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

213 lines
7.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard.Scripts.Network.Data.TaskData.Arena;
namespace Wizard;
public class SelectSkinCardPlate : MonoBehaviour
{
private readonly Quaternion CARDOBJECT_ROTATION_QUATERNION = new Quaternion(0f, 0f, 0f, 0f);
[SerializeField]
private GameObject _objCardRoot;
[SerializeField]
private UILabel _labelAcquiredOnCard;
[SerializeField]
private UILabel _labelCardName;
[SerializeField]
private UILabel _labelCardPossessionNum;
[SerializeField]
private UILabel _labelCardPossessionNumNormal;
[SerializeField]
private UILabel _labelCardPossessionNumPremium;
[SerializeField]
private UIToggle _toggleSelect;
[SerializeField]
private UILabel _labelToggle;
[SerializeField]
private UILabel _labelDescription;
[SerializeField]
private UILabel _labelAcquired;
[SerializeField]
private UIButton _buttonAcquire;
private GameObject _cardObject;
private SelectSkinCardInfo _skinCardInfo;
private bool _isFirstToggleChange = true;
private bool _isSetValue;
public void SetData(SelectSkinCardInfo skinCardInfo, Action<int, bool, SelectSkinCardPlate> onClickSelectToggle, Dictionary<int, bool> selectCardStateDict, GameObject cardObject, GameObject evacuationParent, Action<int, bool> onClickAcquireButton)
{
_skinCardInfo = skinCardInfo;
_labelCardName.text = UserGoods.getUserGoodsName(UserGoods.Type.Card, _skinCardInfo.CardId);
DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
int possessionCardNum = dataMgr.GetPossessionCardNum(_skinCardInfo.CardId, isIncludingSpotCard: false);
int spotCardNum = dataMgr.SpotCardData.GetSpotCardNum(_skinCardInfo.CardId);
_labelCardPossessionNumNormal.text = possessionCardNum + ((spotCardNum > 0) ? $"[fcd24a]+{spotCardNum}[-]" : string.Empty);
int cardId = _skinCardInfo.CardId + 1;
int possessionCardNum2 = dataMgr.GetPossessionCardNum(cardId, isIncludingSpotCard: false);
_labelCardPossessionNumPremium.text = possessionCardNum2.ToString();
int num = possessionCardNum + possessionCardNum2 + spotCardNum;
_labelCardPossessionNum.text = num.ToString();
SetLabel(skinCardInfo);
SetCardObject(cardObject, evacuationParent);
if (onClickAcquireButton != null)
{
_buttonAcquire.gameObject.SetActive(value: true);
_buttonAcquire.onClick.Clear();
_buttonAcquire.onClick.Add(new EventDelegate(delegate
{
onClickAcquireButton(_skinCardInfo.CardId, _skinCardInfo.HasSkin);
}));
_toggleSelect.gameObject.SetActive(value: false);
_labelToggle.gameObject.SetActive(value: false);
_labelAcquiredOnCard.gameObject.SetActive(value: false);
return;
}
UIManager.SetObjectToGrey(_toggleSelect.gameObject, !_skinCardInfo.HasSkin);
UIManager.SetObjectToGrey(_labelToggle.gameObject, !_skinCardInfo.HasSkin);
if (!_toggleSelect.value)
{
_toggleSelect.activeSprite.alpha = 0f;
}
_toggleSelect.onChange.Clear();
_toggleSelect.onChange.Add(new EventDelegate(delegate
{
if (!_isFirstToggleChange)
{
onClickSelectToggle(_skinCardInfo.CardId, !_toggleSelect.value, this);
}
_isFirstToggleChange = false;
}));
SetSelectStatus(selectCardStateDict, isOnClickToggle: false);
if (_buttonAcquire != null)
{
_buttonAcquire.gameObject.SetActive(value: false);
}
}
private void SetLabel(SelectSkinCardInfo skinCardInfo)
{
