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

130 lines
4.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
namespace Wizard;
public class BaseShopPurchasePage : UIBase
{
[SerializeField]
private UITexture _bgTexture;
[SerializeField]
protected UITexture _titleLogoTexture;
[SerializeField]
protected UILabel _labelSeriesDescription;
[SerializeField]
protected UIScrollView _scrollView;
[SerializeField]
protected UIWrapContent _wrapContent;
[SerializeField]
protected GameObject _productPlateOriginal;
protected List<int> _cacheSeriesIdList;
protected List<int> _cacheRefCountList;
protected List<string> _cacheResourceList;
protected List<string> _loadedResourceList;
protected List<Texture> _drumrollSeriesImageList = new List<Texture>();
protected List<Texture> _seriesTitleImageList = new List<Texture>();
public override void onFirstStart()
{
_cacheSeriesIdList = new List<int>(4);
_cacheRefCountList = new List<int>(4);
_cacheResourceList = new List<string>();
_loadedResourceList = new List<string>();
SetupScrollView();
base.IsShowFooterMenu = true;
_bgTexture.gameObject.layer = LayerMask.NameToLayer("FrontUI");
base.onFirstStart();
}
protected virtual void SetupScrollView()
{
for (int i = 0; i < 4; i++)
{
NGUITools.AddChild(_wrapContent.gameObject, _productPlateOriginal);
}
_productPlateOriginal.gameObject.SetActive(value: false);
_wrapContent.onInitializeItem = OnInitializeItem;
_wrapContent.minIndex = 0;
}
protected void CreateTopBar(string title, Action onFinishChangeView)
{
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
changeViewSceneParam.MyPageMenuIndex = 5;
changeViewSceneParam.IsCutCardMotion = true;
changeViewSceneParam.OnFinishChangeView = onFinishChangeView;
UIManager.GetInstance().CreateTopBar(base.gameObject, title, UIManager.ViewScene.MyPage, MoneyDraw: true, changeViewSceneParam).gameObject.layer = LayerMask.NameToLayer("MyPage");
}
protected IEnumerator loadSeriesImages(ResourcesManager.AssetLoadPathType assetPathType, List<int> seriesIdList, Dictionary<int, BaseSeriesData> seriesMasterDic, Action callBack = null)
{
List<string> assetList = new List<string>();
for (int i = 0; i < seriesIdList.Count; i++)
{
BaseSeriesData baseSeriesData = seriesMasterDic[seriesIdList[i]];
assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData.DrumrollPath, assetPathType));
assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData.TitlePath, assetPathType));
}
assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D));
yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(assetList, null));
_loadedResourceList.AddRange(assetList);
_drumrollSeriesImageList.Clear();
_seriesTitleImageList.Clear();
for (int j = 0; j < seriesIdList.Count; j++)
{
BaseSeriesData baseSeriesData2 = seriesMasterDic[seriesIdList[j]];
Texture item = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData2.DrumrollPath, assetPathType, isfetch: true)) as Texture;
_drumrollSeriesImageList.Add(item);
Texture item2 = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData2.TitlePath, assetPathType, isfetch: true)) as Texture;
_seriesTitleImageList.Add(item2);
}
callBack.Call();
}
protected override void onClose()
{
AllDeleteCacheSeries();
if (_loadedResourceList.Count > 0)
{
Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResourceList);
_loadedResourceList.Clear();
}
base.onClose();
}
private void AllDeleteCacheSeries()
{
Toolbox.ResourcesManager.RemoveAssetGroup(_cacheResourceList);
_cacheSeriesIdList.Clear();
_cacheRefCountList.Clear();
_cacheResourceList.Clear();
}
protected virtual void ResetProductListScroll(int productCount)
{
_wrapContent.maxIndex = productCount - 1;
_wrapContent.SortBasedOnScrollMovement();
_scrollView.ResetPosition();
_wrapContent.WrapContent();
}
protected virtual void OnInitializeItem(GameObject go, int wrapIndex, int realIndex)
{
}
}