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

57 lines
2.0 KiB
C#

using System;
using Cute;
using UnityEngine;
namespace Wizard;
public class CompleteDeckDecideDialog
{
public DialogBase Dialog { get; private set; }
public DeckDecisionUI DecisionUI { get; private set; }
public static CompleteDeckDecideDialog CreateForSingleDeck(DialogBase dialogDeckList, DeckData deck, bool showSimpleStageOption, Action onDecide, ConventionDeckList conventionDeckList = null)
{
CompleteDeckDecideDialog completeDeckDecideDialog = new CompleteDeckDecideDialog(showSimpleStageOption);
completeDeckDecideDialog.InitializeForSingleDeck(dialogDeckList, deck, onDecide, conventionDeckList);
return completeDeckDecideDialog;
}
private CompleteDeckDecideDialog(bool showSimpleStageOption)
{
CreateDialogBase(showSimpleStageOption);
}
private void CreateDialogBase(bool showSimpleStageOption)
{
Dialog = UIManager.GetInstance().CreateDialogClose();
Dialog.SetTitleLabel(Data.SystemText.Get("Dia_DeckSelect_001_Title"));
Dialog.SetPanelDepth(15);
DecisionUI = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject<DeckDecisionUI>("UI/DeckList/DeckDecision", isServerResources: false));
DecisionUI.IsShowSimpleStageOption = showSimpleStageOption;
Dialog.SetObj(DecisionUI.gameObject);
}
private void InitializeForSingleDeck(DialogBase dialogDeckList, DeckData deck, Action onDecide, ConventionDeckList conventionDeckList = null)
{
Dialog.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Card_0083"));
Dialog.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_GrayBtn);
Dialog.ClickSe_Btn1 = 0;
DecisionUI.SetDeckData(deck, conventionDeckList);
DecisionUI.DeckName = deck.GetDeckName();
Dialog.onPushButton2 = DecisionUI.OnClickCreateCardList;
Dialog.ClickSe_Btn2 = 0;
Dialog.isNotCloseWindowButton2 = true;
Dialog.onPushButton1 = delegate
{
Dialog.button1.isEnabled = false;
if (dialogDeckList != null)
{
dialogDeckList.CloseWithoutSelect();
}
onDecide.Call();
};
}
}