Files
SVSimServer/SVSim.BattleEngine/Engine/MissionInfoDetail.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

137 lines
4.4 KiB
C#

using System.Collections.Generic;
using LitJson;
using Wizard;
public class MissionInfoDetail
{
public enum eMissionReceiveType
{
normal,
solo
}
public List<UserMission> user_mission_list;
public List<UserAchievement> user_achievement_list;
public List<ReceivedReward> total_reward_list;
public bool _isChangeMission;
public long _canChangeMissionTime;
public BattlePassMonthlyMission BattlePassMonthlyMissionData { get; private set; }
public eMissionReceiveType _missionReceiveType { get; private set; }
public bool CanChangeReceiveType { get; private set; }
public long WaitTimeCanChangeReceiveType { get; private set; }
public MissionInfoDetail()
{
user_mission_list = new List<UserMission>();
user_achievement_list = new List<UserAchievement>();
total_reward_list = new List<ReceivedReward>();
}
public MissionInfoDetail(JsonData data)
: this()
{
_isChangeMission = data["is_change_mission"].ToBoolean();
if (!_isChangeMission)
{
_canChangeMissionTime = data["can_change_mission_time"].ToLong();
}
ReadMissionList(data["user_mission_list"]);
ReadAchievementList(data["user_achievement_list"]);
ReadBattlePassMonthlyMission(data);
switch (data["mission_receive_type"].ToInt())
{
case 0:
_missionReceiveType = eMissionReceiveType.normal;
break;
case 1:
_missionReceiveType = eMissionReceiveType.solo;
break;
}
CanChangeReceiveType = data["is_change_receive_type"].ToBoolean();
if (!CanChangeReceiveType)
{
WaitTimeCanChangeReceiveType = data["can_change_receive_type_time"].ToLong();
}
if (data.Keys.Contains("total_receive_count_list"))
{
ReadRewardList(data["total_receive_count_list"]);
}
}
private void ReadMissionList(JsonData userMissionList)
{
for (int i = 0; i < userMissionList.Count; i++)
{
JsonData jsonData = userMissionList[i];
UserMission userMission = new UserMission();
userMission.id = (int)jsonData["id"];
userMission.mission_id = (int)jsonData["mission_id"];
userMission.mission_status = (int)jsonData["mission_status"];
userMission.total_count = (int)jsonData["total_count"];
userMission.mission_name = (string)jsonData["mission_name"];
userMission.display_order = (int)jsonData["display_order"];
userMission.require_number = (int)jsonData["require_number"];
userMission.reward_type = (int)jsonData["reward_type"];
userMission.RewardUserGoodsId = jsonData["reward_detail_id"].ToLong();
userMission.reward_number = (int)jsonData["reward_number"];
userMission.start_time = jsonData["start_time"].ToLong();
userMission.default_flag = jsonData["default_flag"].ToBoolean();
userMission.lot_type = jsonData["lot_type"].ToInt();
user_mission_list.Add(userMission);
if (jsonData.Keys.Contains("end_time"))
{
userMission.end_time = jsonData["end_time"].ToLong();
}
}
}
private void ReadAchievementList(JsonData userAchievementList)
{
for (int i = 0; i < userAchievementList.Count; i++)
{
JsonData jsonData = userAchievementList[i];
UserAchievement userAchievement = new UserAchievement();
userAchievement.achievement_type = jsonData["achievement_type"].ToInt();
userAchievement.achievement_status = jsonData["achievement_status"].ToInt();
userAchievement.level = jsonData["level"].ToInt();
userAchievement._maxLevel = jsonData["max_level"].ToInt();
userAchievement.total_count = jsonData["total_count"].ToInt();
userAchievement.achievement_name = jsonData["achievement_name"].ToString();
userAchievement.require_number = jsonData["require_number"].ToInt();
userAchievement.reward_type = jsonData["reward_type"].ToInt();
userAchievement.RewardUserGoodsId = jsonData["reward_detail_id"].ToLong();
userAchievement.reward_number = jsonData["reward_number"].ToInt();
user_achievement_list.Add(userAchievement);
}
}
private void ReadBattlePassMonthlyMission(JsonData jsonData)
{
BattlePassMonthlyMissionData = null;
if (jsonData.Keys.Contains("battle_pass_monthly_mission"))
{
BattlePassMonthlyMissionData = new BattlePassMonthlyMission(jsonData["battle_pass_monthly_mission"]);
}
}
private void ReadRewardList(JsonData rewardList)
{
if (rewardList != null)
{
for (int i = 0; i < rewardList.Count; i++)
{
ReceivedReward item = new ReceivedReward(rewardList[i]);
total_reward_list.Add(item);
}
}
}
}