Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Mulligan/MulliganMgrBase.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

152 lines
5.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard.Battle.UI;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 13 of 18 methods unrun in baseline
// Type: Wizard.Battle.Mulligan.MulliganMgrBase
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Mulligan;
public abstract class MulliganMgrBase : IMulliganMgr
{
protected OpponentMulliganCtrl _opponentMulliganControl;
private Coroutine mulliganTimeoutCoroutine;
public PlayerMulliganCtrl PlayerMlgCtrl { get; protected set; }
public OpponentMulliganCtrl OpponentMlgCtrl => _opponentMulliganControl;
public Action OnSubmit { get; set; }
public VfxBase StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList, SkillProcessor skillProcessor)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(InstantVfx.Create(StopTimeout));
PlayerMlgCtrl.DealIdxList = playerDealIdxList;
_opponentMulliganControl.DealIdxList = oppoDealIdxList;
PlayerMlgCtrl.CreateMulliganDealList(playerDealIdxList);
_opponentMulliganControl.CreateMulliganDealList(oppoDealIdxList);
VfxBase instance = NullVfx.GetInstance();
VfxBase instance2 = NullVfx.GetInstance();
instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
parallelVfxPlayer.Register(instance);
parallelVfxPlayer.Register(instance2);
if (false /* Pre-Phase-5b: recovery+mulligan-end guard headless-safe as false */)
{
return NullVfx.GetInstance();
}
return parallelVfxPlayer;
}
protected virtual void StartTimeout()
{
StopTimeout();
mulliganTimeoutCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MulliganNetworkTimeout());
}
protected virtual void StopTimeout()
{
if (mulliganTimeoutCoroutine != null)
{
BattleCoroutine.GetInstance().StopCoroutine(mulliganTimeoutCoroutine);
mulliganTimeoutCoroutine = null;
}
/* Pre-Phase-5b: HideAlertDialogue dropped; no BattleView headless */
}
private IEnumerator MulliganNetworkTimeout()
{
long matchedTimer = TimeUtil.GetAbsoluteTime().Ticks;
do
{
yield return null;
if (false /* Pre-Phase-5b: IsBattleEnd guard on coroutine timeout; unreachable headless */)
{
StopTimeout();
yield break;
}
}
while (!((float)NetworkUtility.GetTimeSpanSecond(matchedTimer) >= 5f));
/* Pre-Phase-5b: ShowAlert dropped; no BattleView headless */
}
public virtual VfxBase Submit(BattleManagerBase m_BtlMgrIns)
{
OnSubmit.Call();
return NullVfx.GetInstance();
}
private void AddBattleLogMulliganResult(BattleManagerBase battleMgr)
{
BattleLogManager instance = BattleLogManager.GetInstance();
instance.AddLogMulliganChanged(battleMgr.BattlePlayer, PlayerMlgCtrl.GetChangedNum());
instance.AddLogMulliganChanged(battleMgr.BattleEnemy, OpponentMlgCtrl.GetChangedNum());
}
public virtual VfxBase PlayerChangeCardVfx(BattleManagerBase btlMgrIns)
{
VfxBase result = PlayerMlgCtrl.SubmitMulliganVfx(PlayerMlgCtrl.AbandonList);
List<int> completeCards = btlMgrIns.BattlePlayer.HandCardList.Select((BattleCardBase c) => c.Index).ToList();
btlMgrIns.BattlePlayer.CallRecordingMulligan(PlayerMlgCtrl.AbandonList, completeCards);
btlMgrIns.BattlePlayer.CallRecordingMulliganEnd(btlMgrIns.BattlePlayer.HandCardList);
return result;
}
public abstract VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns);
public virtual VfxBase CompleteMulligan(BattleManagerBase battleMgr)
{
if (!battleMgr.IsVirtualBattle && !battleMgr.GameMgr.IsNewReplayBattle)
{
AddBattleLogMulliganResult(battleMgr);
}
return NullVfx.GetInstance();
}
public virtual VfxBase InitMulligan(BattleManagerBase mgr, MulliganInfoControl mulliganInfo, IPlayerView view)
{
PlayerMlgCtrl = new PlayerMulliganCtrl(mgr.BattlePlayer, mulliganInfo, view);
_opponentMulliganControl = new OpponentMulliganCtrl(mgr.BattleEnemy, mulliganInfo, isUseExchangeMark: false);
return NullVfx.GetInstance();
}
public virtual VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
VfxBase instance = NullVfx.GetInstance();
VfxBase instance2 = NullVfx.GetInstance();
if (firstAttack)
{
instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
}
else
{
instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
}
parallelVfxPlayer.Register(instance);
parallelVfxPlayer.Register(instance2);
return parallelVfxPlayer;
}
public virtual VfxBase RecoverMulligan(bool didPlayerSubmitMulligan, BattleManagerBase battleMgr)
{
return NullVfx.GetInstance();
}
public MulliganInfoControl GetMulliganInfo()
{
return PlayerMlgCtrl.GetMulliganInfo();
}
}