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>
56 lines
2.7 KiB
C#
56 lines
2.7 KiB
C#
using Wizard.BattleMgr;
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namespace SVSim.BattleEngine.Rng
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{
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// The headless authoritative single-battle mgr. Overrides the three BattleManagerBase RNG methods
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// (now virtual per the Task-4 DP5 patch) to delegate to an injected IRandomSource instead of the
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// IsForecast-gated System.Random fields. This is the F2 decoupling: VFX stays suppressed
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// (IsForecast == true) while RNG rolls real. The skill RNG path calls BattleManagerBase.GetIns()
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// .StableRandom*, and the base ctor registers `this` as the singleton, so constructing the battle as
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// HeadlessBattleMgr makes every roll dispatch (virtually) to these overrides.
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//
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// randomResult is set inside the overrides (it has a protected setter, reachable only from a
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// subclass — NOT from RandomSourceBridge); it is read by the Phase-2 NetworkSkill_cost_change emit
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// path, so the overrides keep it faithful. The arithmetic itself lives in RandomSourceBridge so it
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// stays unit-testable and reusable by a future NetworkBattleManagerBase-derived mgr.
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public sealed class HeadlessBattleMgr : SingleBattleMgr
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{
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private readonly IRandomSource _rng;
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public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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: base(contentsCreator)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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// Phase-5 chunk 45: overload for the pre-seeded GameMgr path — fixtures build a GameMgr,
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// seed it (SeedCharaIds + SeedNetUser), then hand it to this ctor. Retires the ambient bridge.
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public HeadlessBattleMgr(IBattleMgrContentsCreator contentsCreator, IRandomSource rng, GameMgr gameMgr)
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: base(contentsCreator, gameMgr)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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// KNOWN DIVERGENCE: the base StableRandom/StableRandomDouble also bump a private
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// `stableRandomCount` diagnostic field; these overrides cannot (it's private to the base) and do
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// not. The field is currently unread anywhere in the engine, so this is harmless; if a future
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// replay/audit path starts reading the count, promote it via a protected accessor (another DP5
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// patch) rather than leaving it silently zero.
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public override int StableRandom(int val)
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return RandomSourceBridge.Range(val, unit);
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}
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public override double StableRandomDouble()
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return unit;
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}
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public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
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}
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}
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