Files
SVSimServer/SVSim.BattleEngine/Engine/AchievedInfo.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
3.7 KiB
C#

using System.Collections.Generic;
using LitJson;
using Wizard;
using Wizard.Lottery;
public class AchievedInfo
{
public List<UserMission> _missions;
public List<UserAchievement> _achievements;
public List<ReceivedReward> _rewards;
public List<ReceivedReward> _victoryRewards;
public LotteryApplyData _lotteryData = LotteryApplyData.EmptyData();
public AchievedInfo()
{
_missions = new List<UserMission>();
_achievements = new List<UserAchievement>();
_rewards = new List<ReceivedReward>();
_victoryRewards = new List<ReceivedReward>();
}
public AchievedInfo(JsonData data)
: this()
{
Read(data);
}
public void Read(JsonData data)
{
if (data.Count == 0)
{
return;
}
if (data.Keys.Contains("achieved_mission_list"))
{
JsonData jsonData = data["achieved_mission_list"];
if (jsonData != null)
{
for (int i = 0; i < jsonData.Count; i++)
{
_missions.Add(UserMission.CreateAchievedMission(jsonData[i]));
}
}
}
if (data.Keys.Contains("achieved_achievement_list"))
{
JsonData jsonData2 = data["achieved_achievement_list"];
if (jsonData2 != null)
{
for (int j = 0; j < jsonData2.Count; j++)
{
UserAchievement userAchievement = UserAchievement.CreateCompletedAchievement(jsonData2[j]);
if (!string.IsNullOrEmpty(userAchievement.OsId))
{
AchievementImpl.instance.ReleaseAchievement(userAchievement.OsId);
}
_achievements.Add(userAchievement);
}
}
}
if (data.Keys.Contains("grand_master_reward_list"))
{
JsonData jsonData3 = data["grand_master_reward_list"];
if (jsonData3 != null)
{
for (int k = 0; k < jsonData3.Count; k++)
{
_rewards.Add(ReceivedReward.CreateFromBattleResultGrandMaster(jsonData3[k]));
}
}
}
if (data.Keys.Contains("achieved_mission_reward_list"))
{
JsonData jsonData4 = data["achieved_mission_reward_list"];
if (jsonData4 != null)
{
for (int l = 0; l < jsonData4.Count; l++)
{
_rewards.Add(ReceivedReward.CreateFromBattleResult(jsonData4[l]));
}
}
}
if (data.Keys.Contains("win_reward_list"))
{
JsonData jsonData5 = data["win_reward_list"];
if (jsonData5 != null)
{
for (int m = 0; m < jsonData5.Count; m++)
{
_victoryRewards.Add(ReceivedReward.CreateVictoryReward(jsonData5[m]));
}
}
}
if (data.Keys.Contains("achieved_beginner_mission_reward_list"))
{
JsonData jsonData6 = data["achieved_beginner_mission_reward_list"];
if (jsonData6 != null)
{
for (int n = 0; n < jsonData6.Count; n++)
{
_rewards.Add(ReceivedReward.CreateFromBeginnerMissionReward(jsonData6[n]));
}
}
}
if (data.Keys.Contains("achieved_beginner_mission_list"))
{
JsonData jsonData7 = data["achieved_beginner_mission_list"];
if (jsonData7 != null)
{
for (int num = 0; num < jsonData7.Count; num++)
{
_missions.Add(UserMission.CreateAchievedMission(jsonData7[num]));
}
}
}
if (data.Keys.Contains("battle_pass_reward_list"))
{
JsonData jsonData8 = data["battle_pass_reward_list"];
if (jsonData8 != null)
{
for (int num2 = 0; num2 < jsonData8.Count; num2++)
{
_rewards.Add(ReceivedReward.CreateFromBattlePassReward(jsonData8[num2]));
}
}
}
if (data.Keys.Contains("battle_pass_message_list"))
{
JsonData jsonData9 = data["battle_pass_message_list"];
if (jsonData9 != null)
{
for (int num3 = 0; num3 < jsonData9.Count; num3++)
{
_missions.Add(UserMission.CreateAchievedMission(jsonData9[num3]));
}
}
}
_lotteryData = LotteryApplyData.Parse(data);
}
}