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

108 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Scripts.Network.Data.TaskData.Arena;
namespace Wizard;
public class RewardConfirmView : MonoBehaviour
{
[SerializeField]
private UIGrid _gridRewardViewFor4;
[SerializeField]
private RewardConfirmViewItem _itemOriginal;
private List<string> _loadedResourceList;
public static bool IsSpecialEmblemLayout(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList)
{
if (rewardList.Count() == 5)
{
return rewardList.Count((Wizard.Scripts.Network.Data.TaskData.Arena.Reward n) => n.UserGoodsData.GoodsType == UserGoods.Type.Emblem) == 2;
}
return false;
}
public void Initialize(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList)
{
_gridRewardViewFor4.gameObject.SetActive(value: true);
UIManager.GetInstance().createInSceneCenterLoading();
LoadResources(rewardList, delegate
{
UIManager.GetInstance().closeInSceneCenterLoading();
if (IsSpecialEmblemLayout(rewardList))
{
List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> list = new List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward>();
foreach (Wizard.Scripts.Network.Data.TaskData.Arena.Reward reward in rewardList)
{
if (reward.UserGoodsData.GoodsType == UserGoods.Type.Emblem)
{
list.Add(reward);
if (list.Count() == 2)
{
NGUITools.AddChild(_gridRewardViewFor4.gameObject, _itemOriginal.gameObject).GetComponent<RewardConfirmViewItem>().InitializeForTwoEmblem(list[0], list[1]);
}
}
else
{
NGUITools.AddChild(_gridRewardViewFor4.gameObject, _itemOriginal.gameObject).GetComponent<RewardConfirmViewItem>().Initialize(reward.UserGoodsData, reward.num);
}
}
}
else
{
foreach (Wizard.Scripts.Network.Data.TaskData.Arena.Reward reward2 in rewardList)
{
NGUITools.AddChild(_gridRewardViewFor4.gameObject, _itemOriginal.gameObject).GetComponent<RewardConfirmViewItem>().Initialize(reward2.UserGoodsData, reward2.num);
}
}
_itemOriginal.gameObject.SetActive(value: false);
_gridRewardViewFor4.repositionNow = true;
});
}
private void LoadResources(List<Wizard.Scripts.Network.Data.TaskData.Arena.Reward> rewardList, Action onFinish)
{
List<string> rewardPathList = new List<string>();
foreach (Wizard.Scripts.Network.Data.TaskData.Arena.Reward reward in rewardList)
{
UserGoods userGoodsData = reward.UserGoodsData;
switch (userGoodsData.GoodsType)
{
case UserGoods.Type.Sleeve:
{
long existingSleeveId = Toolbox.ResourcesManager.GetExistingSleeveId(userGoodsData.Id);
rewardPathList.Add(Toolbox.ResourcesManager.GetAssetTypePath(existingSleeveId.ToString(), ResourcesManager.AssetLoadPathType.SleeveTexture));
Sleeve sleeve = Data.Master.SleeveMgr.Get(existingSleeveId);
if (sleeve.IsPremiumSleeve)
{
UIManager.GetInstance().getUIBase_CardManager().AddPremireSleevePath(ref rewardPathList, sleeve);
}
break;
}
case UserGoods.Type.Emblem:
rewardPathList.Add(Toolbox.ResourcesManager.GetAssetTypePath(userGoodsData.Id.ToString(), ResourcesManager.AssetLoadPathType.Emblem_M));
break;
case UserGoods.Type.Skin:
rewardPathList.Add(Toolbox.ResourcesManager.GetAssetTypePath(userGoodsData.Id.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail));
break;
case UserGoods.Type.Degree:
rewardPathList.Add(Toolbox.ResourcesManager.GetAssetTypePath(userGoodsData.Thumbnail, ResourcesManager.AssetLoadPathType.Item));
break;
case UserGoods.Type.MyPageBG:
rewardPathList.Add(Toolbox.ResourcesManager.GetAssetTypePath("thumbnail_mypage_custom_bg", ResourcesManager.AssetLoadPathType.Item));
break;
}
}
rewardPathList.Distinct();
UIManager.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(rewardPathList, delegate
{
_loadedResourceList = rewardPathList;
onFinish.Call();
}));
}
}