Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Player.Emotion/PlayerEmotion.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

326 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.Battle.Player.ClassCharacter;
using Wizard.Battle.Resource;
using Wizard.Battle.Touch;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Player.Emotion;
public class PlayerEmotion : EmotionBase, IPlayerEmotion, IEmotion
{
private class WaitFlagChangeVfx : VfxBase
{
private readonly Func<bool> _isEnd;
public override bool IsEnd
{
get
{
return _isEnd();
}
protected set
{
}
}
public WaitFlagChangeVfx(Func<bool> isEnd)
{
_isEnd = isEnd;
}
}
private static readonly string[] FOCUS_ICON_NAMES = new string[7] { "battle_btn_emote_greet_on", "battle_btn_emote_thank_on", "battle_btn_emote_apology_on", "battle_btn_emote_praise_on", "battle_btn_emote_surprise_on", "battle_btn_emote_confuse_on", "battle_btn_emote_provocation_on" };
private static readonly string[] UNFOCUS_ICON_NAMES = new string[7] { "battle_btn_emote_greet_off", "battle_btn_emote_thank_off", "battle_btn_emote_apology_off", "battle_btn_emote_praise_off", "battle_btn_emote_surprise_off", "battle_btn_emote_confuse_off", "battle_btn_emote_provocation_off" };
private int _playCount;
private readonly IBattleResourceMgr _resourceMgr;
private GameObject[] _iconObjects;
private GameObject _currentFocusIconObject;
private bool _isIconShowReserve;
private bool _isActiveHideTween;
private bool _debugLogLimitter;
public IEnumerable<GameObject> IconObjects => _iconObjects;
public PlayerEmotion(string emotionId, IClassCharacter classCharacter, IBattleResourceMgr resourceMgr)
: base(emotionId, classCharacter)
{
_resourceMgr = resourceMgr;
}
public VfxBase LoadResource()
{
if (_iconObjects != null)
{
return InstantVfx.Create(UnfocusAllIcons);
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(_resourceMgr.LoadShardObject("UI/Battle/EmotionIcon", isAddUIContainer: false));
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
GameObject sharedObject = _resourceMgr.GetSharedObject("UI/Battle/EmotionIcon");
List<GameObject> list = new List<GameObject>();
_iconObjects = new GameObject[7];
for (int i = 0; i < 7; i++)
{
GameObject gameObject = UnityEngine.Object.Instantiate(sharedObject);
gameObject.SetActive(value: true);
gameObject.transform.parent = _classCharacter.GameObject.transform;
gameObject.transform.localScale = new Vector3(1.5f, 1.5f, 1f);
float f = (float)Math.PI * (1f - (float)i / 6f);
float x = Mathf.Cos(f) * 240f;
float y = Mathf.Sin(f) * 240f;
gameObject.transform.localPosition = new Vector3(x, y, -35f);
_iconObjects[i] = gameObject;
list.Add(gameObject.transform.Find("Icon").gameObject);
SetIconFocus(_iconObjects[i], focus: false);
}
UIManager.GetInstance().AttachAtlas(list);
}));
return sequentialVfxPlayer;
}
public VfxBase ShowButtons()
{
if (_iconObjects == null || _iconObjects[0].activeSelf)
{
return NullVfx.GetInstance();
}
_isIconShowReserve = true;
return InstantVfx.Create(delegate
{
if (_isIconShowReserve)
{
for (int i = 0; i < _iconObjects.Length; i++)
{
TweenAlpha.Begin(_iconObjects[i], 0f, 1f);
_iconObjects[i].SetActive(value: true);
}
}
_isIconShowReserve = false;
});
}
public VfxBase HideButtons()
{
return SequentialVfxPlayer.Create(new WaitFlagChangeVfx(() => !_isIconShowReserve), InstantVfx.Create(delegate
{
if (_iconObjects != null)
{
for (int i = 0; i < _iconObjects.Length; i++)
{
_iconObjects[i].SetActive(value: false);
}
}
_isActiveHideTween = false;
}));
}
public VfxBase HideButtons(GameObject iconObject)
{
return SequentialVfxPlayer.Create(new WaitFlagChangeVfx(() => !_isIconShowReserve), InstantVfx.Create(delegate
{
if (_iconObjects != null)
{
for (int i = 0; i < _iconObjects.Length; i++)
{
if (iconObject != _iconObjects[i])
{
_iconObjects[i].SetActive(value: false);
}
}
}
}), InstantVfx.Create(delegate
