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

178 lines
5.1 KiB
C#

using System.Collections.Generic;
using System.Text;
using System.Text.RegularExpressions;
using Cute;
using UnityEngine;
namespace Wizard;
public static class UIUtil
{
public static StringBuilder _tempStringBuilder = new StringBuilder(1024);
public static StringBuilder GetTempStringBuilder()
{
_tempStringBuilder.Length = 0;
return _tempStringBuilder;
}
public static void SetPositionY(Transform targetTransform, float y)
{
Vector2 vector = targetTransform.localPosition;
vector.y = y;
targetTransform.localPosition = vector;
}
public static void AddPositionY(Transform targetTransform, float addY)
{
Vector2 vector = targetTransform.localPosition;
vector.y += addY;
targetTransform.localPosition = vector;
}
public static void SetLocalPositionY(Transform targetTransform, float y)
{
Vector3 localPosition = targetTransform.localPosition;
localPosition.y = y;
targetTransform.localPosition = localPosition;
}
public static string GetFormatName(Format format)
{
return format switch
{
Format.Rotation => Data.SystemText.Get("Common_0154"),
Format.Unlimited => Data.SystemText.Get("Common_0155"),
Format.PreRotation => Data.SystemText.Get("Common_0163"),
Format.Sealed => Data.SystemText.Get("BattleName_Sealed"),
Format.Hof => Data.SystemText.Get("Colosseum_0108"),
Format.Crossover => Data.SystemText.Get("Common_0166"),
Format.MyRotation => Data.SystemText.Get("Common_0178"),
Format.Avatar => Data.SystemText.Get("HeroesBattle_0001"),
_ => string.Empty,
};
}
public static string GetShortClassName(CardBasePrm.ClanType clan)
{
switch (clan)
{
case CardBasePrm.ClanType.MIN:
return Data.SystemText.Get("Common_0170");
case CardBasePrm.ClanType.ROYAL:
return Data.SystemText.Get("Common_0171");
case CardBasePrm.ClanType.WITCH:
return Data.SystemText.Get("Common_0172");
case CardBasePrm.ClanType.DRAGON:
return Data.SystemText.Get("Common_0173");
case CardBasePrm.ClanType.NECRO:
return Data.SystemText.Get("Common_0174");
case CardBasePrm.ClanType.VAMPIRE:
return Data.SystemText.Get("Common_0175");
case CardBasePrm.ClanType.BISHOP:
return Data.SystemText.Get("Common_0176");
case CardBasePrm.ClanType.NEMESIS:
return Data.SystemText.Get("Common_0177");
default:
Debug.LogError($"unsupported clan type : {clan}");
return string.Empty;
}
}
public static string GetMyRotationDefaultDeckClassName(CardBasePrm.ClanType clan)
{
switch (clan)
{
case CardBasePrm.ClanType.MIN:
return Data.SystemText.Get("Common_0179");
case CardBasePrm.ClanType.ROYAL:
return Data.SystemText.Get("Common_0180");
case CardBasePrm.ClanType.WITCH:
return Data.SystemText.Get("Common_0181");
case CardBasePrm.ClanType.DRAGON:
return Data.SystemText.Get("Common_0182");
case CardBasePrm.ClanType.NECRO:
return Data.SystemText.Get("Common_0183");
case CardBasePrm.ClanType.VAMPIRE:
return Data.SystemText.Get("Common_0184");
case CardBasePrm.ClanType.BISHOP:
return Data.SystemText.Get("Common_0185");
case CardBasePrm.ClanType.NEMESIS:
return Data.SystemText.Get("Common_0186");
default:
Debug.LogError($"unsupported clan type : {clan}");
return string.Empty;
}
}
public static bool IsValidIdDigits(string idString, int numOfDigits)
{
if (idString.Length != numOfDigits)
{
return false;
}
if (!int.TryParse(idString, out var result))
{
return false;
}
return result >= 0;
}
public static string CreateListText(IList<string> list, string separator, string header = null, string footer = null)
{
StringBuilder tempStringBuilder = GetTempStringBuilder();
if (header != null)
{
tempStringBuilder.Append(header);
}
if (list.Count > 0)
{
tempStringBuilder.Append(list[0]);
for (int i = 1; i < list.Count; i++)
{
tempStringBuilder.Append(separator);
tempStringBuilder.Append(list[i]);
}
}
if (footer != null)
{
tempStringBuilder.Append(footer);
}
return tempStringBuilder.ToString();
}
public static void AdjustClassInfoPartsSize(ClassInfoParts classInfoParts, FlexibleGrid grid, int widthMax)
{
grid.Reposition();
Bounds bounds = NGUIMath.CalculateRelativeWidgetBounds(grid.transform, considerInactive: false);
while (bounds.size.x > (float)widthMax)
{
int num = classInfoParts.ClassNameLabel.fontSize - 1;
if (num <= 0)
{
Debug.LogError("invalid font size");
break;
}
classInfoParts.ClassNameLabel.fontSize = num;
if (classInfoParts.SubClassNameLabel != null)
{
classInfoParts.SubClassNameLabel.fontSize = num;
}
grid.Reposition();
bounds = NGUIMath.CalculateRelativeWidgetBounds(grid.transform, considerInactive: false);
}
UIManager.GetInstance().StartCoroutine(grid.RepositionNextFrame());
}
public static string ExtractStringAlphabet(string str)
{
return Regex.Replace(str, "[^a-zA-z]", string.Empty);
}
public static int ExtractStringNumber(string str)
{
return int.Parse(Regex.Replace(str, "[^0-9]", string.Empty));
}
}