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

227 lines
6.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class CardSelectDialog : MonoBehaviour
{
[SerializeField]
private UILabel _instructionLabel;
[SerializeField]
private UIGrid _objectsGrid;
[SerializeField]
private CardSelectDialogObject _objectOriginal;
[SerializeField]
private GameObject _pageChangeButtonsRoot;
[SerializeField]
private UIButton _previousPageButton;
[SerializeField]
private UIButton _nextPageButton;
[SerializeField]
private UIEventListener _dragCollider;
[SerializeField]
private GameObject _paginationDotsRoot;
[SerializeField]
private PaginationDots _paginationDotsPrefab;
[SerializeField]
private GameObject _cardDetailRoot;
private int _activePageNo = 1;
private int _pageNum;
private List<string> _unloadAssetList = new List<string>();
private CardSelectDialogObject[] _dialogObjectList;
private List<UIBase_CardManager.CardObjData> _cardObjectList;
private PaginationDots _paginationDots;
private CardDetailUI _cardDetailDialog;
private bool _isLoopPage;
private bool _isDrag;
public bool IsReady { get; private set; }
public void Init(List<int> cardList, Action<int> selectCallback, string instructionText)
{
_instructionLabel.text = instructionText;
StartCoroutine(InitCoroutine(cardList, selectCallback));
}
private IEnumerator InitCoroutine(List<int> cardList, Action<int> selectCallback)
{
_pageChangeButtonsRoot.SetActive(value: false);
yield return StartCoroutine(CreateCardObjectCoroutine(cardList));
CreateDialogObject(selectCallback);
CreateCardDetailDialog();
_pageNum = (cardList.Count - 1) / 3 + 1;
bool flag = _pageNum > 1;
_pageChangeButtonsRoot.SetActive(flag);
_dragCollider.gameObject.SetActive(flag);
_paginationDotsRoot.SetActive(flag);
if (flag)
{
UIEventListener.Get(_previousPageButton.gameObject).onClick = delegate
{
PreviousPage();
};
UIEventListener.Get(_nextPageButton.gameObject).onClick = delegate
{
NextPage();
};
_dragCollider.onDragStart = OnDragStart;
_dragCollider.onDrag = OnDrag;
_paginationDots = NGUITools.AddChild(_paginationDotsRoot, _paginationDotsPrefab.gameObject).GetComponent<PaginationDots>();
_paginationDots.Init(_pageNum, 16, 26, 1);
}
SetActivePage(1);
IsReady = true;
}
private IEnumerator CreateCardObjectCoroutine(List<int> cardList)
{
bool isCreated = false;
UIManager.GetInstance().CardLoadSelect(null, cardList, base.gameObject.layer, is2D: true, delegate
{
List<UIBase_CardManager.CardObjData> cardList2DObjs = UIManager.GetInstance().getCardList2DObjs();
_cardObjectList = new List<UIBase_CardManager.CardObjData>(cardList2DObjs);
cardList2DObjs.Clear();
List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
_unloadAssetList.AddRange(new List<string>(cardListAssetPathList));
cardListAssetPathList.Clear();
isCreated = true;
});
while (!isCreated)
{
yield return null;
}
}
private void CreateDialogObject(Action<int> selectCallback)
{
int count = _cardObjectList.Count;
_dialogObjectList = new CardSelectDialogObject[count];
for (int i = 0; i < count; i++)
{
CardSelectDialogObject cardSelectDialogObject = (_dialogObjectList[i] = NGUITools.AddChild(_objectsGrid.gameObject, _objectOriginal.gameObject).GetComponent<CardSelectDialogObject>());
UIBase_CardManager.CardObjData cardObjData = _cardObjectList[i];
UIEventListener.Get(cardSelectDialogObject.DecisionButton.gameObject).onClick = delegate
{
selectCallback(cardObjData.ids);
};
GameObject cardObject = cardObjData.CardObj;
CardListTemplate component = cardObject.GetComponent<CardListTemplate>();
component.SetParentAndResetPos(cardSelectDialogObject.CardObjectRoot.transform);
component.transform.localScale = Vector3.one;
component.HideNum();
UIEventListener uIEventListener = component.AddColliderToFrame();
uIEventListener.onClick = delegate
{
_cardDetailDialog.OnPushCardDetailOn(cardObject);
};
uIEventListener.onDragStart = OnDragStart;
uIEventListener.onDrag = OnDrag;
DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
cardSelectDialogObject.PossessionNumLabel.text = string.Format(Data.SystemText.Get("Sealed_RewardCardSelect_0005"), dataMgr.GetPossessionCardNum(cardObjData.ids, isIncludingSpotCard: false).ToString(), dataMgr.SpotCardData.ExistsSpotCard(cardObjData.ids) ? $"[fcd24a]+{dataMgr.SpotCardData.GetSpotCardNum(cardObjData.ids).ToString()}[-]" : string.Empty);
}
_objectsGrid.Reposition();
}
private void CreateCardDetailDialog()
{
_cardDetailDialog = DialogCreator.CreateCardDetailDialog(_cardDetailRoot, "Detail");
_cardDetailDialog.gameObject.SetActive(value: false);
}
private void SetActivePage(int pageNo)
{
_activePageNo = pageNo;
_paginationDots?.SetActivePageNumber(pageNo);
if (!_isLoopPage)
{
_previousPageButton.gameObject.SetActive(pageNo != 1);
_nextPageButton.gameObject.SetActive(pageNo != _pageNum);
}
for (int i = 0; i < _dialogObjectList.Length; i++)
{
GameObject gameObject = _dialogObjectList[i].gameObject;
bool flag = i / 3 + 1 == pageNo;
if (flag)
{
gameObject.SetActive(value: false);
}
gameObject.SetActive(flag);
}
Vector3 localPosition = _objectsGrid.transform.localPosition;
if (pageNo == 1)
{
_objectsGrid.transform.localPosition = new Vector3(0f, localPosition.y, localPosition.z);
_objectsGrid.pivot = UIWidget.Pivot.Center;
}
else
{
_objectsGrid.transform.localPosition = new Vector3(0f - _objectsGrid.cellWidth, localPosition.y, localPosition.z);
_objectsGrid.pivot = UIWidget.Pivot.Left;
}
_objectsGrid.Reposition();
}
private void PreviousPage()
{
bool flag = _activePageNo == 1;
if (!flag || _isLoopPage)
{
SetActivePage(flag ? _pageNum : (_activePageNo - 1));
}
}
private void NextPage()
{
bool flag = _activePageNo == _pageNum;
if (!flag || _isLoopPage)
{
SetActivePage(flag ? 1 : (_activePageNo + 1));
}
}
private void OnDragStart(GameObject g)
{
_isDrag = true;
}
private void OnDrag(GameObject g, Vector2 vec)
{
if (_isDrag)
{
if (vec.x >= 70f)
{
_isDrag = false;
PreviousPage();
}
else if (vec.x <= -70f)
{
_isDrag = false;
NextPage();
}
}
}
}