{
_isActiveHideTween = true;
TweenAlpha tweenAlpha = TweenAlpha.Begin(iconObject, 0.3f, 0f);
tweenAlpha.delay = 1.2f;
tweenAlpha.onFinished.Clear();
tweenAlpha.onFinished.Add(new EventDelegate(delegate
{
iconObject.SetActive(value: false);
_isActiveHideTween = false;
}));
}));
}
public void CancelShowButtons()
{
_isIconShowReserve = false;
}
public void AddPlayCount()
{
_playCount++;
}
public void ResetPlayCount()
{
_playCount = 0;
}
public void FocusIcon(GameObject go)
{
if (!(go == _currentFocusIconObject))
{
_currentFocusIconObject = go;
UnfocusAllIcons();
SetIconFocus(go, focus: true);
}
}
private void SetIconFocus(GameObject focusIconObject, bool focus)
{
if (!(focusIconObject == null))
{
string[] array = (focus ? FOCUS_ICON_NAMES : UNFOCUS_ICON_NAMES);
int iconIndex = GetIconIndex(focusIconObject);
focusIconObject.transform.Find("Icon").GetComponent<UISprite>().spriteName = array[iconIndex];
focusIconObject.layer = 12;
}
}
public void UnfocusAllIcons()
{
if (_iconObjects != null)
{
for (int i = 0; i < 7; i++)
{
SetIconFocus(_iconObjects[i], focus: false);
}
}
}
public VfxBase PlayEmotionFromIconObject(GameObject iconObject)
{
if (++_playCount > 3)
{
/* Pre-Phase-5b: PlayerBattleView.ShowAlert UI-only */
return NullVfx.GetInstance();
}
ClassCharaPrm.EmotionType emoteType = IndexToEmotionType(GetIconIndex(iconObject));
return PlayEmotion(emoteType, 1.5f);
}
public string GetVoiceTextFromIconObject(GameObject iconObject)
{
ClassCharaPrm.EmotionType key = IndexToEmotionType(GetIconIndex(iconObject));
Dictionary<ClassCharaPrm.EmotionType, Wizard.Emotion> emotionDataBySkinId = new(); // Pre-Phase-5b: emotion data headless-empty
if (emotionDataBySkinId.ContainsKey(key))
{
return emotionDataBySkinId[key].GetText(IsSkinEvolved());
}
return string.Empty;
}
private int GetIconIndex(GameObject iconObject)
{
for (int i = 0; i < _iconObjects.Length; i++)
{
if (_iconObjects[i] == iconObject)
{
return i;
}
}
return -1;
}
public static ClassCharaPrm.EmotionType IndexToEmotionType(int index)
{
return index switch
{
0 => ClassCharaPrm.EmotionType.GREET,
1 => ClassCharaPrm.EmotionType.THANK,
2 => ClassCharaPrm.EmotionType.APOLOGY,
3 => ClassCharaPrm.EmotionType.PRAISE,
4 => ClassCharaPrm.EmotionType.SURPRISE,
5 => ClassCharaPrm.EmotionType.CONFUSE,
6 => ClassCharaPrm.EmotionType.PROVOCATION,
_ => ClassCharaPrm.EmotionType.GREET,
};
}
public bool IsContainsEmotionType(ClassCharaPrm.EmotionType type)
{
return new Dictionary<ClassCharaPrm.EmotionType, Wizard.Emotion>() // Pre-Phase-5b: emotion data headless-empty
.ContainsKey(type);
}
public void DebugLogNotHiddenEmoteButton(TouchControl touchControl, VfxMgr emotionVfxMgr, SequentialVfxPlayer currentVfx)
{
if (_iconObjects == null || _iconObjects.Length == 0)
{
if (!_debugLogLimitter)
{
LocalLog.AccumulateTraceLog("#722006(0)");
_debugLogLimitter = true;
}
}
else
{
if (touchControl != null && touchControl.HasTouchProcessor && touchControl._touchProcessor is EmotionTouchProcessor)
{
return;
}
List<VfxBase> vfxList = emotionVfxMgr.GetVfxList<ParallelVfxPlayer>();
for (int i = 0; i < vfxList.Count; i++)
{
List<VfxBase> vfxList2 = (vfxList[i] as ParallelVfxPlayer).GetVfxList();
for (int j = 0; j < vfxList2.Count; j++)
{
if (!(vfxList2[j] is SequentialVfxPlayer))
{
continue;
}
SequentialVfxPlayer sequentialVfxPlayer = vfxList2[j] as SequentialVfxPlayer;
if (sequentialVfxPlayer == currentVfx || sequentialVfxPlayer.IsEnd)
{
continue;
}
}
}
if (_isActiveHideTween)
{
return;
}
bool flag = false;
for (int l = 0; l < _iconObjects.Length; l++)
{
if (_iconObjects[l].activeSelf)
{
flag = true;
break;
}
}
if (flag)
{
if (!_debugLogLimitter)
{
if (_isIconShowReserve)
{
LocalLog.AccumulateTraceLog("#722006(1)");
}
else
{
LocalLog.AccumulateTraceLog("#722006(2)");
}
_debugLogLimitter = true;
}
}
else
{
_debugLogLimitter = false;
}
}
}
}