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

85 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class StarterClassSelectDialog : MonoBehaviour
{
[SerializeField]
public GameObject StarterPurchaseConfirmationDialog;
[SerializeField]
private List<GameObject> _class;
private List<UISprite> _classSprites;
private int _selectedClassId = -1;
[SerializeField]
private GameObject _selectFrame;
[SerializeField]
private UITexture _logoTexture;
public void Init(DialogBase inDialog, PackConfig packConfig, PackChildGachaInfo info, int localSelectedClassId, Action<PackConfig, PackChildGachaInfo, int, int[], CardBasePrm.ClanType, int?> onPurchase, Action<int> onPushOk)
{
inDialog.SetSize(DialogBase.Size.M);
inDialog.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
inDialog.SetTitleLabel(Data.SystemText.Get("Shop_0239"));
inDialog.onPushButton1 = delegate
{
PackSetRotationStarterClassTask packSetRotationStarterClassTask = new PackSetRotationStarterClassTask();
packSetRotationStarterClassTask.SetParameter(packConfig.PackId, _selectedClassId);
StartCoroutine(Toolbox.NetworkManager.Connect(packSetRotationStarterClassTask, delegate
{
onPushOk.Call(_selectedClassId);
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
GameObject gameObject = UnityEngine.Object.Instantiate(StarterPurchaseConfirmationDialog);
dialogBase.SetObj(gameObject);
gameObject.GetComponent<StarterPurchaseConfirmationDialog>().Init(dialogBase, _selectedClassId, packConfig, info, onPurchase);
}));
};
_logoTexture.mainTexture = Toolbox.ResourcesManager.LoadObject(packConfig.GetPackTitleLogoTexturePath(isFetch: true)) as Texture;
UIManager.GetInstance().AttachAtlas(_class);
_classSprites = new List<UISprite>();
for (int num = 0; num < _class.Count; num++)
{
_classSprites.Add(_class[num].GetComponent<UISprite>());
SetEventOnClickBtn(_class[num], num + 1);
}
int classId = ((localSelectedClassId == 10) ? packConfig.SelectedClassId : localSelectedClassId);
SelectClass(classId, playSE: false);
}
private void SetEventOnClickBtn(GameObject btn, int index)
{
UIEventListener.Get(btn).onClick = delegate
{
SelectClass(index);
};
}
private void SelectClass(int classId, bool playSE = true)
{
if (classId < 9 && classId >= 1)
{
if (playSE)
{
}
if (classId != _selectedClassId)
{
_selectedClassId = classId;
SetSelectedFrame(_classSprites[classId - 1].gameObject);
}
}
}
private void SetSelectedFrame(GameObject selectedClass)
{
_selectFrame.transform.localPosition = selectedClass.transform.localPosition;
}
}