Files
SVSimServer/SVSim.BattleEngine/Engine/SkillBaseSummon.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

208 lines
7.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using Cute;
using Wizard.Battle;
using Wizard.Battle.View.Vfx;
public abstract class SkillBaseSummon : SkillBase
{
public enum SUMMON_TYPE
{
TOKEN,
DECK,
HAND,
DESTROYED
}
public class SummonedCardsList : IEnumerable<BattleCardBase>, IEnumerable
{
public class CardEffectPair
{
public BattleCardBase card;
public VfxBase summonEffect;
public CardEffectPair(BattleCardBase _card, bool _overrideSummonEffect)
{
card = _card;
summonEffect = (_overrideSummonEffect ? NullVfx.GetInstance() : null);
}
}
public readonly ReadOnlyCollection<CardEffectPair> summonedCardEffectPairList;
public readonly ReadOnlyCollection<CardEffectPair> overflowCardEffectPairList;
private List<CardEffectPair> m_summonedCardEffectPairList;
private List<CardEffectPair> m_overflowCardEffectPairList;
public IEnumerable<BattleCardBase> summonedCards
{
get
{
foreach (CardEffectPair summonedCardEffectPair in m_summonedCardEffectPairList)
{
yield return summonedCardEffectPair.card;
}
}
}
public IEnumerable<BattleCardBase> overflowCards
{
get
{
foreach (CardEffectPair overflowCardEffectPair in m_overflowCardEffectPairList)
{
yield return overflowCardEffectPair.card;
}
}
}
public IEnumerable<CardEffectPair> cardEffectPairList
{
get
{
foreach (CardEffectPair summonedCardEffectPair in m_summonedCardEffectPairList)
{
yield return summonedCardEffectPair;
}
foreach (CardEffectPair overflowCardEffectPair in m_overflowCardEffectPairList)
{
yield return overflowCardEffectPair;
}
}
}
public SummonedCardsList()
{
m_summonedCardEffectPairList = new List<CardEffectPair>();
m_overflowCardEffectPairList = new List<CardEffectPair>();
summonedCardEffectPairList = new ReadOnlyCollection<CardEffectPair>(m_summonedCardEffectPairList);
overflowCardEffectPairList = new ReadOnlyCollection<CardEffectPair>(m_overflowCardEffectPairList);
}
public IEnumerator<BattleCardBase> GetEnumerator()
{
foreach (BattleCardBase summonedCard in summonedCards)
{
yield return summonedCard;
}
foreach (BattleCardBase overflowCard in overflowCards)
{
yield return overflowCard;
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void AddCardToSummonedCards(BattleCardBase summonedCard, bool overrideSummonEffect = false)
{
m_summonedCardEffectPairList.Add(new CardEffectPair(summonedCard, overrideSummonEffect));
}
public void AddCardToOverflowCards(BattleCardBase overflowCard, bool overrideSummonEffect = false)
{
m_overflowCardEffectPairList.Add(new CardEffectPair(overflowCard, overrideSummonEffect));
}
}
protected bool _isIgnoreVoice;
protected bool _isRandomVoice;
protected bool _isEvoVoice;
protected float _voiceWaitTime = -1f;
public override bool IsAllowDestroyTarget => true;
protected SkillBaseSummon(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
protected void InitSummonParameter()
{
_isIgnoreVoice = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.ignore_voice, "false") == "true";
_isRandomVoice = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.random_voice, "false") == "true";
_isEvoVoice = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.summon_voice, "_OPT_NULL_") == "evo_voice";
if (!float.TryParse(base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.voice_wait_time, "_OPT_NULL_"), out _voiceWaitTime))
{
_voiceWaitTime = -1f;
}
}
protected SummonedCardsList CreateSummonedCardsList(IEnumerable<BattleCardBase> originalCards, IEnumerable<int> tokenIds, BattlePlayerBase summonPlayer, string summonSideOption = "null", bool isGetoff = false)
{
SummonedCardsList summonedList = new SummonedCardsList();
List<BattleCardBase> list = originalCards.ToList();
BattlePlayerBase obj = ((summonSideOption == "null" && list.Count > 0) ? list[0].SelfBattlePlayer : summonPlayer);
bool isPlayer = obj.IsPlayer;
int num = obj.ClassAndInPlayCardList.Count;
bool isCopy = list.Count > 0 && IsHaveApplicableTargetFilter<SkillTargetDiscardCardListFilter>();
for (int i = 0; i < tokenIds.Count(); i++)
{
int copyIndex = -1;
if (list.Count > 0)
{
copyIndex = ((list.Count < tokenIds.Count()) ? list.First().Index : list.ElementAt(i).Index);
}
if (!AddTokenToList(ref summonedList, tokenIds.ElementAt(i), num, isPlayer, isGetoff, isCopy, copyIndex))
{
break;
}
num++;
}
return summonedList;
}
private bool AddTokenToList(ref SummonedCardsList summonedList, int tokenID, int inPlayCardCount, bool isPlayer, bool isGetoff = false, bool isCopy = false, int copyIndex = -1)
{
if (inPlayCardCount < 6)
{
summonedList.AddCardToSummonedCards(CreateSummonedToken(isPlayer, tokenID, isGetoff, isCopy, copyIndex));
return true;
}
summonedList.AddCardToOverflowCards(CreateDummyToken(isPlayer, tokenID));
return false;
}
private BattleCardBase CreateSummonedToken(bool isPlayer, int tokenId, bool isGetoff = false, bool isCopy = false, int copyIndex = -1)
{
if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork && !base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
{
NetworkBattleDefine.NetworkCardPlaceState placeStatus = (isGetoff ? NetworkBattleDefine.NetworkCardPlaceState.Riding : NetworkBattleDefine.NetworkCardPlaceState.Field);
return SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.CreateBattleCardWithGameObject(new BattleManagerBase.CardCreateInfo(tokenId, isPlayer, base.ApplyingTargetFilter is SkillTargetChosenCardsFilter, placeStatus, isReferenceOpponentCard: false, this), new BattleManagerBase.IndexInfo(-1, -1, isCopy, copyIndex));
}
return ((base.SkillPrm.selfBattlePlayer.IsPlayer == isPlayer) ? base.SkillPrm.selfBattlePlayer : base.SkillPrm.opponentBattlePlayer).CreateNextIndexCard(tokenId);
}
private BattleCardBase CreateDummyToken(bool isPlayer, int tokenId)
{
return CardCreatorBase.CreateCard(tokenId, isPlayer, 0, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.SBattleLoad, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr, SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.BattleResourceMgr, NullInnerOptionsBuilder.GetInstance());
}
protected virtual VfxWithLoading CreateSummonCardAnimation(bool isPlayer, SummonedCardsList summonedCardsList, bool isOwnerEffect = false)
{
List<string> list = new List<string>();
foreach (BattleCardBase summonedCards in summonedCardsList)
{
list.Add(Toolbox.ResourcesManager.GetAssetTypePath(summonedCards.BaseParameter.SummonEffectPath, ResourcesManager.AssetLoadPathType.Effect2D));
}
foreach (string item in list)
{
if (item == null)
{
return NullVfxWithLoading.GetInstance();
}
}
return VfxWithLoading.Create(new StartPickMultiCardVfx(summonedCardsList, base.SkillPrm.resourceMgr, isPlayer, isToken: true, _isIgnoreVoice, _isRandomVoice));
}
}