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

144 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
namespace Wizard;
public class QuestPointConfirmDialog : MonoBehaviour
{
[SerializeField]
private SimpleScrollViewUI _questPointScrollView;
[SerializeField]
private UILabel _pointTitleLabel;
[SerializeField]
private UILabel _pointLabel;
[SerializeField]
private UILabel _pointCompletedLabel;
[SerializeField]
private GameObject _pointAmountGaugeRoot;
[SerializeField]
private UIGauge _pointAmountGauge;
[SerializeField]
private UIButton _receiveButton;
[SerializeField]
private ResourceHandler _resourceHandler;
private Action<int> _updateRewardRecieveNumber;
private List<QuestRewardInfo> _rewardInfoList;
private int UnreceiveRewardCount => _rewardInfoList.Count((QuestRewardInfo d) => d.Status == QuestRewardInfo.QuestRewardStatusList.NotReceived);
public void CreateQuestConfirmDialog(Action<int> updateRewardRecieveNumber)
{
_updateRewardRecieveNumber = updateRewardRecieveNumber;
RequestQuestPointInfoTask();
}
public void OnCloseQuestConfirmnDialog()
{
_resourceHandler.UnloadAll();
}
private void RequestQuestPointInfoTask()
{
QuestPointInfoTask task = new QuestPointInfoTask();
StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
_rewardInfoList = task.RewardInfoList;
_questPointScrollView.CreateScrollView(_rewardInfoList.Count, InitializePlate);
SetPointCollectionPeriod(task.StartTime, task.EndTime);
SetPoint(task.TotalPoint, task.MaxPoint);
SetReceiveAllButton();
_updateRewardRecieveNumber.Call(UnreceiveRewardCount);
}));
}
private void SetPointCollectionPeriod(DateTime start, DateTime end)
{
_pointTitleLabel.text = Data.SystemText.Get("Quest_0008", ConvertTime.ToLocal(start, end));
_pointTitleLabel.gameObject.SetActive(value: true);
}
private void SetPoint(int totalPoint, int maxPoint)
{
bool flag = totalPoint >= maxPoint;
_pointCompletedLabel.gameObject.SetActive(flag);
_pointLabel.gameObject.SetActive(!flag);
if (!flag)
{
_pointLabel.text = Data.SystemText.Get("Quest_0010", totalPoint.ToString(), maxPoint.ToString());
}
_pointAmountGaugeRoot.gameObject.SetActive(value: true);
if (totalPoint != 0 && maxPoint != 0)
{
float num = (float)totalPoint / (float)maxPoint;
if (num > 1f)
{
num = 1f;
}
_pointAmountGauge.Value = num;
}
else
{
_pointAmountGauge.Value = 0f;
}
}
private void SetReceiveAllButton()
{
_receiveButton.gameObject.SetActive(value: true);
UIManager.SetObjectToGrey(_receiveButton.gameObject, UnreceiveRewardCount == 0);
_receiveButton.onClick.Clear();
_receiveButton.onClick.Add(new EventDelegate(delegate
{
ReceiveAllPointRewards();
}));
}
private void InitializePlate(int index, GameObject plate)
{
if (index < _rewardInfoList.Count)
{
SetRewardItem(plate, _rewardInfoList[index]);
}
}
private void SetRewardItem(GameObject item, QuestRewardInfo reward)
{
AchievementWindowBase component = item.GetComponent<AchievementWindowBase>();
switch (reward.Status)
{
case QuestRewardInfo.QuestRewardStatusList.NotAcheived:
component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointRunning, _resourceHandler, RequestQuestPointInfoTask);
break;
case QuestRewardInfo.QuestRewardStatusList.NotReceived:
component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointClear, _resourceHandler, RequestQuestPointInfoTask);
break;
case QuestRewardInfo.QuestRewardStatusList.Received:
component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointReceived, _resourceHandler, RequestQuestPointInfoTask);
break;
}
}
private void ReceiveAllPointRewards()
{
QuestRewardReceiveAllTask task = new QuestRewardReceiveAllTask();
StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
DialogCreator.CreateRewardReceiveDialog(task.ReceiveRewardList);
RequestQuestPointInfoTask();
}));
}
}