refactor(battlenode): drop obsolete pre-ingest spellboost peek (Phase 2 revised, O-HC-5)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-06 19:28:21 -04:00
parent fcd64c8c11
commit fcc30ffe5e
2 changed files with 0 additions and 90 deletions

View File

@@ -3,7 +3,6 @@ using System.Reflection;
using System.Runtime.Serialization;
using engine::SVSim.BattleEngine.Rng;
using SVSim.BattleNode.Protocol;
using SVSim.BattleNode.Sessions.Dispatch;
using NetworkBattleReceiver = engine::NetworkBattleReceiver;
using NetworkBattleDefine = engine::NetworkBattleDefine;
using BattleManagerBase = engine::BattleManagerBase;
@@ -41,19 +40,10 @@ internal sealed class SessionBattleEngine
private HeadlessNetworkBattleMgr? _mgr;
private NetworkBattleReceiver? _receiver;
private int _lastPlayedSpellboost;
/// <summary>True once Setup has built the two-seat battle.</summary>
public bool IsReady => _mgr is not null;
/// <summary>The spellboost (spell-charge) COUNT of the card the most-recently-ingested PlayActions
/// frame played, read from the acting seat's hand BEFORE the frame resolved (the count is fixed as the
/// card leaves hand; a play that grants spellboost targets the REST of the hand, not the card just
/// played). 0 for a non-play frame, a token/unmapped idx, or a card not in hand. PlayActionsHandler
/// reads this right after Receive — the BattleSession _dispatchGate serializes Receive→Handle, so this
/// is unambiguously this frame's value.</summary>
public int PlayedCardSpellboost => _lastPlayedSpellboost;
/// <summary>Construct the two-seat network battle from both decks + the master seed (design F-N-5).
/// <paramref name="seatADeck"/>/<paramref name="seatBDeck"/> are the per-side deck orders the node
/// already computed (BattleSessionState.GetShuffledDeck) and handed each client.
@@ -125,12 +115,6 @@ internal sealed class SessionBattleEngine
var dict = ToEngineDict((env.Body as RawBody)?.Entries);
var uri = MapUri(env.Uri);
// Peek the played card's accumulated spellboost count BEFORE resolution: the count is fixed as
// the card leaves hand, so it must be read while the card is still in hand. 0 for any non-play.
_lastPlayedSpellboost = uri == NetworkBattleDefine.NetworkBattleURI.PlayActions
? PeekPlayedCardSpellboost(env, isPlayerSeat)
: 0;
try
{
// Mirror the engine's own recorded-frame replay (RecoveryDataHandler.cs:283): every
@@ -147,21 +131,6 @@ internal sealed class SessionBattleEngine
}
}
/// <summary>Read the played card's accumulated spellboost count off the acting seat's hand, matching
/// the card by Index == wire playIdx. Returns 0 when the body has no playIdx, or no hand card matches
/// (a token/unmapped idx, or a card already gone from hand). Pre-resolve read (see <see
/// cref="PlayedCardSpellboost"/>).</summary>
private int PeekPlayedCardSpellboost(MsgEnvelope env, bool isPlayerSeat)
{
if (_mgr is null) return 0;
var entries = (env.Body as RawBody)?.Entries;
if (entries is null) return 0;
int playIdx = (int)KnownListBuilder.AsLong(entries.GetValueOrDefault(WireKeys.PlayIdx));
foreach (var card in _mgr.GetBattlePlayer(isPlayerSeat).HandCardList)
if (card.Index == playIdx) return card.SpellChargeCount;
return 0;
}
// --- live board-state reads (N1 oracle surface; design F-N-4 board-state reads) ----------------
// Each returns LIVE engine state off the seated player, mirroring the Phase-1 oracle reads
// (VanillaFollowerOracleTests: player.Pp, player.HandCardList.Count, ClassAndInPlayCardList,