Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/BattlePassPurchaseDialog.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
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class BattlePassPurchaseDialog : MonoBehaviour
{
[SerializeField]
private UILabel _descriptionLabel;
[SerializeField]
private UILabel _haveCrystalNumLabel;
[SerializeField]
private BattlePassPurchaseProductView _productViewOriginal;
[SerializeField]
private UIGrid _productViewGrid;
[SerializeField]
private PurchaseConfirm _prefabPurchaseConfirmDialog;
private DialogBase _dialogBattlePassPurchase;
private List<string> _loadedResourceList;
private Action _battlePassViewUpdate;
public static void Create(Action battlePassViewUpdate = null)
{
BattlePassPurchaseInfoTask task = new BattlePassPurchaseInfoTask();
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.XL);
dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0002"));
GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/BattlePass/DialogBattlePassPurchase")) as GameObject;
dialogBase.SetObj(gameObject);
gameObject.GetComponent<BattlePassPurchaseDialog>().Initialize(task.PurchaseInfo, dialogBase, battlePassViewUpdate);
}));
}
public void Initialize(BattlePassPurchaseInfo battlePassPurchaseInfo, DialogBase dialog, Action battlePassViewUpdate)
{
_battlePassViewUpdate = battlePassViewUpdate;
_dialogBattlePassPurchase = dialog;
_productViewOriginal.gameObject.SetActive(value: false);
_loadedResourceList = new List<string>();
SetViewUI(battlePassPurchaseInfo);
}
private void SetViewUI(BattlePassPurchaseInfo battlePassPurchaseInfo)
{
_descriptionLabel.text = battlePassPurchaseInfo.Description;
_haveCrystalNumLabel.text = PlayerStaticData.UserCrystalCount.ToString();
LoadResources(battlePassPurchaseInfo, delegate
{
foreach (BattlePassProduct product in battlePassPurchaseInfo.ProductList)
{
GameObject obj = NGUITools.AddChild(_productViewGrid.gameObject, _productViewOriginal.gameObject);
obj.GetComponent<BattlePassPurchaseProductView>().SetView(product, OnClickPoster, OnClickBuyButton);
obj.SetActive(value: true);
}
_productViewGrid.Reposition();
});
}
private void LoadResources(BattlePassPurchaseInfo purchaseInfo, Action onFinishLoad)
{
UIManager.GetInstance().createInSceneCenterLoading();
List<string> loadPassList = new List<string>();
foreach (BattlePassProduct product in purchaseInfo.ProductList)
{
loadPassList.Add(product.GetPosterTexturePath(isFetch: false));
}
StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadPassList, delegate
{
_loadedResourceList.AddRange(loadPassList);
UIManager.GetInstance().closeInSceneCenterLoading();
onFinishLoad.Call();
}));
}
private void OnClickPoster(BattlePassProduct product)
{
BattlePassProductDetailDialog.Create(product);
}
private void OnClickBuyButton(BattlePassProduct product)
{
if (PlayerStaticData.UserCrystalCount < product.PriceInCrystal)
{
ShopCommonUtility.CreateCrystalShortagePopup();
}
else
{
CreateBuyConfirmDialog(product);
}
}
private void CreateBuyConfirmDialog(BattlePassProduct product)
{
DialogBase dialogBase = ShopCommonUtility.CreateBasePopupPurchaseConfirm(new EventDelegate(delegate
{
ConnectBuyBattlePass(product);
}));
PurchaseConfirm purchaseConfirm = UnityEngine.Object.Instantiate(_prefabPurchaseConfirmDialog);
dialogBase.SetObj(purchaseConfirm.gameObject);
dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0004"));
string purchaseText = Data.SystemText.Get("Shop_0101", product.Name);
purchaseConfirm.SetClystalConfirmDialog(product.PriceInCrystal, purchaseText, PlayerStaticData.UserCrystalCount, product.ExpirtyInfo);
_dialogBattlePassPurchase.Close();
}
private void ConnectBuyBattlePass(BattlePassProduct product)
{
BattlePassBuyTask task = new BattlePassBuyTask();
task.SetParameter(product.SeasonId, product.Id);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
OnSuccessBuyBattlePass(product, task.RewardList);
}));
}
private void OnSuccessBuyBattlePass(BattlePassProduct product, List<ReceivedReward> rewardList)
{
MyPageMenu.Instance.UpdateCrystalCount();
DialogBase dialogBase = ShopCommonUtility.CreatePurchaseSuccess(product.Name);
_battlePassViewUpdate.Call();
if (rewardList != null && rewardList.Count > 0)
{
dialogBase.OnClose = delegate
{
OpenRewardReceiveDialog(rewardList);
};
}
if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.MyPage))
{
MyPageMenu.Instance.HomeMenu.HideAndRepositionSubBanner("battle_pass_buy");
}
}
private void OpenRewardReceiveDialog(List<ReceivedReward> rewardList)
{
UIManager.GetInstance().createInSceneCenterLoading();
DialogCreator.CreateRewardReceiveDialog(rewardList).SetTitleLabel(Data.SystemText.Get("BattlePass_0005"));
}
}