Files
SVSimServer/SVSim.BattleEngine/Engine/TopBar.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

152 lines
4.0 KiB
C#

using System;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.RoomMatch;
public class TopBar : MonoBehaviour
{
[SerializeField]
public GameObject TitleObject;
[SerializeField]
public GameObject NameWindowObject;
[SerializeField]
public UIButton BuyCrystalButton;
[SerializeField]
public UILabel NameLabel;
[SerializeField]
public UIButton BackButton;
[SerializeField]
private UILabelGradientOverwriter _backLabelGradientOverwriter;
[SerializeField]
private UILabel BackButtonTitleLabel;
[SerializeField]
private UISprite _backButtonTitleLabelBG;
private Vector3 _firstPositionBack;
private Vector3 _firstPositionTitle;
private Vector3 _firstPositionName;
private bool _isWideMode;
public void SetBackButtonEnable(bool enable)
{
// Pre-Phase-5b: also flipped GameMgr's InputMgr back-key flag. Headless has no
// InputMgr; the button toggle below is the only observable effect.
BackButton.enabled = enable;
UIManager.SetObjectToGrey(BackButton.gameObject, !enable);
}
public void SetBackButtonEvent(GameObject obj, UIManager.ViewScene backScene, EventDelegate inEvent)
{
BackButton.onClick.Clear();
if (inEvent != null)
{
BackButton.onClick.Add(inEvent);
return;
}
BackButton.onClick.Add(new EventDelegate(delegate
{
UIBase uibase = obj.GetComponent<UIBase>();
Action action = delegate
{
if (backScene == UIManager.ViewScene.None)
{
uibase.PushTurnButton();
}
else
{
UIManager.ViewScene currentScene = UIManager.GetInstance().GetCurrentScene();
if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Room))
{
(UIManager.GetInstance().GetUIBase(UIManager.ViewScene.Room) as RoomRoot).CreateChangeSceneDialog(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene]);
}
else
{
UIManager.GetInstance().ChangeViewScene(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene], UIManager.GetInstance().GetLastSceneChangeParam(uibase.getBackScene()));
}
}
};
if (uibase.IsGetOutOfScene(action))
{
action();
}
}));
}
private void Awake()
{
TitleObject.SetActive(value: true);
NameWindowObject.SetActive(value: false);
_firstPositionBack = BackButton.transform.localPosition;
_firstPositionTitle = TitleObject.transform.localPosition;
_firstPositionName = NameWindowObject.transform.localPosition;
}
public void SetTitleLabel(string text, bool isWideMode)
{
_isWideMode = isWideMode;
SetTitleLabel(text);
}
public void SetTitleLabel(string text)
{
if (string.IsNullOrEmpty(text))
{
return;
}
int length = text.Length;
int num = 16;
int num2 = 15;
if (CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Jpn.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Cht.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Chs.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Kor.ToString())
{
num = 9;
num2 = 30;
}
int num3 = 294;
int num4 = (_isWideMode ? 543 : 504);
if (length > num)
{
int num5 = length - num;
num3 += num5 * num2;
if (num3 > num4)
{
num3 = num4;
}
}
BackButtonTitleLabel.width = num3 + -30;
_backButtonTitleLabelBG.width = num3;
BackButtonTitleLabel.text = text;
}
public void SetTitleLabelWidth(int width)
{
BackButtonTitleLabel.width = width + -30;
_backButtonTitleLabelBG.width = width;
}
public void OverwriteBackLabelColors(eColorCodeId gradientTopColorId, eColorCodeId gradientBottomColorId)
{
OverwriteBackLabelGradient(gradientTopColorId, gradientBottomColorId);
}
private void OverwriteBackLabelGradient(eColorCodeId topColorId, eColorCodeId bottomColorId)
{
_backLabelGradientOverwriter.enabled = true;
_backLabelGradientOverwriter.GradientTopColorId = topColorId;
_backLabelGradientOverwriter.GradientBottomColorId = bottomColorId;
}
}