Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Recovery/RecoveryManagerBase.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

232 lines
7.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
using Wizard.Story.ChapterSelection;
namespace Wizard.Battle.Recovery;
public abstract class RecoveryManagerBase : IRecoveryManager
{
protected readonly RecoveryOperationInfo _operationInfo;
protected bool _needUpdate;
private readonly Queue<string> _skillTargetNameQueue;
protected Action StartRecoveryEvent;
protected Action EndDataRecoveryEvent;
protected Action EndRecoveryEvent;
public DataMgr.BattleType BattleType => _operationInfo.BattleType;
public bool? DidPlayerGoFirst => _operationInfo.SetupInfo.DidPlayerGoFirst;
public int RandomSeed => _operationInfo.SetupInfo.RandomSeed;
public bool HasMulliganInfo => _operationInfo.SetupInfo.HasMulliganInfo;
public int BackGroundId => _operationInfo.SetupInfo.BackGroundId;
public string BgmId => _operationInfo.SetupInfo.BgmId;
public long RecordTime => _operationInfo.RecordTime;
public int IdxChangeSeed => -1;
public static bool failedRecoveryFlag { get; private set; }
public event Action OnStartRecovery
{
add
{
StartRecoveryEvent = (Action)Delegate.Combine(StartRecoveryEvent, value);
}
remove
{
StartRecoveryEvent = (Action)Delegate.Remove(StartRecoveryEvent, value);
}
}
public event Action OnEndDataRecovery
{
add
{
EndDataRecoveryEvent = (Action)Delegate.Combine(EndDataRecoveryEvent, value);
}
remove
{
EndDataRecoveryEvent = (Action)Delegate.Remove(EndDataRecoveryEvent, value);
}
}
public event Action OnEndRecovery
{
add
{
EndRecoveryEvent = (Action)Delegate.Combine(EndRecoveryEvent, value);
}
remove
{
EndRecoveryEvent = (Action)Delegate.Remove(EndRecoveryEvent, value);
}
}
public static void OpenRecoveryFailedDialog()
{
AbortSoloPlayRecoveryTask task = new AbortSoloPlayRecoveryTask();
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
{
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose(isSystem: true);
dialogBase.SetSize(DialogBase.Size.M);
dialogBase.SetTitleLabel(Data.SystemText.Get("ErrorHeader_20001"));
dialogBase.SetText(Data.SystemText.Get("Error_20001"));
dialogBase.AddButton(DialogBase.ButtonType.BackToTitle);
dialogBase.SetPanelDepth(6000);
dialogBase.SetFadeButtonEnabled(flag: false);
dialogBase.onPushButton1 = (Action)Delegate.Combine(dialogBase.onPushButton1, (Action)delegate
{
failedRecoveryFlag = false;
/* Pre-Phase-5b: BattleCtrl.BattleEnd stubbed */
});
failedRecoveryFlag = true;
RecoveryRecordManagerBase.DeleteRecoveryFile();
}));
}
public RecoveryManagerBase(string filePath)
{
try
{
_operationInfo = new RecoveryOperationInfo(filePath);
_skillTargetNameQueue = new Queue<string>(_operationInfo.SkillTargetCardNames);
}
catch (Exception)
{
OpenRecoveryFailedDialog();
}
}
public void Setup()
{
try
{
DataMgr dataMgr = null; // Pre-Phase-5b: DataMgr not reachable headless
dataMgr.m_BattleType = _operationInfo.BattleType;
SetupConditionInfo setupInfo = _operationInfo.SetupInfo;
BattleConditionPlayerInfo playerInfo = setupInfo.PlayerInfo;
BattleConditionEnemyInfo enemyInfo = setupInfo.EnemyInfo;
int enemyAiID = -1;
List<int> currentDeckData = playerInfo.DeckCardInfos.Select((DeckCardInfo i) => i.CardId.Value).ToList();
List<int> specialAbilityIdList = null;
dataMgr.SetCurrentDeckData(currentDeckData);
dataMgr.SetPlayerCharaId(playerInfo.CharaId);
dataMgr.SetPlayerSubClassID(playerInfo.SubClassId);
dataMgr.SetPlayerMyRotationInfo(playerInfo.MyRotationId);
dataMgr.SetPlayerSleeveId(playerInfo.SleeveId);
dataMgr.PracticeDifficultyDegreeId = setupInfo.PracticeDifficultyDegreeId;
