Files
SVSimServer/SVSim.BattleEngine/Engine/MecanimSceneBase.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

213 lines
4.1 KiB
C#

using System;
using System.Collections;
using UnityEngine;
public class MecanimSceneBase : UIBase
{
protected Animator m_animator;
protected MecanimStateBase m_state;
protected MecanimStateBase m_nextState;
private Coroutine m_waitCoroutine;
private Action m_callback;
public MecanimStateBase CurrentState => m_state;
public void ChangeState(MecanimStateBase state, bool skipCloseAnim = false, bool skipOpenAnim = false)
{
Action nextFunc = delegate
{
if ((bool)(m_state = m_nextState))
{
m_state.onOpen();
PlayAndCallback(m_state.OpenStateName, m_state.onUpdateOpenAnim, delegate
{
if ((bool)m_state)
{
m_state.onFinishOpenAnim();
if (m_state.NextState != null)
{
ChangeState(m_state.NextState);
}
}
}, skipOpenAnim);
}
};
if ((bool)state && !state.onOpenRequest(m_state, m_callback != null))
{
return;
}
if ((bool)m_state)
{
if (!m_state.onCloseRequest(state, m_callback != null))
{
return;
}
m_nextState = state;
m_state.onClose();
PlayAndCallback(m_state.CloseStateName, m_state.onUpdateCloseAnim, delegate
{
if ((bool)m_state)
{
m_state.onFinishCloseAnim();
nextFunc();
}
}, skipCloseAnim);
}
else
{
m_nextState = state;
nextFunc();
}
}
private bool Play(string state, bool isSkip = false)
{
if (!m_animator)
{
return false;
}
if (m_waitCoroutine != null)
{
StopCoroutine(m_waitCoroutine);
m_waitCoroutine = null;
AnimatorStateInfo currentAnimatorStateInfo = m_animator.GetCurrentAnimatorStateInfo(0);
m_animator.Play(currentAnimatorStateInfo.fullPathHash, 0, 1f);
if (m_callback != null)
{
Action callback = m_callback;
m_callback = null;
callback();
}
}
if (state != null && state.Length > 0)
{
m_animator.Play(state, 0, isSkip ? 1f : 0f);
return true;
}
return false;
}
private bool PlayAndCallback(string state, Action update, Action callback, bool isSkip = false)
{
bool num = Play(state, isSkip);
if (num && !isSkip)
{
m_callback = callback;
m_waitCoroutine = StartCoroutine(PlayAndCallback_Coroutine(state, update));
return num;
}
callback?.Invoke();
return num;
}
private IEnumerator PlayAndCallback_Coroutine(string state, Action update)
{
if ((bool)m_animator)
{
AnimatorStateInfo info;
while (true)
{
AnimatorStateInfo currentAnimatorStateInfo;
info = (currentAnimatorStateInfo = m_animator.GetCurrentAnimatorStateInfo(0));
currentAnimatorStateInfo = currentAnimatorStateInfo;
if (currentAnimatorStateInfo.IsName(state))
{
break;
}
yield return null;
}
float time = 0f - Time.deltaTime;
while (true)
{
float num;
time = (num = time + Time.deltaTime);
if (!(num < info.length))
{
break;
}
update?.Invoke();
yield return null;
}
}
m_waitCoroutine = null;
if (m_callback != null)
{
Action callback = m_callback;
m_callback = null;
callback();
}
}
public override void onFirstStart()
{
base.onFirstStart();
if ((bool)(m_animator = GetComponent<Animator>()))
{
Play("FirstStart");
}
}
protected override void onOpen()
{
base.onOpen();
if ((bool)m_animator)
{
PlayAndCallback("Open", onUpdateOpenAnim, delegate
{
onFinishOpenAnim();
});
}
else
{
onFinishOpenAnim();
}
}
protected virtual void onUpdateOpenAnim()
{
}
protected virtual void onFinishOpenAnim()
{
}
protected override void onClose()
{
m_state = null;
if ((bool)m_animator)
{
PlayAndCallback("Close", onUpdateCloseAnim, delegate
{
onFinishCloseAnim();
});
}
else
{
onFinishCloseAnim();
}
}
protected virtual void onUpdateCloseAnim()
{
}
protected virtual void onFinishCloseAnim()
{
base.onClose();
}
public override void onMove()
{
base.onMove();
if ((bool)m_state && !m_state.DontMove)
{
m_state.onMove();
}
}
}