Files
SVSimServer/SVSim.BattleEngine/Engine/StartPickMultiCardVfx.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

81 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine;
using Wizard.Battle.Resource;
using Wizard.Battle.View.Vfx;
public class StartPickMultiCardVfx : SequentialVfxPlayer
{
private readonly IBattleResourceMgr _resourceMgr;
public StartPickMultiCardVfx(SkillBaseSummon.SummonedCardsList summonedCardsList, IBattleResourceMgr resourceMgr, bool isPlayer = true, bool isToken = false, bool isIgnoreVoice = false, bool isRandomVoice = false, bool isGetoff = false, bool isEvoVoice = false, float voiceWaitTime = -1f, List<NetworkBattleReceiver.CardInfo> cardInfoList = null, bool isSeSysSummonLandingDuplicateCheck = false)
{
_resourceMgr = resourceMgr;
Register(InstantVfx.Create(delegate
{
foreach (BattleCardBase summonedCards in summonedCardsList)
{
summonedCards.BattleCardView.Collider.center = new Vector3(0f, 0f, -0.1f);
}
}));
Register(CreateSummonCardHandToInPlayVfx(summonedCardsList, isPlayer, isToken, isIgnoreVoice, isRandomVoice, cardInfoList, isSeSysSummonLandingDuplicateCheck, isGetoff, isEvoVoice, voiceWaitTime));
}
private VfxBase CreateSummonCardHandToInPlayVfx(SkillBaseSummon.SummonedCardsList summonedCardsList, bool isPlayer, bool isToken, bool isIgnoreVoice, bool isRandomVoice, List<NetworkBattleReceiver.CardInfo> cardInfoList, bool isSeSysSummonLandingDuplicateCheck, bool isGetoff = false, bool isEvoVoice = false, float voiceWaitTime = -1f)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
ReadOnlyCollection<SkillBaseSummon.SummonedCardsList.CardEffectPair> summonedCardEffectPairList = summonedCardsList.summonedCardEffectPairList;
ReadOnlyCollection<SkillBaseSummon.SummonedCardsList.CardEffectPair> overflowCardEffectPairList = summonedCardsList.overflowCardEffectPairList;
sequentialVfxPlayer.Register(NullVfx.GetInstance());
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair = summonedCardEffectPairList.FirstOrDefault();
int num = (isRandomVoice ? new System.Random().Next(summonedCardsList.summonedCards.Count()) : (-1));
for (int i = 0; i < summonedCardEffectPairList.Count; i++)
{
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair2 = summonedCardEffectPairList[i];
bool playVoice = !isIgnoreVoice && isToken && cardEffectPair2 == cardEffectPair;
if (!isIgnoreVoice && num != -1 && num == i)
{
playVoice = true;
}
else if (num != -1)
{
playVoice = false;
}
parallelVfxPlayer.Register(NullVfx.GetInstance());
}
for (int j = 0; j < overflowCardEffectPairList.Count; j++)
{
SkillBaseSummon.SummonedCardsList.CardEffectPair cardEffectPair3 = overflowCardEffectPairList[j];
parallelVfxPlayer.Register(NullVfx.GetInstance());
}
for (int k = 0; k < summonedCardsList.summonedCards.Count(); k++)
{
BattleCardBase battleCardBase = summonedCardsList.summonedCards.ElementAt(k);
if (cardInfoList != null)
{
if (battleCardBase.HasStackWhiteRitualAndOtherIconSkill())
{
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardStackIcon(battleCardBase, battleCardBase.Skills));
}
else
{
parallelVfxPlayer.Register(battleCardBase.BattleCardView.BattleCardIconAnimations.UpdateSkillIconInReplay(cardInfoList[k].InplaySkillEffectList, cardInfoList[k].InductionNumber, isInitialize: true));
}
}
else if (battleCardBase.HasStackWhiteRitualAndOtherIconSkill())
{
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardStackIcon(battleCardBase, battleCardBase.Skills));
}
else
{
parallelVfxPlayer.Register(battleCardBase.BattleCardView.InitializeBattleCardIcon(battleCardBase, battleCardBase.Skills));
}
}
sequentialVfxPlayer.Register(parallelVfxPlayer);
return sequentialVfxPlayer;
}
}