Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/PuzzleAnimation.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
4.5 KiB
C#

using System.Collections;
using System.Linq;
using UnityEngine;
namespace Wizard;
public class PuzzleAnimation : MonoBehaviour
{
[SerializeField]
private UISprite TitleFailed;
[SerializeField]
private UISprite TitleReset;
[SerializeField]
private UITexture Bg;
[SerializeField]
private UITexture FieldHideBg;
[SerializeField]
private UIPanel MainPanel;
[SerializeField]
private UISprite ArcaneIn;
[SerializeField]
private UISprite ArcaneOut;
private bool _isEndFadeOut;
public float FadeOutDuration { get; private set; } = 0.7f;
public float FadeInDuration => 0.475f;
public void Run(bool isReset)
{
StartCoroutine(FadeOut(isReset));
}
public void End()
{
StartCoroutine(FadeIn());
}
public void SetUp()
{
ArcaneIn.transform.localScale = Vector3.one * 0.01f;
ArcaneOut.transform.localScale = Vector3.one * 0.01f;
ArcaneIn.alpha = 0f;
ArcaneOut.alpha = 0f;
Bg.alpha = 0f;
FieldHideBg.alpha = 0f;
UIAtlas atlas = UIManager.GetInstance().GetAtlasList().FirstOrDefault((UIAtlas s) => s.name == "BattleLang");
TitleFailed.atlas = atlas;
TitleFailed.spriteName = "result_text_failed";
TitleReset.atlas = atlas;
TitleReset.spriteName = "result_text_resetting";
/* Pre-Phase-5b: InitCommonEffect dropped */
base.gameObject.SetLayer(26, isSetChildren: true);
Bg.gameObject.SetActive(value: false);
FieldHideBg.gameObject.SetActive(value: false);
}
public IEnumerator FadeOut(bool isReset)
{
_isEndFadeOut = false;
Bg.gameObject.SetActive(value: true);
FieldHideBg.gameObject.SetActive(value: true);
FieldHideBg.alpha = 0f;
if (isReset)
{
TitleFailed.gameObject.SetActive(value: false);
TitleReset.gameObject.SetActive(value: true);
TitleReset.transform.localScale = Vector3.one * 10f;
TitleReset.alpha = 0f;
Bg.color = new Color32(0, 48, 16, 0);
}
else
{
TitleFailed.gameObject.SetActive(value: true);
TitleReset.gameObject.SetActive(value: false);
TitleFailed.transform.localScale = Vector3.one * 10f;
TitleFailed.alpha = 0f;
Bg.color = new Color32(0, 24, 48, 0);
}
MainPanel.alpha = 1f;
yield return new WaitForSeconds(0.1f);
if (isReset)
{
TweenAlpha.Begin(TitleReset.gameObject, 0.2f, 1f);
iTween.ScaleTo(TitleReset.gameObject, iTween.Hash("scale", Vector3.one, "time", 0.2f, "islocal", true, "easetype", iTween.EaseType.easeInQuad));
}
else
{
TweenAlpha.Begin(TitleFailed.gameObject, 0.2f, 1f);
iTween.ScaleTo(TitleFailed.gameObject, iTween.Hash("scale", Vector3.one, "time", 0.2f, "islocal", true, "easetype", iTween.EaseType.easeInQuad));
}
TweenAlpha.Begin(Bg.gameObject, 0.5f, 0.75f);
TweenAlpha.Begin(FieldHideBg.gameObject, 0.5f, 1f);
yield return new WaitForSeconds(0.2f);
TweenAlpha.Begin(ArcaneIn.gameObject, 0.5f, 1f);
TweenAlpha.Begin(ArcaneOut.gameObject, 0.5f, 1f);
iTween.ScaleTo(ArcaneIn.gameObject, iTween.Hash("scale", Vector3.one, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
iTween.ScaleTo(ArcaneOut.gameObject, iTween.Hash("scale", Vector3.one, "time", 2f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
if (isReset)
{
/* Pre-Phase-5b: Start CMN_RESULT_TITLE_3 dropped */
TitleReset.transform.localScale = Vector3.one;
iTween.ScaleTo(TitleReset.gameObject, iTween.Hash("scale", Vector3.one * 1.1f, "time", 2f, "islocal", true, "easetype", iTween.EaseType.linear));
}
else
{
/* Pre-Phase-5b: Start CMN_RESULT_TITLE_2 dropped */
TitleFailed.transform.localScale = Vector3.one;
iTween.ScaleTo(TitleFailed.gameObject, iTween.Hash("scale", Vector3.one * 1.1f, "time", 2f, "islocal", true, "easetype", iTween.EaseType.linear));
}
yield return new WaitForSeconds(2f);
_isEndFadeOut = true;
}
public IEnumerator FadeIn()
{
while (!_isEndFadeOut)
{
yield return null;
}
TweenAlpha.Begin(TitleFailed.gameObject, 0.15f, 0f);
TweenAlpha.Begin(TitleReset.gameObject, 0.15f, 0f);
TweenAlpha.Begin(ArcaneIn.gameObject, 0.15f, 0f);
TweenAlpha.Begin(ArcaneOut.gameObject, 0.15f, 0f);
yield return new WaitForSeconds(0.22500001f);
TweenAlpha.Begin(FieldHideBg.gameObject, 0.15f, 0f);
TweenAlpha.Begin(Bg.gameObject, 0.15f, 0f);
yield return new WaitForSeconds(0.15f);
Bg.alpha = 0f;
FieldHideBg.alpha = 0f;
TweenAlpha.Begin(FieldHideBg.gameObject, 0f, 0f);
TweenAlpha.Begin(Bg.gameObject, 0f, 0f);
Bg.gameObject.SetActive(value: false);
FieldHideBg.gameObject.SetActive(value: false);
}
}