dataMgr.MissionNecessaryInformation = setupInfo.MissionNecessaryInformation;
if (setupInfo.IsPrebuildDeck)
{
dataMgr.LastSelectDeckAttributeType = DeckAttributeType.BuildDeck;
}
if (setupInfo.IsTrialDeck)
{
dataMgr.LastSelectDeckAttributeType = DeckAttributeType.TrialDeck;
}
if (dataMgr.m_BattleType == DataMgr.BattleType.Quest)
{
dataMgr.SetSoroPlay3DFieldID(setupInfo.BackGroundId);
dataMgr.SetQuestBattleData(new QuestBattleData(setupInfo));
enemyAiID = setupInfo.QuestEnemyAiId;
}
if (dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest || dataMgr.m_BattleType == DataMgr.BattleType.SecretBossQuest)
{
dataMgr.SetSoroPlay3DFieldID(setupInfo.BackGroundId);
dataMgr.SetBossRushBattleData(new BossRushBattleData(setupInfo));
specialAbilityIdList = dataMgr.BossRushBattleData.PlayerSkillList.Select((BossRushSpecialSkill s) => s.OriginalCardId).ToList();
enemyAiID = setupInfo.QuestEnemyAiId;
}
else if (dataMgr.m_BattleType == DataMgr.BattleType.Practice)
{
dataMgr.SetSoroPlay3DFieldID(BackGroundId);
}
else if (dataMgr.m_BattleType == DataMgr.BattleType.Story)
{
UIManager.GetInstance().OverrideSceneParam(UIManager.ViewScene.ClassSelectionPage, ClassSelectionPageParam.CreateStorySelect());
AreaSelectUI.SetRecoveryData(setupInfo);
if (setupInfo.IsDefaultDeck)
{
dataMgr.LastSelectDeckAttributeType = DeckAttributeType.DefaultDeck;
}
}
dataMgr.SetEnemyCharaId(enemyInfo.CharaId);
dataMgr.SetEnemySubClassID(enemyInfo.SubClassId);
dataMgr.SetEnemyMyRotationInfo(enemyInfo.MyRotationId);
dataMgr.SetEnemySleeveId(enemyInfo.SleeveId);
dataMgr.SetSelectDeckFormat((Format)PlayerPrefsWrapper.GetValue(PlayerPrefsWrapper.LAST_BATTLE_DECK_FORMAT_FOR_SINGLE_RECOVER));
Data.CurrentFormat = dataMgr.GetSelectDeckFormat();
CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(dataMgr.GetSelectDeckFormat()).CardMasterId);
if (enemyInfo.AIDeckId >= 0)
{
if (dataMgr.m_BattleType == DataMgr.BattleType.Story)
{
StoryChapterSelectionUtility.RegisterStoryBattleData(Data.SelectedStoryInfo.ChapterData.FindBattleSettingDataByPlayerCharaId(setupInfo.StoryRecoveryData.ChapterCharaId));
}
else
{
dataMgr.SetCurrentEnemyDeckDataFromAIDeck(enemyInfo.ClassId, enemyInfo.AIDifficulty.Value, enemyInfo.AILevel.Value, enemyInfo.AIMaxLife.Value, enemyInfo.AIDeckId.Value, enemyInfo.AIStyleId.Value, enemyInfo.AIEmoteId.Value, enemyInfo.AIUseInnerEmote.Value, enemyAiID, specialAbilityIdList);
}
}
else
{
List<int> deck = enemyInfo.DeckCardInfos.Select((DeckCardInfo i) => i.CardId.Value).ToList();
dataMgr.SetEnemyAIDeckFromCustomDeck(enemyInfo.ClassId, deck, enemyInfo.AIDifficulty.Value, enemyInfo.AILevel.Value, enemyInfo.AIMaxLife.Value, enemyInfo.AIStyleId.Value, enemyInfo.AIEmoteId.Value, enemyInfo.AIUseInnerEmote.Value);
}
dataMgr.Load();
dataMgr.LoadEnemy();
}
catch (Exception)
{
OpenRecoveryFailedDialog();
}
}
public abstract VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine);
public abstract VfxBase UpdateRecovery();
public virtual void RecoveryBeforeMulligan()
{
}
public virtual VfxBase RecoveryMulligan(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
{
EndDataRecovery();
return SequentialVfxPlayer.Create(InstantVfx.Create(delegate
{
/* Pre-Phase-5b: FontChanger UI-only */
}), ParallelVfxPlayer.Create(battlePlayer.BattleView.RecoveryMulligan(), battleEnemy.BattleView.RecoveryMulligan()), InstantVfx.Create(delegate
{
EndRecoveryEvent.Call();
}));
}
public virtual string RecoveryPopSkillTargetCardName()
{
return _skillTargetNameQueue.Dequeue();
}
protected void EndDataRecovery()
{
_needUpdate = false;
EndDataRecoveryEvent.Call();
}
}