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

206 lines
4.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using LitJson;
using UnityEngine;
namespace Wizard;
public class LocalizeJson
{
private enum ParserState
{
ObjectAwait,
ObjectStart,
ObjectEnd,
KeyAwait,
KeyStart,
KeyEnd,
ValueAwait,
ValueStart,
ValueEnd
}
private static readonly string PC_SP_TEXT_PREFIX = "[pcsp]";
private static readonly char PC_SP_SPLIT = '|';
public static void Parse(IDictionary<string, string> dic, string region, string text, bool isTrimKey = false)
{
int i;
for (i = 0; i < text.Length && Convert.ToInt32(text[i]) == 65279; i++)
{
}
int length = text.Length;
int num = 0;
int num2 = 0;
string text2 = "";
bool flag = false;
bool flag2 = false;
bool flag3 = false;
bool flag4 = false;
ParserState parserState = ParserState.ObjectAwait;
for (; i < text.Length; i++)
{
char c = text[i];
switch (c)
{
case '{':
switch (parserState)
{
case ParserState.ObjectAwait:
parserState = ParserState.ObjectStart;
num2++;
break;
default:
flag4 = true;
break;
case ParserState.KeyStart:
case ParserState.ValueStart:
break;
}
break;
case '"':
switch (parserState)
{
case ParserState.ObjectStart:
case ParserState.KeyAwait:
parserState = ParserState.KeyStart;
num = i + 1;
break;
case ParserState.ValueAwait:
parserState = ParserState.ValueStart;
num = i + 1;
break;
case ParserState.KeyStart:
if (flag3)
{
text2 = text.Substring(num, i - num);
}
else if (num2 == 2 && text.Substring(num, i - num) == region)
{
flag3 = true;
}
parserState = ParserState.KeyEnd;
break;
case ParserState.ValueStart:
if (flag3)
{
string text3 = text.Substring(num, i - num);
if (flag)
{
text3 = text3.Replace("\\n", "\n");
flag = false;
}
if (flag2)
{
text3 = text3.Replace("\\\"", "\"");
flag2 = false;
}
if (text3.StartsWith(PC_SP_TEXT_PREFIX, StringComparison.Ordinal))
{
text3 = text3.Remove(0, PC_SP_TEXT_PREFIX.Length);
text3 = text3.Split(PC_SP_SPLIT)[0];
}
dic.Add(isTrimKey ? text2.Trim() : text2, text3);
}
parserState = ParserState.ValueEnd;
break;
default:
flag4 = true;
break;
}
break;
case ':':
switch (parserState)
{
case ParserState.KeyEnd:
parserState = ((num2 == 3) ? ParserState.ValueAwait : ParserState.ObjectAwait);
break;
default:
flag4 = true;
break;
case ParserState.KeyStart:
case ParserState.ValueStart:
break;
}
break;
case '}':
switch (parserState)
{
case ParserState.ObjectStart:
case ParserState.ObjectEnd:
case ParserState.ValueEnd:
if (flag3)
{
return;
}
parserState = ParserState.ObjectEnd;
num2--;
break;
default:
flag4 = true;
break;
case ParserState.KeyStart:
case ParserState.ValueStart:
break;
}
break;
case ',':
switch (parserState)
{
case ParserState.ObjectEnd:
parserState = ParserState.KeyAwait;
break;
case ParserState.ValueEnd:
parserState = ParserState.KeyAwait;
break;
default:
flag4 = true;
break;
case ParserState.KeyStart:
case ParserState.ValueStart:
break;
}
break;
case '\\':
i++;
if (flag3 && i < text.Length)
{
switch (text[i])
{
case 'n':
flag = true;
break;
case '"':
flag2 = true;
break;
}
}
break;
default:
if (parserState != ParserState.KeyStart && parserState != ParserState.ValueStart)
{
switch (c)
{
default:
flag4 = true;
break;
case '\t':
case '\n':
case '\r':
case ' ':
break;
}
}
break;
}
if (flag4)
{
throw new ApplicationException($"Could not parse localize JSON: invalid '{c}' at position {i}, state {parserState.ToString()}, around '{text.Substring(Math.Max(i - 32, 0), Math.Min(64, length - i))}'");
}
}
}
}