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

185 lines
5.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class FormatChangeUI : MonoBehaviour
{
public enum FormatCategory
{
Invalid,
Rotation,
Unlimited,
PreRotation,
Crossover,
Hof,
Windfall,
MyRotation,
Avatar,
Other
}
private static readonly Dictionary<FormatCategory, (string ON, string OFF)> ANOTHER_BTN_SPRITES = new Dictionary<FormatCategory, (string, string)>
{
{
FormatCategory.Other,
("btn_gacha_other_on", "btn_gacha_other_off")
},
{
FormatCategory.PreRotation,
("btn_prerotation_on", "btn_prerotation_off")
},
{
FormatCategory.Crossover,
("btn_gacha_crossover_on", "btn_gacha_crossover_off")
},
{
FormatCategory.MyRotation,
("btn_gacha_myrotation_on", "btn_gacha_myrotation_off")
}
};
[SerializeField]
private UIButton _btnRotation;
[SerializeField]
private UIButton _btnUnlimited;
[SerializeField]
private UIButton _btnAnother;
private FormatCategory _currentFormatCategory = FormatCategory.Rotation;
private Action<FormatCategory> _onChangeFormat;
public static FormatChangeUI Create(FormatCategory defaultFormatCategory, FormatCategory anotherFormatCategory, Action<FormatCategory> onChangeFormat)
{
FormatChangeUI component = (UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/Guild/FormatChangeUI")) as GameObject).GetComponent<FormatChangeUI>();
component.gameObject.SetActive(value: true);
component.Initialize(defaultFormatCategory, anotherFormatCategory, onChangeFormat);
return component;
}
public void ChangeFormat(FormatCategory inFormatCategory)
{
_currentFormatCategory = inFormatCategory;
UpdateFormatBtnSprite(inFormatCategory);
}
public void SetEnableFormatButton(FormatCategory formatCategory, bool isEnable)
{
switch (formatCategory)
{
case FormatCategory.Rotation:
UIManager.SetObjectToGrey(_btnRotation.gameObject, !isEnable);
return;
case FormatCategory.Unlimited:
UIManager.SetObjectToGrey(_btnUnlimited.gameObject, !isEnable);
return;
}
if (ANOTHER_BTN_SPRITES.ContainsKey(formatCategory))
{
UIManager.SetObjectToGrey(_btnAnother.gameObject, !isEnable);
}
}
public void UpdateAnotherFormatButton(FormatCategory anotherFormatCategory)
{
bool flag = anotherFormatCategory != FormatCategory.Invalid;
_btnAnother.gameObject.SetActive(flag);
_btnUnlimited.normalSprite = (flag ? "btn_unlimited_center_off" : "btn_gacha_unlimited_off");
_btnUnlimited.pressedSprite = (flag ? "btn_unlimited_center_on" : "btn_gacha_unlimited_on");
if (flag)
{
_btnAnother.onClick.Add(new EventDelegate(delegate
{
OnClickChangeFormatBtn(anotherFormatCategory);
}));
_btnAnother.normalSprite = ANOTHER_BTN_SPRITES[anotherFormatCategory].OFF;
_btnAnother.pressedSprite = ANOTHER_BTN_SPRITES[anotherFormatCategory].ON;
}
else
{
_btnAnother.onClick.Clear();
}
}
private void Initialize(FormatCategory defaultFormatCategory, FormatCategory anotherFormatCategory, Action<FormatCategory> onChangeFormat)
{
InitializeFormatCategoryButtons(anotherFormatCategory);
_onChangeFormat = onChangeFormat;
ChangeFormat(defaultFormatCategory);
}
private void InitializeFormatCategoryButtons(FormatCategory anotherFormatCategory)
{
_btnRotation.onClick.Add(new EventDelegate(delegate
{
OnClickChangeFormatBtn(FormatCategory.Rotation);
}));
_btnUnlimited.onClick.Add(new EventDelegate(delegate
{
OnClickChangeFormatBtn(FormatCategory.Unlimited);
}));
UpdateAnotherFormatButton(anotherFormatCategory);
}
private void OnClickChangeFormatBtn(FormatCategory formatCategory)
{
if (_currentFormatCategory != formatCategory)
{
ChangeFormat(formatCategory);
_onChangeFormat.Call(formatCategory);
StartCoroutine(WaitForCanClickFormatBtns());
}
}
private IEnumerator WaitForCanClickFormatBtns()
{
SetEnableAllBtns(isEnable: false);
yield return new WaitForSeconds(0.4f);
SetEnableAllBtns(isEnable: true);
}
private void SetEnableAllBtns(bool isEnable)
{
_btnRotation.isEnabled = isEnable;
_btnUnlimited.isEnabled = isEnable;
_btnAnother.isEnabled = isEnable;
}
private string RenameSpriteString(string str, bool isEnable)
{
string oldValue = (isEnable ? "_off" : "_on");
string newValue = (isEnable ? "_on" : "_off");
return str.Replace(oldValue, newValue);
}
private void UpdateFormatBtnSprite(FormatCategory inFormatCategory)
{
switch (inFormatCategory)
{
case FormatCategory.Rotation:
_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: true);
_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: false);
_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: false);
return;
case FormatCategory.Unlimited:
_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: false);
_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: true);
_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: false);
return;
}
if (ANOTHER_BTN_SPRITES.ContainsKey(inFormatCategory))
{
_btnRotation.normalSprite = RenameSpriteString(_btnRotation.normalSprite, isEnable: false);
_btnUnlimited.normalSprite = RenameSpriteString(_btnUnlimited.normalSprite, isEnable: false);
_btnAnother.normalSprite = RenameSpriteString(_btnAnother.normalSprite, isEnable: true);
}
}
}