Files
SVSimServer/SVSim.BattleEngine/Engine/AreaSelectChapterEffect.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

136 lines
4.0 KiB
C#

using System.Collections.Generic;
using Cute;
using UnityEngine;
public class AreaSelectChapterEffect
{
private static readonly Vector3 EFFECT_SCALE = new Vector3(320f, 320f, 320f);
private AreaSelectUI _areaSelectUI;
private List<string> _loadedResources = new List<string>();
private bool _isLoadEnd = true;
private Transform _effectParent;
private Dictionary<string, ParticleSystem> _effectList = new Dictionary<string, ParticleSystem>();
private string _playingEffect = "";
public bool GetLoadEnd()
{
return _isLoadEnd;
}
public void Init(AreaSelectUI areaselectUI, Transform effectParent)
{
_areaSelectUI = areaselectUI;
_effectParent = effectParent;
_playingEffect = "";
}
public void Term()
{
foreach (KeyValuePair<string, ParticleSystem> effect in _effectList)
{
ParticleSystem value = effect.Value;
if (!(null == value))
{
Object.Destroy(value.gameObject);
}
}
_effectList.Clear();
_playingEffect = "";
}
public void LoadEffect(List<StoryChapterData> chapterDataList)
{
_isLoadEnd = false;
string path = "";
int i = 0;
for (int count = chapterDataList.Count; i < count; i++)
{
path = chapterDataList[i].ChapterEffectPath;
if (!string.IsNullOrEmpty(path) && !_effectList.ContainsKey(path))
{
_effectList.Add(path, null);
_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D));
}
}
_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, delegate
{
List<GameObject> list = new List<GameObject>(_effectList.Count);
int j = 0;
for (int count2 = chapterDataList.Count; j < count2; j++)
{
path = chapterDataList[j].ChapterEffectPath;
if (!string.IsNullOrEmpty(path) && !(null != _effectList[path]))
{
GameObject gameObject = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject;
if (!(null == gameObject))
{
_effectList[path] = Object.Instantiate(gameObject).GetComponent<ParticleSystem>();
_effectList[path].transform.parent = _effectParent;
_effectList[path].transform.localPosition = Vector3.zero;
_effectList[path].transform.localScale = EFFECT_SCALE;
_effectList[path].gameObject.SetActive(value: false);
list.Add(_effectList[path].gameObject);
}
}
}
// Pre-Phase-5b: SetUIParticleShader queued shader swap + callback flipped _isLoadEnd.
// Headless has no EffectMgr; flip the load-end flag inline.
_isLoadEnd = true;
}));
}
public void UnLoadEffect()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
_loadedResources.Clear();
}
public void PlayEffect(string path, Vector3 pos)
{
if (!string.IsNullOrEmpty(path) && !(_playingEffect == path) && _effectList.ContainsKey(path) && !(null == _effectList[path]))
{
_effectList[path].gameObject.SetActive(value: true);
_effectList[path].Play();
_effectList[path].transform.localPosition = pos;
_playingEffect = path;
SetParticleSystemsSpeed(1f);
}
}
public void StopEffect(float? simulationSpeedAfterStop)
{
if (_effectList.ContainsKey(_playingEffect) && !(null == _effectList[_playingEffect]))
{
if (simulationSpeedAfterStop.HasValue)
{
SetParticleSystemsSpeed(simulationSpeedAfterStop.Value);
}
_effectList[_playingEffect].Stop();
_playingEffect = "";
}
}
public string GetPlayingEffect()
{
return _playingEffect;
}
private void SetParticleSystemsSpeed(float speed)
{
ParticleSystem.MainModule main = _effectList[_playingEffect].main;
main.simulationSpeed = speed;
ParticleSystem[] componentsInChildren = _effectList[_playingEffect].GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
ParticleSystem.MainModule main2 = componentsInChildren[i].main;
main2.simulationSpeed = speed;
}
}
}