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

293 lines
9.0 KiB
C#

using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
internal class AreaSelectClearReward : MonoBehaviour
{
private class TextureTransformParam
{
public int Width { get; private set; }
public int Height { get; private set; }
public Vector3 Position { get; private set; }
public Quaternion Rotation { get; private set; }
public TextureTransformParam(int width, int height, Vector3 position, Quaternion rotation)
{
Width = width;
Height = height;
Position = position;
Rotation = rotation;
}
}
private readonly Dictionary<UserGoods.Type, TextureTransformParam> USERGOODS_TEXTURE_LAYOUT_DICT = new Dictionary<UserGoods.Type, TextureTransformParam>
{
{
UserGoods.Type.Item,
new TextureTransformParam(80, 80, Vector3.zero, Quaternion.identity)
},
{
UserGoods.Type.Sleeve,
new TextureTransformParam(80, 108, new Vector3(12f, 12f, 0f), Quaternion.Euler(0f, 0f, -15f))
},
{
UserGoods.Type.Emblem,
new TextureTransformParam(80, 80, Vector3.zero, Quaternion.identity)
},
{
UserGoods.Type.Degree,
new TextureTransformParam(169, 43, new Vector3(44f, -10f, 0f), Quaternion.identity)
},
{
UserGoods.Type.Skin,
new TextureTransformParam(100, 80, Vector3.zero, Quaternion.identity)
}
};
private readonly Quaternion CARDOBJECT_ROTATION_QUATERNION = new Quaternion(0f, 0f, 0f, 0f);
private readonly Color32 ACQUIRED_GRAY_COLOR = new Color32(144, 144, 144, byte.MaxValue);
private readonly Vector3 DEFAULT_NUM_POSITION = new Vector3(48f, -25f, 0f);
private readonly Vector3 CARD_NUM_POSITION = new Vector3(66f, -25f, 0f);
[SerializeField]
private GameObject _objLayoutCard;
[SerializeField]
private GameObject _objAttachCard;
[SerializeField]
private UISprite _spriteCardAcquiredMask;
[SerializeField]
private GameObject _objLayoutSprite;
[SerializeField]
private UISprite _spriteGoods;
[SerializeField]
private GameObject _objLayoutTexture;
[SerializeField]
private UITexture _textureGoods;
[SerializeField]
private UILabel _labelNum;
private List<UIBase_CardManager.CardObjData> _cardObjList;
private GameObject _cardObjEvacuationRoot;
private GameObject _displayedCardObj;
public UserGoods.Type RewardGoodsType { get; private set; }
public void Init(List<UIBase_CardManager.CardObjData> cardObjList, GameObject cardObjEvacuationRoot)
{
_cardObjList = cardObjList;
_cardObjEvacuationRoot = cardObjEvacuationRoot;
HideAllLayout();
}
public void ShowReward(UserGoods.Type goodsType, long goodsId, int goodsCount, bool isAcquired)
{
HideAllLayout();
switch (goodsType)
{
case UserGoods.Type.Card:
ShowCard((int)goodsId, goodsCount, isAcquired);
break;
case UserGoods.Type.RedEther:
case UserGoods.Type.Rupy:
ShowSprite(goodsType, goodsCount, isAcquired);
break;
case UserGoods.Type.Item:
case UserGoods.Type.Sleeve:
case UserGoods.Type.Emblem:
case UserGoods.Type.Degree:
case UserGoods.Type.Skin:
ShowTexture(goodsType, goodsId, goodsCount, isAcquired);
break;
}
RewardGoodsType = goodsType;
}
public Transform GetRewardTransform()
{
switch (RewardGoodsType)
{
case UserGoods.Type.Card:
return _objAttachCard.transform;
case UserGoods.Type.RedEther:
case UserGoods.Type.Rupy:
return _spriteGoods.transform;
case UserGoods.Type.Item:
case UserGoods.Type.Sleeve:
case UserGoods.Type.Emblem:
case UserGoods.Type.Degree:
case UserGoods.Type.Skin:
return _textureGoods.transform;
default:
return null;
}
}
private void HideAllLayout()
{
_objLayoutCard.SetActive(value: false);
_objLayoutSprite.SetActive(value: false);
_objLayoutTexture.SetActive(value: false);
}
private void ShowCard(int cardId, int cardCount, bool isAcquired)
{
if (_displayedCardObj != null)
{
_displayedCardObj.SetActive(value: false);
_displayedCardObj.transform.SetParent(_cardObjEvacuationRoot.transform);
}
_objLayoutCard.SetActive(value: true);
UIBase_CardManager.CardObjData cardObjData = GetCardObjData(cardId);
if (cardObjData == null)
{
_objLayoutCard.SetActive(value: false);
return;
}
_displayedCardObj = cardObjData.CardObj;
_displayedCardObj.transform.SetParent(_objAttachCard.transform);
_displayedCardObj.transform.localPosition = Vector3.zero;
_displayedCardObj.transform.localScale = Vector3.one;
_displayedCardObj.transform.rotation = CARDOBJECT_ROTATION_QUATERNION;
