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

173 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.UI.Dialog.ImageSelection;
namespace Wizard;
public class MyPageBGCustomDialog : MonoBehaviour
{
[SerializeField]
private ImageSelection _imageSelection;
private List<string> _randomIdList = new List<string>();
private static readonly string[] FIRST_SELECT_SKIN = new string[8] { "1211410310", "1212410310", "1213410310", "1214410310", "1215410310", "1216410310", "1217410310", "1218410310" };
public static void Create(Action<MyPageDetail.BGType, string, List<string>> onDecide)
{
GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/MyPage/MyPageBGCustomDialog")) as GameObject;
MyPageBGCustomDialog customDialog = gameObject.GetComponent<MyPageBGCustomDialog>();
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetSize(DialogBase.Size.XL);
dialogBase.SetTitleLabel(Data.SystemText.Get("MyPage_0102"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.DecisionBtn);
dialogBase.SetObj(gameObject);
dialogBase.onPushButton1 = delegate
{
string id = customDialog._imageSelection.GetSelectedItemKey();
if (id == null)
{
goto IL_0060;
}
string text = id;
MyPageDetail.BGType type;
if (!(text == "deck"))
{
if (!(text == "random"))
{
goto IL_0060;
}
type = MyPageDetail.BGType.RandomBG;
}
else
{
type = MyPageDetail.BGType.Deck;
}
goto IL_0067;
IL_0067:
bool flag = false;
MyPageBGInfo bGInfo = Data.MyPage.data.BGInfo;
if (type != bGInfo.BGType)
{
flag = true;
}
if (type == MyPageDetail.BGType.CustomBG && id != bGInfo.Id)
{
flag = true;
}
if (IsNotEqualList(bGInfo.RandomIdList, customDialog._randomIdList))
{
flag = true;
}
if (flag)
{
Data.MyPage.data.BGInfo.Id = ((type == MyPageDetail.BGType.CustomBG) ? id : string.Empty);
Data.MyPage.data.BGInfo.RandomIdList = customDialog._randomIdList;
Data.MyPage.data.BGInfo.BGType = type;
MyPageBGInfo bGInfo2 = Data.MyPage.data.BGInfo;
MyPageSettingUpdateTask myPageSettingUpdateTask = new MyPageSettingUpdateTask();
myPageSettingUpdateTask.SetParameter(bGInfo2.BGType, bGInfo2.Id, bGInfo2.RandomIdList);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(myPageSettingUpdateTask, delegate
{
onDecide.Call(type, id, customDialog._randomIdList);
}));
}
return;
IL_0060:
type = MyPageDetail.BGType.CustomBG;
goto IL_0067;
};
customDialog.Initialize();
}
private static bool IsNotEqualList(List<string> current, List<string> after)
{
if (current.Count != after.Count)
{
return true;
}
for (int i = 0; i < current.Count; i++)
{
if (current[i] != after[i])
{
return true;
}
}
return false;
}
private void Initialize()
{
_randomIdList = Data.MyPage.data.BGInfo.RandomIdList;
if (_randomIdList.Count == 0)
{
List<string> list = new List<string>();
string[] fIRST_SELECT_SKIN = FIRST_SELECT_SKIN;
foreach (string item in fIRST_SELECT_SKIN)
{
if (Data.Load.data.AcquiredMyPageBGList.Contains(item))
{
list.Add(item);
}
}
_randomIdList = list;
}
_imageSelection.Create();
_imageSelection.AddItem("deck", null, isSelectable: true, null, null, null, isDisplaySprite: true, string.Empty, new string[2]
{
Data.SystemText.Get("MyPage_0104"),
Data.SystemText.Get("MyPage_0105")
}, null, delegate
{
OnClickDeckView();
});
_imageSelection.AddItem("random", null, isSelectable: true, null, null, null, isDisplaySprite: true, string.Empty, new string[2]
{
Data.SystemText.Get("MyPage_0106"),
Data.SystemText.Get("MyPage_0107")
}, null, delegate
{
OnClickRandomSelect();
});
string key = "deck";
if (Data.MyPage.data.BGInfo.BGType == MyPageDetail.BGType.RandomBG)
{
key = "random";
}
foreach (MyPageCustomBGMasterData myPageCustomBGMaster in Data.Master.MyPageCustomBGMasterList)
{
string id = myPageCustomBGMaster.Id;
if (Data.Load.data.AcquiredMyPageBGList.Contains(id))
{
if (id == Data.MyPage.data.BGInfo.Id)
{
key = id;
}
ResourcesManager.AssetLoadPathType type = ResourcesManager.AssetLoadPathType.MyPageBackGroundIcon;
_imageSelection.AddItem(id, null, isSelectable: true, () => true, Toolbox.ResourcesManager.GetAssetTypePath(id, type), Toolbox.ResourcesManager.GetAssetTypePath(id, type, isfetch: true), isDisplaySprite: false, string.Empty, null, delegate
{
});
}
}
_imageSelection.SelectItemWithKey(key);
_imageSelection.SetDisplayPage(_imageSelection.SelectItemWithKey(key));
_imageSelection.LoadDisplayPage();
_imageSelection.Open();
}
private void OnClickDeckView()
{
}
private void OnClickRandomSelect()
{
MyPageBGRandomSelectDialog.Create(_randomIdList, 650, delegate(List<string> newSelectList)
{
_randomIdList = newSelectList;
});
}
}