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>
121 lines
4.7 KiB
C#
121 lines
4.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Wizard;
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public class NetworkSkill_generic_value_modifier : Skill_generic_value_modifier
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{
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private List<BattleCardBase> genericValueCards;
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private List<ApplySkillTargetFilterCollection> _filters;
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private bool IsNeedExtract => _setOptionText.Contains("last_target.charge_count");
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public NetworkSkill_generic_value_modifier(NetworkBattleManagerBase battleManager, SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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NetworkSkill_generic_value_modifier networkSkill_generic_value_modifier = this;
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genericValueCards = new List<BattleCardBase>();
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_filters = new List<ApplySkillTargetFilterCollection>();
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string text = _setOptionText.Split(':')[0];
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ConvertAndSetConditionsToTargetText(text);
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if (base.SkillPrm.ownerCard.IsPlayer)
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{
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return;
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}
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base.OnSkillStart += delegate(SkillBase skill, List<BattleCardBase> targetsCard, SkillConditionCheckerOption checkeroption)
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{
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networkSkill_generic_value_modifier.genericValueCards = networkSkill_generic_value_modifier.GetGenericValueCards(checkeroption);
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if (networkSkill_generic_value_modifier.IsNeedExtract && networkSkill_generic_value_modifier.genericValueCards.Count > 0)
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{
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RegisterExtract register = new RegisterExtract(networkSkill_generic_value_modifier.SkillPrm.ownerCard.IsPlayer, networkSkill_generic_value_modifier.genericValueCards, RegisterActionBase.ActionBaseParameter.cost.ToString(), isBase: true);
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battleManager._networkBattleSetupCardEventBase.AddRegisterActionManager(register);
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}
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};
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}
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public override void InsertTargetInfo(CallParameter parameter)
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{
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if (base.SkillPrm.ownerCard.IsPlayer && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsWatchBattle)
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{
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base.InsertTargetInfo(parameter);
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return;
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}
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int[] skillGenericArray = new int[0];
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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targetCard.SkillApplyInformation.SetSkillGenericArray(skillGenericArray);
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}
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}
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private void ConvertAndSetConditionsToTargetText(string text)
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{
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if (text.Contains('{'))
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{
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string[] array = text.Split('{');
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for (int i = 1; i < array.Length; i++)
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{
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ConvertAndSetConditionToTargetText(array[i].Split('}')[0]);
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}
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}
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else
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{
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ConvertAndSetConditionToTargetText(text);
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}
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}
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private void ConvertAndSetConditionToTargetText(string text)
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{
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string[] array = text.Split('.');
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ApplySkillTargetFilterCollection applySkillTargetFilterCollection = new ApplySkillTargetFilterCollection();
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for (int i = 0; i < array.Count(); i++)
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{
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SkillFilterCreator.ContentKeyword keyword = SkillFilterCreator.Str2ContentKeyword(array[i]);
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if (SkillFilterCreator.PLAYER_FILTER_NAMES.Contains(array[i]))
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{
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applySkillTargetFilterCollection.BattlePlayerFilter = SkillFilterCreator.CreateBattlePlayerFilter(keyword);
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continue;
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}
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if (SkillFilterCreator.PLAYER_TARGET_FILTER_NAMES.Contains(array[i]))
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{
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SkillFilterCreator.ParseContentInfo(array[i], out var retParsedInfo);
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applySkillTargetFilterCollection.TargetFilter = SkillFilterCreator.CreatePlayerTargetFilter(retParsedInfo, keyword, base.SkillPrm.ownerCard, this);
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}
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if (SkillFilterCreator.CARD_TYPE_FILTER_NAMES.Contains(text))
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{
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applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardTypeFilter(keyword));
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}
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else if (SkillFilterCreator.CARD_CONDITION_FILTER_NAMES.Any(text.StartsWith))
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{
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applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardConditionFilter(text, base.SkillPrm.ownerCard));
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}
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else if (SkillFilterCreator.CARD_SELECT_FILTER_NAMES.Any(text.StartsWith))
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{
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applySkillTargetFilterCollection.SelectFilter = SkillFilterCreator.CreateCardSelectFilter(text);
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}
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else if (SkillFilterCreator.CARD_PARAMETER_COMPARE_FILTER_NAMES.Any((string n) => Regex.IsMatch(text, "^" + n + "[<>!:=]=?")))
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{
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applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardParameterCompareFilter(text, base.SkillPrm.ownerCard));
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}
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}
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_filters.Add(applySkillTargetFilterCollection);
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}
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private List<BattleCardBase> GetGenericValueCards(SkillConditionCheckerOption option)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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for (int i = 0; i < _filters.Count; i++)
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{
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IEnumerable<BattleCardBase> source = _filters[i].Filtering(new BattlePlayerReadOnlyInfoPair(base.SkillPrm.selfBattlePlayer, base.SkillPrm.opponentBattlePlayer), option, null).Cast<BattleCardBase>();
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for (int j = 0; j < source.Count(); j++)
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{
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if (!list.Contains(source.ElementAt(j)))
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{
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list.Add(source.ElementAt(j));
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}
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}
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}
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return list;
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}
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}
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