_labelDescription.text = GetRewardListText(skinCardInfo);
_labelAcquired.gameObject.SetActive(skinCardInfo.HasSkin);
_labelAcquired.text = Data.SystemText.Get("Shop_0166");
}
private static string GetRewardListText(SelectSkinCardInfo skinCardInfo)
{
List<string> list = skinCardInfo.RewardList.Select((Wizard.Scripts.Network.Data.TaskData.Arena.Reward reward) => reward.UserGoodsData).OrderBy(GachaUtil.GetRewardListSortIndex).Select(GachaUtil.GetRewardListGoodsTypeName)
.Distinct()
.ToList();
if (list.Count == 0)
{
Debug.LogError($"reward is not set : {skinCardInfo.CardId} {UserGoods.getUserGoodsName(UserGoods.Type.Card, skinCardInfo.CardId)}");
return string.Empty;
}
return UIUtil.CreateListText(list, Data.SystemText.Get("Shop_0226"), Data.SystemText.Get("Shop_0234"));
}
public void SetSelectStatus(Dictionary<int, bool> selectCardStateDict, bool isOnClickToggle)
{
if (!_isSetValue)
{
_isSetValue = true;
_toggleSelect.value = !selectCardStateDict[_skinCardInfo.CardId];
if (isOnClickToggle)
{
}
if (_cardObject != null)
{
SetObjectToGreyEnableCollider(_cardObject, !selectCardStateDict[_skinCardInfo.CardId]);
_labelAcquiredOnCard.gameObject.SetActive(!selectCardStateDict[_skinCardInfo.CardId]);
}
_isSetValue = false;
}
}
private void SetCardObject(GameObject cardObject, GameObject evacuationParent)
{
if (_cardObject != null)
{
_cardObject.SetActive(value: false);
_cardObject.transform.parent = evacuationParent.transform;
}
cardObject.transform.parent = _objCardRoot.transform;
cardObject.transform.localPosition = Vector3.zero;
cardObject.transform.rotation = CARDOBJECT_ROTATION_QUATERNION;
cardObject.SetActive(value: true);
_cardObject = cardObject;
}
private void SetObjectToGreyEnableCollider(GameObject o, bool b)
{
Color color = (b ? LabelDefine.TEXT_COLOR_BUTTON_DISABLE : LabelDefine.TEXT_COLOR_BUTTON_ENABLE);
Color color2 = (b ? LabelDefine.TEXT_COLOR_BUTTON_DISABLE : ((Color32)Color.white));
string text = "_grey";
if (b)
{
if (!o.name.Contains(text))
{
o.name += text;
}
}
else
{
o.name = o.name.Replace(text, "");
}
UISprite[] components = o.GetComponents<UISprite>();
for (int i = 0; i < components.Length; i++)
{
components[i].color = color2;
}
UITexture[] componentsInChildren = o.GetComponentsInChildren<UITexture>(includeInactive: true);
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].color = color2;
}
components = o.GetComponentsInChildren<UISprite>(includeInactive: true);
for (int i = 0; i < components.Length; i++)
{
components[i].color = color2;
}
UIWidget[] componentsInChildren2 = o.GetComponentsInChildren<UIWidget>(includeInactive: true);
for (int i = 0; i < componentsInChildren2.Length; i++)
{
componentsInChildren2[i].color = color2;
}
UIButton[] componentsInChildren3 = o.GetComponentsInChildren<UIButton>(includeInactive: true);
foreach (UIButton obj in componentsInChildren3)
{
obj.defaultColor = color2;
obj.disabledColor = color2;
}
UILabel[] componentsInChildren4 = o.GetComponentsInChildren<UILabel>(includeInactive: true);
for (int i = 0; i < componentsInChildren4.Length; i++)
{
componentsInChildren4[i].color = color;
}
TweenColor[] componentsInChildren5 = o.GetComponentsInChildren<TweenColor>(includeInactive: true);
foreach (TweenColor obj2 in componentsInChildren5)
{
obj2.from = color2;
obj2.to = color2;
}
}
}