Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Phase/MulliganPhaseBase.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

115 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using Wizard.Battle.Mulligan;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 9 of 12 methods unrun in baseline
// Type: Wizard.Battle.Phase.MulliganPhaseBase
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Phase;
public class MulliganPhaseBase : IPhase
{
protected IMulliganMgr _mulliganMgr;
private readonly BattleManagerBase _battleMgr;
private MulliganOperateControl _mulliganOperateCtrl;
private bool _enableTouch;
protected MulliganPhaseBase(BattleManagerBase battleMgr)
{
_battleMgr = battleMgr;
}
protected void Initialize(IMulliganMgr mulliganMgr)
{
_mulliganMgr = mulliganMgr;
_battleMgr.MulliganMgr = _mulliganMgr;
MulliganInfoControl component = NGUITools.AddChild(_battleMgr.Battle3DContainer, _battleMgr.GameMgr.GetPrefabMgr().Get("Prefab/UI/MulliganInfo")).GetComponent<MulliganInfoControl>();
_mulliganMgr.InitMulligan(_battleMgr, component, _battleMgr.BattlePlayer.PlayerBattleView);
_mulliganOperateCtrl = CreateMulliganOperateControl();
}
protected virtual MulliganOperateControl CreateMulliganOperateControl()
{
return new MulliganOperateControl(_mulliganMgr.PlayerMlgCtrl);
}
protected virtual void ShowMulliganInfo()
{
_mulliganMgr.GetMulliganInfo().Show(MulliganInfoControl.ViewType.Normal);
}
public virtual VfxBase Setup()
{
IMulliganMgr mulliganMgr = _mulliganMgr;
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
{
_enableTouch = false;
});
_battleMgr.OnSubmitMulligan += SubmitMulligan;
VfxBase vfxBase = _mulliganMgr.MulliganStartDraw(_battleMgr.IsFirst, new SkillProcessor());
_battleMgr.BattleUIContainer.Battery.SetActive(value: false);
_enableTouch = true;
return SequentialVfxPlayer.Create(InstantVfx.Create(ShowMulliganInfo), vfxBase);
}
protected void StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList)
{
if (playerDealIdxList != null && playerDealIdxList.Count == 3 && oppoDealIdxList != null && oppoDealIdxList.Count == 3)
{
_battleMgr.VfxMgr.RegisterSequentialVfx(_mulliganMgr.StartDeal(playerDealIdxList, oppoDealIdxList, new SkillProcessor()));
}
}
public virtual VfxWith<IPhase> Update(float dt)
{
if (_enableTouch)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(_mulliganOperateCtrl.Update());
return new VfxWith<IPhase>(parallelVfxPlayer, null);
}
return new VfxWith<IPhase>(NullVfx.GetInstance(), null);
}
public virtual VfxBase Teardown()
{
_battleMgr.OnSubmitMulligan -= SubmitMulligan;
MulliganInfoControl mulliganInfo = _mulliganMgr.GetMulliganInfo();
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(mulliganInfo.SetPlayerReady());
sequentialVfxPlayer.Register(InstantVfx.Create(mulliganInfo.HideTopPanels));
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(mulliganInfo.DestroyMulliganUIVfx());
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
_battleMgr.MulliganMgr = null;
_battleMgr.BattleUIContainer.Battery.SetActive(value: true);
}));
return sequentialVfxPlayer;
}
public void Pause()
{
}
private VfxBase SubmitMulligan()
{
if (IsCardUndecided())
{
return NullVfx.GetInstance();
}
return _mulliganMgr.Submit(_battleMgr);
}
private bool IsCardUndecided()
{
return _mulliganOperateCtrl.State == MulliganOperateControl.STATE.CARD_SELECTED;
}
}