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

132 lines
3.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Wizard;
public class UIParticleEffectGroup : MonoBehaviour
{
private struct AutoUpdateInfo
{
public GameObject Effect { get; private set; }
public GameObject Parent { get; private set; }
public AutoUpdateInfo(GameObject effect, GameObject parent)
{
Effect = effect;
Parent = parent;
}
}
[SerializeField]
private Camera _camera;
[SerializeField]
private GameObject _effectParentRoot;
private List<AutoUpdateInfo> _updateList = new List<AutoUpdateInfo>();
private RenderTexture _renderTexture;
private UITexture _uiTexture;
private int _saveScreenWidth;
private int _saveScreenHeight;
private GameObject CreateParent()
{
GameObject obj = new GameObject();
Transform obj2 = obj.transform;
obj2.parent = _effectParentRoot.transform;
obj2.localPosition = Vector3.zero;
obj2.localScale = Vector3.one;
obj.layer = base.gameObject.layer;
return obj;
}
public void Initialize(UITexture uiTexture)
{
_uiTexture = uiTexture;
}
private Vector3 DecideEffectLocalPosition(GameObject target)
{
Vector3 zero = Vector3.zero;
while (target != null)
{
zero += target.transform.localPosition;
target = target.transform.parent.gameObject;
if (target.GetComponent<Camera>() != null)
{
break;
}
}
return zero;
}
public void StartEffect(Effect2dCreateParam param, bool isEnableUpdateReposition)
{
GameObject parent = param.Parent;
GameObject gameObject = CreateParent();
gameObject.transform.localPosition = DecideEffectLocalPosition(param.Parent);
gameObject.transform.localRotation = param.Parent.transform.localRotation;
gameObject.transform.localScale = Vector3.one;
param.Parent = gameObject;
GameObject gameObject2 = EffectUtility.CreateEffect2D(param);
gameObject2.SetLayer(gameObject.layer, isSetChildren: true);
gameObject2.transform.localPosition = Vector3.zero;
SetEffectCommonSetting(gameObject2);
gameObject2.SetActive(value: true);
if (isEnableUpdateReposition)
{
_updateList.Add(new AutoUpdateInfo(gameObject, parent));
}
}
private void SetEffectCommonSetting(GameObject effect)
{
UpdateRenderTexture();
UpdateUITextureSize(_uiTexture);
}
private void UpdateRenderTexture()
{
if (_renderTexture != null)
{
Object.Destroy(_renderTexture);
}
_saveScreenWidth = UIManager.GetInstance().FrontCameraPixelWidth;
_saveScreenHeight = UIManager.GetInstance().FrontCameraPixelHeight;
float num = UIManager.GetInstance().FrontCameraPixelWidth;
float num2 = (float)UIManager.GetInstance().FrontCameraPixelHeight / num;
_renderTexture = new RenderTexture(2048, (int)(2048f * num2), 0, RenderTextureFormat.ARGB32);
_renderTexture.name = "UIPG" + _uiTexture.name;
_camera.targetTexture = _renderTexture;
_uiTexture.mainTexture = _renderTexture;
}
private void UpdateUITextureSize(UITexture uiTexture)
{
Camera frontCamera = UIManager.GetInstance().FrontCamera;
Vector3 position = new Vector3(0f, 1f, 0f);
Vector3 position2 = new Vector3(1f, 0f, 0f);
Vector3 position3 = frontCamera.ViewportToWorldPoint(position);
Vector3 position4 = frontCamera.ViewportToWorldPoint(position2);
Vector3 vector = uiTexture.transform.InverseTransformPoint(position3);
Vector3 vector2 = uiTexture.transform.InverseTransformPoint(position4);
uiTexture.width = (int)(vector2.x - vector.x);
uiTexture.height = (int)(vector.y - vector2.y);
uiTexture.shader = Shader.Find("Cygames/UI/Transparent ColoredAdd");
}
public void OnBeforeDestroy()
{
if (_uiTexture != null)
{
_uiTexture.mainTexture = null;
_uiTexture = null;
}
}
}