Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/LoadQueue.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

146 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Cute;
namespace Wizard;
public class LoadQueue
{
public delegate void Callback(string id);
private class Data
{
public string ID { get; private set; }
public List<string> PathList { get; set; }
public Callback OnStart { get; set; }
public Callback OnEnd { get; set; }
public Data(string id, List<string> pathList, Callback onStart, Callback onEnd)
{
ID = id;
PathList = pathList;
OnStart = onStart;
OnEnd = onEnd;
}
}
private enum State
{
IDLE,
LOAD
}
private readonly List<Data> _loadList = new List<Data>();
private State _state;
public bool IsChangingPauseLoad { get; private set; }
public bool IsClearing { get; private set; }
public void AddToLast(string id, List<string> pathList, Callback onStart, Callback onEnd)
{
Add(isFirst: false, id, pathList, onStart, onEnd);
}
public void Add(bool isFirst, string id, List<string> pathList, Callback onStart, Callback onEnd)
{
Remove(id);
Data item = new Data(id, pathList, onStart, onEnd);
if (isFirst)
{
_loadList.Insert(0, item);
}
else
{
_loadList.Add(item);
}
}
public bool Remove(string id)
{
if (IsValidId(id))
{
return _loadList.RemoveAll((Data x) => x.ID == id) > 0;
}
return false;
}
public void StartLoad()
{
IsChangingPauseLoad = false;
if (_state != State.LOAD)
{
_state = State.LOAD;
LoadNext();
}
}
private void LoadNext()
{
if (_loadList.Count <= 0)
{
_state = State.IDLE;
return;
}
Data data = _loadList[0];
_loadList.RemoveAt(0);
data.OnStart?.Invoke(data.ID);
if (data.PathList != null)
{
List<string> list = (data.PathList = data.PathList.Where((string path) => !string.IsNullOrEmpty(path)).ToList());
List<string> list3 = list;
if (list3.Count > 0)
{
Toolbox.ResourcesManager.StartCoroutine_LoadAssetGroupAsync(list3, delegate
{
EndOneLoad(data);
});
return;
}
}
EndOneLoad(data);
}
private void EndOneLoad(Data data)
{
if (IsClearing)
{
_state = State.IDLE;
IsClearing = false;
if (data.PathList != null)
{
Toolbox.ResourcesManager.RemoveAssetGroup(data.PathList);
}
}
else if (IsChangingPauseLoad)
{
_state = State.IDLE;
IsChangingPauseLoad = false;
data.OnEnd?.Invoke(data.ID);
}
else
{
data.OnEnd?.Invoke(data.ID);
LoadNext();
}
}
public void Clear()
{
_loadList.Clear();
if (_state == State.LOAD)
{
IsClearing = true;
}
}
private static bool IsValidId(string id)
{
return !string.IsNullOrEmpty(id);
}
}