Files
SVSimServer/SVSim.BattleEngine/Engine/UIBase.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

135 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
public class UIBase : MonoBehaviour
{
private bool isAssetSetting;
private bool isOpen;
private List<string> m_loadBackgroundList = new List<string>();
private UIManager.ViewScene backSceneSave;
protected bool IsShowFooterMenu { get; set; }
public virtual bool IsGetOutOfScene(Action backupExec)
{
return true;
}
public virtual bool IsUseCommonBackground()
{
return false;
}
protected virtual void OnDestroy()
{
UnloadBackground();
}
public IEnumerator assetSetting()
{
if (isAssetSetting)
{
yield return null;
}
isAssetSetting = true;
bool flag = UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Battle);
UIManager.GetInstance().AttachAtlas(base.gameObject, !flag);
SetBackground();
}
private void SetBackground()
{
ResourcesManager resMgr = Toolbox.ResourcesManager;
UIBase_Textuer[] componentsInChildren = base.gameObject.GetComponentsInChildren<UIBase_Textuer>(includeInactive: true);
foreach (UIBase_Textuer bgTex in componentsInChildren)
{
string texName = bgTex.TextuerName;
string assetTypePath = resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background);
m_loadBackgroundList.Add(assetTypePath);
resMgr.StartCoroutine_LoadAssetGroupAsync(assetTypePath, delegate
{
if (bgTex != null)
{
bgTex.GetComponent<UITexture>().mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background, isfetch: true));
}
});
}
}
private void UnloadBackground()
{
Toolbox.ResourcesManager.RemoveAssetGroup(m_loadBackgroundList);
m_loadBackgroundList.Clear();
}
public virtual void onFirstStart()
{
Open();
}
public void Open()
{
if (!isOpen)
{
isOpen = true;
if (IsShowFooterMenu)
{
UIManager.GetInstance().ShowFooterMenu(isShow: true);
}
}
onOpen();
}
protected virtual void onOpen()
{
if (base.transform.localScale.x != 1f)
{
base.transform.localScale = new Vector3(1f, 1f, 1f);
}
}
public void Close()
{
if (isOpen)
{
isOpen = false;
if (IsShowFooterMenu)
{
UIManager.GetInstance().ShowFooterMenu(isShow: false);
}
onClose();
}
}
protected virtual void onClose()
{
// Pre-Phase-5b: re-enable the back key on the ambient GameMgr's InputMgr.
// Headless has no input manager; the branch was a no-op through the null-guards
// anyway (GameMgr's InputMgr wasn't seeded), so dropping the ambient reach is safe.
}
public virtual void onMove()
{
}
public virtual void PushTurnButton()
{
}
public virtual void assetBundleEnd()
{
}
public UIManager.ViewScene getBackScene()
{
return backSceneSave;
}
}