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

167 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using LitJson;
using UnityEngine;
namespace Wizard;
public class PuzzleQuestSelectDialog : MonoBehaviour
{
public class DisplayData
{
public PuzzleQuestData Data;
public int Difficulty;
public bool IsCleared;
public bool IsAdditional;
public bool IsUnlocked;
public bool IsDisplayNew;
public string UnlockConditionText;
}
[SerializeField]
private GameObject _groupOrigin;
[SerializeField]
private Transform _groupParent;
private Action<PuzzleQuestData, int> _onDecide;
public static List<string> CollectResourcePath(List<DisplayData> displayDataList)
{
List<string> list = new List<string>();
foreach (int item in displayDataList.Select((DisplayData data) => data.Data.PlayerSkin).Distinct())
{
list.Add(Toolbox.ResourcesManager.GetAssetTypePath(item.ToString(), ResourcesManager.AssetLoadPathType.DeckListTexture));
}
return list;
}
public static List<DisplayData> CreateDisplayData(bool isDisplayNew, JsonData jsonData)
{
List<DisplayData> list = new List<DisplayData>();
for (int i = 0; i < jsonData.Count; i++)
{
JsonData jsonData2 = jsonData[i];
int id = jsonData2["puzzle_id"].ToInt();
PuzzleQuestData puzzleQuestData = Data.Master.PuzzleQuestDataList.Find((PuzzleQuestData item) => item.Id == id);
if (puzzleQuestData == null)
{
Debug.LogError($"unknown puzzle quest id : {id}");
continue;
}
bool valueOrDefault = jsonData2.GetValueOrDefault("is_additional", defaultValue: false);
bool valueOrDefault2 = jsonData2.GetValueOrDefault("is_playable", defaultValue: true);
string valueOrDefault3 = jsonData2.GetValueOrDefault("release_condition_text_id", string.Empty);
list.Add(new DisplayData
{
Data = puzzleQuestData,
Difficulty = jsonData2["puzzle_difficulty"].ToInt(),
IsCleared = jsonData2["is_cleared"].ToBoolean(),
IsAdditional = valueOrDefault,
IsUnlocked = valueOrDefault2,
IsDisplayNew = (isDisplayNew && valueOrDefault && valueOrDefault2),
UnlockConditionText = GetUnlockConditionText(valueOrDefault3)
});
}
return list;
}
public static DialogBase CreateDialog(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
{
DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
dialog.SetTitleLabel(Data.SystemText.Get("Puzzle_SelectDialog_0001"));
dialog.SetSize(DialogBase.Size.XL);
dialog.SetButtonLayout(DialogBase.ButtonLayout.NONE);
GameObject gameObject = UnityEngine.Object.Instantiate((GameObject)Resources.Load("UI/layoutParts/Dialog/PuzzleQuestSelectDialog"));
gameObject.GetComponent<PuzzleQuestSelectDialog>().Setup(info, delegate(PuzzleQuestData data, int difficulty)
{
onDecide(data, difficulty);
dialog.Close();
});
dialog.SetObj(gameObject);
return dialog;
}
private void Setup(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
{
_onDecide = onDecide;
List<List<DisplayData>> list = CreateOrderedDisplayDataList(info.DisplayDatas);
_groupOrigin.gameObject.SetActive(value: true);
float num = 0f;
foreach (List<DisplayData> item in list)
{
PuzzleQuestSelectGroup component = UnityEngine.Object.Instantiate(_groupOrigin, _groupParent).GetComponent<PuzzleQuestSelectGroup>();
component.Setup(info.GetDifficultyName(item[0].Difficulty), item, OnClickItem);
UIUtil.SetLocalPositionY(component.transform, num);
num -= component.GetHeight();
}
_groupParent.GetComponent<UIScrollView>().ResetPosition();
_groupOrigin.gameObject.SetActive(value: false);
}
private List<List<DisplayData>> CreateOrderedDisplayDataList(List<DisplayData> displayDataList)
{
List<List<DisplayData>> list = new List<List<DisplayData>>(4);
List<List<DisplayData>> list2 = new List<List<DisplayData>>(4);
int i = 0;
while (i < 4)
{
List<DisplayData> list3 = displayDataList.Where((DisplayData data) => data.Difficulty == i).ToList();
if (list3.Count != 0)
{
if (list3.All((DisplayData data) => data.IsCleared))
{
list2.Add(list3);
}
else
{
list.Add(list3);
}
}
int num = i + 1;
i = num;
}
list.AddRange(list2);
return list;
}
private void OnClickItem(DisplayData displayData)
{
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
dialogBase.SetTitleLabel(Data.SystemText.Get("Common_0021"));
dialogBase.SetSize(DialogBase.Size.S);
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
dialogBase.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Common_0005"));
dialogBase.SetPanelDepth(20);
dialogBase.ClickSe_Btn1 = 0;
dialogBase.onPushButton1 = delegate
{
_onDecide(displayData.Data, displayData.Difficulty);
};
string text = string.Format(arg0: Data.SystemText.Get(displayData.Data.QuestNameTextId), format: Data.SystemText.Get("Puzzle_SelectDialog_0002"));
if (displayData.IsCleared)
{
text = text + "\n" + Data.SystemText.Get("Puzzle_SelectDialog_0003");
}
dialogBase.SetText(text);
}
private static string GetUnlockConditionText(string textId)
{
if (!(textId != string.Empty))
{
return null;
}
return Data.SystemText.Get(textId);
}
}