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

107 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace Wizard;
public class SelectCardPurchaseConfirmDialog : MonoBehaviour
{
[SerializeField]
private UIScrollView _scrollView;
[SerializeField]
private PurchaseConfirm _objPurchaseConfirm;
[SerializeField]
private UILabel _listHeaderLabel;
[SerializeField]
private UILabel _labelSelectCardList;
[SerializeField]
private UILabel _labelAcquiredSkinWarning;
[SerializeField]
private UISprite _spriteLine;
private DialogBase _dialog;
public static void Create(PackConfig packConfig, PackChildGachaInfo gachaInfo, int buyPackNum, List<int> selectCardIdList, Action onDecide, bool isAcquireSkinCardPack, bool hasTargetSkin = false)
{
DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
(UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/Dialog/SelectCardPurchaseConfirmDialog")) as GameObject).GetComponent<SelectCardPurchaseConfirmDialog>().Initialize(dialog, packConfig, gachaInfo, buyPackNum, selectCardIdList, onDecide, isAcquireSkinCardPack, hasTargetSkin);
}
private void Initialize(DialogBase dialog, PackConfig packConfig, PackChildGachaInfo gachaInfo, int buyPackNum, List<int> selectCardIdList, Action onDecide, bool isAcquireSkinCardPack, bool hasTargetSkin)
{
_dialog = dialog;
InitDialog(onDecide);
SetPurchaseConfirm(packConfig, gachaInfo, buyPackNum);
string key = (isAcquireSkinCardPack ? "Shop_0259" : "Shop_0199");
_listHeaderLabel.text = Data.SystemText.Get(key);
SetSelectCardList(selectCardIdList, hasTargetSkin);
_scrollView.ResetPosition();
}
private void InitDialog(Action onDecide)
{
_dialog.SetSize(DialogBase.Size.M);
_dialog.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
_dialog.SetButtonText(Data.SystemText.Get("Shop_0082"));
_dialog.ClickSe_Btn1 = 0;
_dialog.SetButtonDelegate(delegate
{
onDecide();
});
_dialog.SetPanelDepth(100);
_dialog.SetObj(base.gameObject);
}
private void SetPurchaseConfirm(PackConfig packConfig, PackChildGachaInfo gachaInfo, int buyPackNum)
{
_dialog.SetTitleLabel(packConfig.Title);
int useItemNum = gachaInfo.Cost * buyPackNum;
string purchaseText = Data.SystemText.Get("Shop_0101", packConfig.Title);
_objPurchaseConfirm.SetClystalConfirmDialog(useItemNum, purchaseText, PlayerStaticData.UserCrystalCount, packConfig.ExpirtyInfo);
if (packConfig.GachaPointData != null)
{
GachaPointData gachaPointData = packConfig.GachaPointData;
int num = gachaPointData.IncreaseGachaPoint;
if (gachaInfo.OverrideIncreaseGachaPoint > 0)
{
num = gachaInfo.OverrideIncreaseGachaPoint;
}
int num2 = (packConfig.IsSpecialCardPack ? num : (num * buyPackNum));
StartCoroutine(_objPurchaseConfirm.SetCardPackPoint(gachaPointData.GachaPoint, gachaPointData.GachaPoint + num2));
}
}
private void SetSelectCardList(List<int> selectCardIdList, bool hasTargetSkin)
{
if (selectCardIdList.Count == 0)
{
_labelSelectCardList.gameObject.SetActive(value: false);
}
_labelSelectCardList.gameObject.SetActive(value: true);
StringBuilder stringBuilder = new StringBuilder();
for (int i = 0; i < selectCardIdList.Count; i++)
{
if (i > 0)
{
stringBuilder.Append("\n");
}
stringBuilder.Append(UserGoods.getUserGoodsName(UserGoods.Type.Card, selectCardIdList[i]));
}
_labelSelectCardList.text = stringBuilder.ToString();
if (hasTargetSkin)
{
_labelAcquiredSkinWarning.gameObject.SetActive(value: true);
_labelAcquiredSkinWarning.text = Data.SystemText.Get("Shop_0166");
_spriteLine.bottomAnchor.absolute = -43;
_spriteLine.topAnchor.absolute = -35;
}
}
}