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>
99 lines
2.8 KiB
C#
99 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessTimesPerTurn : SkillPreprocessTimesPerBase
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{
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private BattleCardBase _owner;
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public bool IsSameBaseCardId { get; private set; }
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public SkillPreprocessTimesPerTurn(BattleCardBase card, string option)
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: base(int.Parse(option.Split(':')[0]))
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{
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_owner = card;
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string[] array = option.Split(':');
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IsSameBaseCardId = array.Any((string o) => o == "same_base_card_id");
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if (!IsSameBaseCardId && array.Count() > 1)
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{
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base.BanId = array[1];
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}
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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if (!base.IsRight(playerInfoPair, option, PreexecutionCheck))
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{
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return false;
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}
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if (base.BanId != string.Empty)
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{
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return GetSkillNumInvokeCount(_owner, base.BanId) < _limitCount;
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}
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return true;
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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base.Start(playerPair, skill, skillProcessor, optionValue, checkerOption);
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if (_invokeCount == 1)
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{
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BattlePlayerBase onTurnPlayer = (playerPair.Self.IsSelfTurn ? playerPair.Self : playerPair.Opponent);
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Func<SkillProcessor, VfxBase> callStopOneTime = null;
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callStopOneTime = delegate
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{
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_invokeCount = 0;
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onTurnPlayer.OnTurnEnd -= callStopOneTime;
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return NullVfx.GetInstance();
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};
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onTurnPlayer.OnTurnEnd += callStopOneTime;
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}
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return NullVfx.GetInstance();
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}
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public override void Clone(SkillPreprocessBase source, SkillBase skill)
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{
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base.Clone(source, skill);
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if (source is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
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{
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_owner = skillPreprocessTimesPerTurn._owner;
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base.BanId = skillPreprocessTimesPerTurn.BanId;
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}
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}
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public int GetInvokeCount()
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{
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return _invokeCount;
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}
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public void ResetInvokeCount()
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{
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_invokeCount = 0;
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}
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private int GetSkillNumInvokeCount(BattleCardBase card, string banId)
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{
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return GetSkillNumInvokeCount(card.NormalSkills, banId) + GetSkillNumInvokeCount(card.EvolutionSkills, banId);
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}
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private int GetSkillNumInvokeCount(SkillCollectionBase skills, string banId)
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{
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int num = 0;
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for (int i = 0; i < skills.Count(); i++)
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{
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List<SkillPreprocessBase> preprocessList = skills.ElementAt(i).PreprocessList;
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for (int j = 0; j < preprocessList.Count(); j++)
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{
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if (preprocessList[j] is SkillPreprocessTimesPerTurn && preprocessList[j].BanId == banId)
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{
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num += (preprocessList[j] as SkillPreprocessTimesPerTurn).GetInvokeCount();
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}
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}
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}
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return num;
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}
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}
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