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

94 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class GachaLayoutEffect : MonoBehaviour
{
[SerializeField]
private GameObject _effectRoot;
[SerializeField]
private UITexture _maskTexture;
private bool _isCompleteSetup;
private bool _isChangingPack;
private GameObject _effectObj;
public void Setup(string effectName, int stencil, List<string> resourceList)
{
if (!_isChangingPack)
{
_isChangingPack = true;
if (_isCompleteSetup)
{
Object.Destroy(_effectObj);
_effectObj = null;
_isCompleteSetup = false;
}
if (stencil > 0)
{
SetupStencilMaskMaterial(stencil);
}
UIManager.GetInstance().StartCoroutine(SetupEffect(effectName, stencil, resourceList));
}
}
private void SetupStencilMaskMaterial(int stencil)
{
_maskTexture.material = MaterialDefine.CreateNguiStencilMaskMaterial(stencil);
}
private IEnumerator SetupEffect(string effectName, int stencil, List<string> resourceList)
{
bool isCompleteMaterialSet = false;
List<string> effectAssets = new List<string> { Toolbox.ResourcesManager.GetAssetTypePath(effectName, ResourcesManager.AssetLoadPathType.Effect2D) };
yield return Toolbox.ResourcesManager.LoadAssetGroup(effectAssets, delegate
{
resourceList.AddRange(effectAssets);
});
_effectObj = EffectUtility.CreateEffect2D(new Effect2dCreateParam
{
Parent = _effectRoot,
EffectName = effectName,
ColorCode = null,
InitActive = false,
MaterialSetEndCallback = delegate
{
isCompleteMaterialSet = true;
},
UnloadAssetList = resourceList
});
while (!isCompleteMaterialSet)
{
yield return null;
}
_effectObj.SetActive(value: true);
if (stencil > 0)
{
ParticleSystemRenderer[] componentsInChildren = _effectObj.GetComponentsInChildren<ParticleSystemRenderer>();
foreach (ParticleSystemRenderer obj in componentsInChildren)
{
obj.sortingOrder = 1;
obj.material = new Material(obj.material);
}
/* Pre-Phase-5b: ChangeMaskShader dropped */
}
float num2 = 1f / _effectObj.transform.localScale.x;
Transform[] componentsInChildren2 = _effectObj.GetComponentsInChildren<Transform>();
foreach (Transform obj2 in componentsInChildren2)
{
Vector3 localPosition = obj2.localPosition;
localPosition *= num2;
obj2.localPosition = localPosition;
}
_effectObj.SetLayer(base.gameObject.layer, isSetChildren: true);
_isCompleteSetup = true;
_isChangingPack = false;
}
}