Files
SVSimServer/SVSim.BattleEngine/Engine/BattleFinishToOpponentDisConnectChecker.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

138 lines
3.7 KiB
C#

using System;
using Cute;
using Wizard;
public class BattleFinishToOpponentDisConnectChecker : NetworkBattleIntervalCheckerBase
{
private NetworkBattleManagerBase networkBattleManager;
private DialogBase BattleFinishWaitDialog;
private SystemText _systemText;
private int _dispScene;
private bool _isDisconnect;
public bool IsStart { get; private set; }
public event Action OnDisConnectWin;
public BattleFinishToOpponentDisConnectChecker(NetworkBattleManagerBase manager)
{
networkBattleManager = manager;
_systemText = Data.SystemText;
}
public override void StartChecker(string log = "")
{
if (BattleFinishWaitDialog == null)
{
LocalLog.AccumulateTraceLog("#6911825CreateBattleFinishWaitDialog" + log);
}
base.StartChecker();
IsStart = true;
CreateBattleFinishWaitDialog();
BattleFinishWaitDialog.SetActive(inActive: false);
UIManager.GetInstance().closeInSceneNotNetwork();
}
public override void StopChecker()
{
base.StopChecker();
if (BattleFinishWaitDialog != null)
{
BattleFinishWaitDialog.Close();
LocalLog.AccumulateTraceLog("#691182DialogCloseStopChecker");
}
UIManager.GetInstance().closeInSceneNotNetwork();
}
protected override void IntervalCheck()
{
base.IntervalCheck();
switch (_dispScene)
{
case 0:
if (!networkBattleManager.VfxMgr.IsEnd)
{
InitTimer();
}
else if (NetworkUtility.GetTimeSpanSecond(base.startTick) >= 8)
{
if (networkBattleManager.disconnectToLoseChecker.IsDisconnect())
{
ShowDisconnectAlert();
}
_dispScene++;
}
break;
case 1:
if (networkBattleManager.disconnectToLoseChecker.IsDisconnect())
{
ShowDisconnectAlert();
break;
}
ShowBattleFinishWaitDialog();
if (NetworkUtility.GetTimeSpanSecond(base.startTick) <= 98)
{
int num = 98 - NetworkUtility.GetTimeSpanSecond(base.startTick);
BattleFinishWaitDialog.SetText(_systemText.Get("Battle_0425", num.ToString() ?? ""));
}
else
{
BattleFinishWaitDialog.SetText(_systemText.Get("Battle_0426"));
_dispScene++;
}
break;
case 2:
if (NetworkUtility.GetTimeSpanSecond(base.startTick) >= 128)
{
BattleFinishWaitDialog.Close();
LocalLog.AccumulateTraceLog("#691182DialogClose");
this.OnDisConnectWin.Call();
StopChecker();
}
break;
}
}
private void ShowDisconnectAlert()
{
BattleFinishWaitDialog.SetActive(inActive: false);
if (!_isDisconnect)
{
_isDisconnect = true;
UIManager.GetInstance().closeInSceneNotNetwork();
networkBattleManager.BattlePlayer.PlayerBattleView.ShowAlert(PanelMgr.BattleAlertType.DisconnectInfomation, isClass: false);
}
}
private void ShowBattleFinishWaitDialog()
{
if (!BattleFinishWaitDialog.gameObject.activeSelf)
{
LocalLog.AccumulateTraceLog("#691182ShowBattleFinishWaitDialog");
}
BattleFinishWaitDialog.SetActive(inActive: true);
if (_isDisconnect)
{
_isDisconnect = false;
UIManager.GetInstance().createInSceneNotNetwork();
networkBattleManager.BattlePlayer.PlayerBattleView.OffNotHideAndNotCreate();
networkBattleManager.BattlePlayer.PlayerBattleView.HideAlertDialogue();
}
}
private void CreateBattleFinishWaitDialog()
{
UIManager.GetInstance().closeInSceneNotNetwork();
UIManager.GetInstance().createInSceneNotNetwork();
BattleFinishWaitDialog = UIManager.GetInstance().CreateDialogClose();
BattleFinishWaitDialog.SetTitleLabel(Data.SystemText.Get("Battle_0423"));
BattleFinishWaitDialog.SetButtonLayout(DialogBase.ButtonLayout.NONE);
BattleFinishWaitDialog.SetFadeButtonEnabled(flag: false);
BattleFinishWaitDialog.SetPanelDepth(5000);
}
}