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

68 lines
2.5 KiB
C#

using System.Collections;
using Wizard.Battle.Phase;
using Wizard.DeckCardEdit;
namespace Wizard;
public static class FreeAndRankMatchDeckSelectConfirmDialog
{
public static void Create(DialogBase dialogDeckList, DeckData deck, bool isBattleEnd)
{
if (!deck.IsUsable())
{
InCompleteDeckDecideDialog.Create(dialogDeckList, deck, null, canUseNonPossessionCard: false, ChangeViewSceneAndSetBattleRetry);
return;
}
CompleteDeckDecideDialog.CreateForSingleDeck(dialogDeckList, deck, showSimpleStageOption: true, delegate
{
DecideDeck(deck, isBattleEnd);
}).DecisionUI.CardListCustomize = delegate(UICardList uiCardList)
{
if (!deck.IsRentalDeck)
{
uiCardList.SetEnableBlueButton(isEnable: true, Data.SystemText.Get("Card_0007"), delegate
{
DeckCardEditUI.SetDeckEditParameter(deck, null);
ChangeViewSceneAndSetBattleRetry(UIManager.ViewScene.DeckCardEdit);
});
}
};
}
public static void DecideDeck(DeckData deck, bool isBattleEnd, bool notBlack = false, bool notCollider = false)
{
DeckListUtility.DataMgrSaveLastSelectDeckData(deck);
ToolboxGame.UIManager.createInSceneLoadingMatching(notBlack, notCollider);
UIManager.GetInstance().StartCoroutine(ChangeMatchingScene(isBattleEnd));
}
private static IEnumerator ChangeMatchingScene(bool isBattleEnd)
{
yield return UIManager.GetInstance().StartCoroutine(MasterResetMonthTask.MasterReset());
// Pre-Phase-5b: gated on mgr.GetCurrentPhase() to trace + BattleControl.BattleEnd
// on the way out. BattleControl is a stub (chunk 7); collapse to the else branch's
// UIManager scene change, which is the only observable output.
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.RankMatch);
}
private static void ChangeViewSceneAndSetBattleRetry(UIManager.ViewScene viewScene)
{
// Pre-Phase-5b: battle-scene branch routed through GameMgr.GetBattleCtrl().BattleEnd.
// BattleControl is a stub (chunk 7); collapse to the else branch.
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
changeViewSceneParam.OnChange = SetBattleRetryForDeckCardEdit;
UIManager.GetInstance().ChangeViewScene(viewScene, changeViewSceneParam);
}
private static void SetBattleRetryForDeckCardEdit()
{
UIManager instance = UIManager.GetInstance();
if (instance.IsCurrentScene(UIManager.ViewScene.DeckCardEdit))
{
(instance.GetUiBaseOfCurrentScene() as DeckCardEditUI).IsBattleRetry = true;
}
}
}