Files
SVSimServer/SVSim.BattleEngine/Engine/StorySectionData.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

156 lines
4.0 KiB
C#

using LitJson;
using Wizard;
using Wizard.Story;
public class StorySectionData
{
private static readonly string FORMAT_STORY_SECTION_NO = "story_section_no_{0:D2}";
public int Id { get; }
public int AllStoryOrderId { get; }
public string NameNo { get; }
public string Name { get; }
public string ImageName { get; }
public string OffStateButtonTextureName { get; }
public string OnStateButtonTextureName { get; }
public bool IsLeaderSelect { get; }
public bool IsFinish { get; }
public bool IsUnderMaintenance { get; }
public int ReleasedCharaCount { get; }
public int FinishedCharaCount { get; }
public int BackGroundId { get; }
public StoryApiType StoryApiType { get; }
public bool IsNew { get; }
public bool IsSpoiler { get; }
public string SpoilerMessage { get; }
public UIManager.ViewScene ChapterSelectionView { get; }
public bool IsPlayAnotherEndingAppearanceAnimation { get; }
public bool IsTutorialCategory => Id == StorySection.TUTORIAL_SECTION_ID;
public bool IsTutorial
{
get
{
if (IsTutorialCategory)
{
return !IsFinish;
}
return false;
}
}
public bool IsTutorialReplay
{
get
{
if (IsTutorialCategory)
{
return IsFinish;
}
return false;
}
}
public StorySectionData(JsonData jsonData)
{
Id = jsonData["section_id"].ToInt();
AllStoryOrderId = jsonData["all_story_order_id"].ToInt();
NameNo = GetNameNoText(jsonData);
Name = GetNameText(jsonData);
ImageName = jsonData["image_name"].ToString();
OffStateButtonTextureName = GetOffStateButtonTextureName(jsonData);
OnStateButtonTextureName = GetOnStateButtonTextureName(jsonData);
IsLeaderSelect = jsonData["is_leader_select"].ToBoolean();
IsFinish = jsonData["is_finished"].ToBoolean();
IsUnderMaintenance = jsonData["is_under_maintenance"].ToBoolean();
ReleasedCharaCount = jsonData["released_chara_count"].ToInt();
FinishedCharaCount = jsonData["finished_chara_count"].ToInt();
BackGroundId = jsonData["back_ground_id"].ToInt();
IsNew = jsonData["is_new"].ToBoolean();
IsSpoiler = jsonData.GetValueOrDefault("is_spoiler", defaultValue: false);
if (IsSpoiler)
{
SpoilerMessage = jsonData.GetValueOrDefault("spoiler_message", string.Empty);
}
StoryApiType = GetStoryApiType(jsonData["story_type_overwrite"].ToInt());
ChapterSelectionView = GetChapterSelectionView(jsonData);
IsPlayAnotherEndingAppearanceAnimation = jsonData["is_play_another_end_appearance_animation"].ToBoolean();
}
public StorySectionData(int id, int backgroundId, UIManager.ViewScene chapterSelectionView)
{
Id = id;
BackGroundId = backgroundId;
ChapterSelectionView = chapterSelectionView;
}
private static string GetNameNoText(JsonData jsonData)
{
int num = jsonData["section_id"].ToInt();
string key = string.Format(FORMAT_STORY_SECTION_NO, num);
return Data.Master.GetStorySectionTitleText(key);
}
private static string GetNameText(JsonData jsonData)
{
string key = jsonData["name"].ToString();
return Data.Master.GetStorySectionTitleText(key);
}
private static string GetOffStateButtonTextureName(JsonData jsonData)
{
return jsonData["image_name"].ToString() + "_off";
}
private static string GetOnStateButtonTextureName(JsonData jsonData)
{
return jsonData["image_name"].ToString() + "_on";
}
private static UIManager.ViewScene GetChapterSelectionView(JsonData jsonData)
{
if (jsonData["chapter_select_type"].ToInt() != 2)
{
return UIManager.ViewScene.AreaSelect;
}
return UIManager.ViewScene.StoryChapterSelectionFlowChart;
}
private static StoryApiType GetStoryApiType(int storyTypeOverwrite)
{
switch (storyTypeOverwrite)
{
case 0:
return StoryApiType.None;
case 1:
return StoryApiType.MainStory;
case 2:
return StoryApiType.LimitedStory;
case 3:
return StoryApiType.EventStory;
default:
Debug.LogError("StorySectionのstory_type_overwriteに想定外の値が設定された");
return StoryApiType.None;
}
}
}