Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Bingo/BingoDrawTask.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

109 lines
3.5 KiB
C#

using System.Collections.Generic;
using LitJson;
namespace Wizard.Bingo;
public class BingoDrawTask : BaseTask
{
public class BingoDrawTaskParam : BaseParam
{
}
public class BingoDrawTaskData
{
public bool IsSheetCompleted { get; private set; }
public bool IsSwitchNextSheet { get; private set; }
public List<int> HitSquareIdList { get; private set; }
public List<ReceivedReward> TreasureBoxReawrdList { get; private set; }
public List<ReceivedReward> LineRewardData { get; private set; }
public List<List<int>> CompletedLineConditionList { get; private set; }
public bool IsBingoLoginBonus { get; private set; }
public bool IsDisplayTweetDialog { get; private set; }
public BingoDrawTaskData(bool isSheetCompleted, bool isSwitchNextSheet, List<int> hitSquareIdList, List<ReceivedReward> treasureBoxReawrdList, List<ReceivedReward> lineRewardData, List<List<int>> completedLineConditionList, bool isBingoLoginBonus, bool isDisplayTweetDialog)
{
IsSheetCompleted = isSheetCompleted;
IsSwitchNextSheet = isSwitchNextSheet;
HitSquareIdList = hitSquareIdList;
TreasureBoxReawrdList = treasureBoxReawrdList;
LineRewardData = lineRewardData;
CompletedLineConditionList = completedLineConditionList;
IsBingoLoginBonus = isBingoLoginBonus;
IsDisplayTweetDialog = isDisplayTweetDialog;
}
}
public BingoDrawTaskData Result { get; private set; }
private static List<int> CompletedLine(JsonData squareJsonData)
{
List<int> list = new List<int>();
for (int i = 0; i < squareJsonData.Count; i++)
{
list.Add(squareJsonData[i].ToInt());
}
return list;
}
public BingoDrawTask()
{
base.type = ApiType.Type.BingoDraw;
}
protected override int Parse()
{
int num = base.Parse();
if (num != 1)
{
return num;
}
JsonData response = base.ResponseData["data"];
Result = ParseBingoDrawResult(response);
PlayerStaticData.UpdateHaveUserGoodsNumByJsonData(base.ResponseData["data"]["reward_list"]);
return num;
}
public static BingoDrawTaskData ParseBingoDrawResult(JsonData response, bool isBingoLoginBonus = false)
{
bool isSheetCompleted = response["is_sheet_completed"].ToInt() == 1;
bool isSwitchNextSheet = response["is_switch_next_sheet"].ToInt() == 1;
JsonData jsonData = response["hit_square_id_list"];
List<int> list = new List<int>();
for (int i = 0; i < jsonData.Count; i++)
{
int item = jsonData[i].ToInt();
list.Add(item);
}
JsonData jsonData2 = response["treasure_box_reward_list"];
List<ReceivedReward> list2 = new List<ReceivedReward>();
for (int j = 1; j < jsonData2.Count; j++)
{
ReceivedReward item2 = ReceivedReward.CreateFromBingoTreasureBoxReward(jsonData2[j]);
list2.Add(item2);
}
JsonData jsonData3 = response["line_reward_list"];
List<ReceivedReward> list3 = new List<ReceivedReward>();
for (int k = 1; k < jsonData3.Count; k++)
{
ReceivedReward item3 = ReceivedReward.CreateFromBingoLineReward(jsonData3[k]);
list3.Add(item3);
}
JsonData jsonData4 = response["completed_line_condition_list"];
List<List<int>> list4 = new List<List<int>>();
for (int l = 0; l < jsonData4.Count; l++)
{
List<int> item4 = CompletedLine(jsonData4[l]);
list4.Add(item4);
}
bool isDisplayTweetDialog = response["is_display_tweet_dialog"].ToBoolean();
return new BingoDrawTaskData(isSheetCompleted, isSwitchNextSheet, list, list2, list3, list4, isBingoLoginBonus, isDisplayTweetDialog);
}
}