_displayedCardObj.SetActive(value: true);
CardListTemplate component = _displayedCardObj.GetComponent<CardListTemplate>();
component._newLabel.gameObject.SetActive(value: false);
_labelNum.text = Data.SystemText.Get("Common_0040", cardCount.ToString());
_labelNum.transform.localPosition = CARD_NUM_POSITION;
_labelNum.gameObject.SetActive(value: true);
_spriteCardAcquiredMask.gameObject.SetActive(isAcquired);
UIManager.SetObjectToGrey(_displayedCardObj, isAcquired);
if (isAcquired)
{
_spriteCardAcquiredMask.depth = component._frameSprite.depth + -1;
component._cardTexture.depth = component._frameSprite.depth + -2;
_displayedCardObj.GetComponent<BoxCollider>().enabled = true;
}
}
private UIBase_CardManager.CardObjData GetCardObjData(int cardId)
{
for (int i = 0; i < _cardObjList.Count; i++)
{
UIBase_CardManager.CardObjData cardObjData = _cardObjList[i];
if (cardObjData != null && cardObjData.ids == cardId)
{
return cardObjData;
}
}
return null;
}
private void ShowSprite(UserGoods.Type goodsType, int goodsCount, bool isAcquired)
{
_objLayoutSprite.SetActive(value: true);
_spriteGoods.spriteName = AreaSelInfo.GetPresentItemSpriteName((int)goodsType);
_spriteGoods.gameObject.SetActive(value: true);
_labelNum.text = Data.SystemText.Get("Common_0040", goodsCount.ToString());
_labelNum.transform.localPosition = DEFAULT_NUM_POSITION;
_labelNum.gameObject.SetActive(value: true);
_spriteGoods.color = GetAcquiredColor(isAcquired);
}
private void ShowTexture(UserGoods.Type goodsType, long goodsId, int goodsCount, bool isAcquired)
{
_objLayoutTexture.SetActive(value: true);
InitializeGoodsTexture(_textureGoods, goodsType, goodsId);
TextureTransformParam textureTransformParam = USERGOODS_TEXTURE_LAYOUT_DICT[goodsType];
_textureGoods.width = textureTransformParam.Width;
_textureGoods.height = textureTransformParam.Height;
_textureGoods.transform.localPosition = textureTransformParam.Position;
_textureGoods.transform.localRotation = textureTransformParam.Rotation;
if (goodsType == UserGoods.Type.Item)
{
_labelNum.text = Data.SystemText.Get("Common_0040", goodsCount.ToString());
_labelNum.transform.localPosition = DEFAULT_NUM_POSITION;
_labelNum.gameObject.SetActive(value: true);
}
else
{
_labelNum.gameObject.SetActive(value: false);
}
_textureGoods.color = GetAcquiredColor(isAcquired);
}
private void InitializeGoodsTexture(UITexture texture, UserGoods.Type goodsType, long goodsId)
{
string text = string.Empty;
switch (goodsType)
{
default:
return;
case UserGoods.Type.Sleeve:
{
long existingSleeveId = Toolbox.ResourcesManager.GetExistingSleeveId(goodsId);
text = Toolbox.ResourcesManager.GetAssetTypePath(existingSleeveId.ToString(), ResourcesManager.AssetLoadPathType.SleeveTexture, isfetch: true);
break;
}
case UserGoods.Type.Emblem:
text = Toolbox.ResourcesManager.GetAssetTypePath(goodsId.ToString(), ResourcesManager.AssetLoadPathType.Emblem_M, isfetch: true);
break;
case UserGoods.Type.Degree:
DegreeHelper.InitializeDegree(texture, goodsId, DegreeHelper.DegreeType.SMALL);
break;
case UserGoods.Type.Skin:
text = Toolbox.ResourcesManager.GetAssetTypePath(goodsId.ToString(), ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail, isfetch: true);
break;
case UserGoods.Type.Item:
{
Item item = Data.Master.ItemList.Find((Item data) => data.UserGoodsId == goodsId);
if (item == null)
{
return;
}
text = Toolbox.ResourcesManager.GetAssetTypePath(item.thumbnail, ResourcesManager.AssetLoadPathType.Item, isfetch: true);
break;
}
case UserGoods.Type.Card:
case UserGoods.Type.Rupy:
return;
}
if (string.IsNullOrEmpty(text))
{
return;
}
texture.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(text);
_textureGoods.material = null;
_textureGoods.gameObject.SetActive(value: true);
if (goodsType == UserGoods.Type.Sleeve)
{
long existingSleeveId2 = Toolbox.ResourcesManager.GetExistingSleeveId(goodsId);
Sleeve sleeve = Data.Master.SleeveMgr.Get(existingSleeveId2);
if (sleeve.IsPremiumSleeve)
{
UIManager.GetInstance().getUIBase_CardManager().SetSleeveTexture(_textureGoods, sleeve.sleeve_id);
}
}
}
private Color32 GetAcquiredColor(bool isAcquired)
{
if (isAcquired)
{
return ACQUIRED_GRAY_COLOR;
}
return Color.white;
}
}