Files
SVSimServer/SVSim.BattleEngine/Engine/AddTargetInfo.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

82 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
public class AddTargetInfo
{
private BattleCardBase _ownerCard;
private ConditionSkillFilterCollection _conditionFilter;
private ApplySkillTargetFilterCollection _targetFilter;
private Func<SkillBase, bool> typeCheck;
private string _conditionFilterText;
private string _targetFilterText;
private string _skillTypeText;
private string _ownerCardtype;
private SkillCreator _skillCreator;
public AddTargetInfo(BattleCardBase ownerCard, string conditionFilterText, string targetFilterText, string skillTypeText, string ownerCardType, SkillBase skill)
{
_ownerCard = ownerCard;
_conditionFilterText = conditionFilterText;
_targetFilterText = targetFilterText;
_skillTypeText = skillTypeText;
_ownerCardtype = ownerCardType;
_conditionFilter = new ConditionSkillFilterCollection();
_targetFilter = new ApplySkillTargetFilterCollection();
typeCheck = SetTypeCheck(_skillTypeText, _ownerCardtype);
_skillCreator = _ownerCard.CreateSkillCreator(_ownerCard.SelfBattlePlayer, _ownerCard.OpponentBattlePlayer, _ownerCard.ResourceMgr);
string[] array = _conditionFilterText.Split('&');
List<SkillFilterCreator.ContentInfo> list = new List<SkillFilterCreator.ContentInfo>();
for (int i = 0; i < array.Length; i++)
{
SkillFilterCreator.ParseContentInfo(array[i], out var retParsedInfo);
list.Add(retParsedInfo);
}
SkillCreator.SetupSkillConditionOld(_conditionFilter, list, _ownerCard, skill);
string[] array2 = _targetFilterText.Split('&');
List<SkillFilterCreator.ContentInfo> list2 = new List<SkillFilterCreator.ContentInfo>();
for (int j = 0; j < array2.Length; j++)
{
SkillFilterCreator.ParseContentInfo(array2[j], out var retParsedInfo2);
list2.Add(retParsedInfo2);
}
_skillCreator.SetupSkillTargetOld(_targetFilter, _ownerCard, list2, skill);
}
private Func<SkillBase, bool> SetTypeCheck(string skillType, string ownerCardType)
{
if (skillType != null && skillType == "damage")
{
return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_damage;
}
return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_none;
}
private bool CardTypeCheck(BattleCardBase card, string ownerCardType)
{
return ownerCardType switch
{
"all" => true,
"unit" => card.IsUnit,
"spell" => card.IsSpell,
"field" => card.IsField,
"chant_field" => card.IsChantField,
_ => false,
};
}
public AddTargetInfo Clone(BattleCardBase ownerCard)
{
return new AddTargetInfo(ownerCard, _conditionFilterText, _targetFilterText, _skillTypeText, _ownerCardtype, null);
}
}