreCardPanelPosition()
{
if (_cardPanelList == null)
{
return;
}
for (int i = 0; i < _cardPanelList.Length; i++)
{
if (_cardPanelList[i] != null)
{
_cardPanelList[i].RestoreSavedPosition();
_cardPanelList[i].gameObject.SetActive(value: true);
_cardPanelList[i].EffectActive = false;
_cardPanelList[i].EffectActive = true;
_cardPanelList[i].CheckMaintenanceType();
UITweenAlpha component = _cardPanelList[i].GetComponent<UITweenAlpha>();
if (component != null)
{
UnityEngine.Object.Destroy(component);
}
}
}
}
public virtual void OnMyPageInfoReceive()
{
if (_cardPanelList == null)
{
return;
}
for (int i = 0; i < _cardPanelList.Length; i++)
{
if (_cardPanelList[i] != null)
{
_cardPanelList[i].CheckMaintenanceType();
}
}
}
protected void RemoveITween(GameObject obj)
{
iTween component = obj.GetComponent<iTween>();
if (component != null)
{
UnityEngine.Object.Destroy(component);
}
}
protected void TweenMoveTo(GameObject obj, float x)
{
RemoveITween(obj);
iTween.MoveTo(obj, iTween.Hash("x", x, "time", 0.3f, "delay", 0.1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
protected void MoveCardPanelLeftPosition(GameObject moveObj)
{
CardAnimation.StopMove();
TweenMoveTo(moveObj, -328f);
}
public void AppearAnimationFromRight(GameObject obj)
{
RemoveITween(obj);
obj.gameObject.SetActive(value: true);
iTween.MoveFrom(obj, iTween.Hash("x", obj.transform.localPosition.x + 1000f, "time", 0.3f, "delay", 0.1f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
protected void FadeOutCardPanel(MyPageCardPanel panel, Action onFinish)
{
panel.EffectActive = false;
FadeOutObject(panel.gameObject.AddMissingComponent<UITweenAlpha>(), delegate
{
onFinish.Call();
});
}
protected void FadeOutCardPanelAndNonActive(MyPageCardPanel panel)
{
FadeOutCardPanel(panel, delegate
{
panel.gameObject.SetActive(value: false);
});
}
protected static void FadeOutObject(UITweenAlpha tweenAlpha, Action onFinish = null)
{
tweenAlpha.End();
FadeUtility.FadeOutObject(tweenAlpha, onFinish);
}
protected void ResetAlphaAndRemoveTween(UISprite spriteObj)
{
UITweenAlpha component = spriteObj.GetComponent<UITweenAlpha>();
if (component != null)
{
UnityEngine.Object.Destroy(component);
}
spriteObj.alpha = 1f;
}
public static CardPanelMaintenancePlate SetMaintenanceVisible(bool isMaintenance, UIButton button, CardPanelMaintenancePlate currentPlate, int buttonLabelDepth)
{
if (isMaintenance)
{
if (currentPlate == null)
{
GameObject prefab = null; // Pre-Phase-5b: no PrefabMgr headless
currentPlate = NGUITools.AddChild(button.gameObject, prefab).GetComponent<CardPanelMaintenancePlate>();
currentPlate.SetDepth(buttonLabelDepth + 1);
}
currentPlate.gameObject.SetActive(value: true);
UIManager.SetObjectToGrey(button.gameObject, b: true);
UIManager.SetObjectToGrey(currentPlate.gameObject, b: false);
button.isEnabled = false;
}
else
{
if (currentPlate != null)
{
currentPlate.gameObject.SetActive(value: false);
}
UIManager.SetObjectToGrey(button.gameObject, b: false);
button.isEnabled = true;
}
return currentPlate;
}
protected void SaveDefaultPosition(GameObject obj)
{
if (obj != null)
{
_defaultPosition[obj.GetInstanceID()] = obj.transform.localPosition;
}
}
protected void RestoreDefaultPosition(GameObject obj)
{
if (_defaultPosition.ContainsKey(obj.GetInstanceID()))
{
obj.transform.localPosition = _defaultPosition[obj.GetInstanceID()];
}
}
}