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>
119 lines
3.9 KiB
C#
119 lines
3.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_cant_attack : SkillBase
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{
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private class CantAttack
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{
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public BattleCardBase _target { get; set; }
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public int _cantClass { get; set; }
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public int _cantUnit { get; set; }
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public int _cantUnitNotHasGuard { get; set; }
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public BuffInfo _buffInfo { get; set; }
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public CantAttack(BattleCardBase target, int cantClass, int cantUnit, int cantUnitNotHasGuard, BuffInfo buffInfo)
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{
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_target = target;
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_cantClass = cantClass;
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_cantUnit = cantUnit;
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_cantUnitNotHasGuard = cantUnitNotHasGuard;
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_buffInfo = buffInfo;
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}
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}
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public static readonly int BIT_FLAG_NULL = 0;
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public static readonly int BIT_FLAG_CLASS = 1;
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public static readonly int BIT_FLAG_UNIT = 2;
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public static readonly int BIT_FLAG_UNIT_AND_CLASS = 3;
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public static readonly int BIT_UNIT_NOT_HAS_GUARD = 8;
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private int _baseCardId;
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public Skill_cant_attack(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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int num = BIT_FLAG_NULL;
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string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.cant_attack);
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_baseCardId = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.base_card_id, -1);
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CantAttackType type = CantAttackType.Null;
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switch (text)
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{
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case "class":
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num = BIT_FLAG_CLASS;
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type = CantAttackType.Class;
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break;
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case "unit":
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num = BIT_FLAG_UNIT;
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type = CantAttackType.Unit;
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break;
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case "all":
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num = BIT_FLAG_UNIT_AND_CLASS;
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type = CantAttackType.All;
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break;
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case "unit_not_has_guard":
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num = BIT_UNIT_NOT_HAS_GUARD;
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type = CantAttackType.NotHasGuard;
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break;
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}
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foreach (BattleCardBase targetCard in parameter.targetCards)
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{
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BattleCardBase battleCardBase = targetCard;
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BuffInfo buffInfo = AddBuffInfoIfNeeded(targetCard);
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BuffInfoContainer buffInfoContainer = new BuffInfoContainer(battleCardBase, buffInfo, num, "", null, 0L);
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parallelVfxPlayer.Register(targetCard.SkillApplyInformation.GiveCantAttack(num, _baseCardId));
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base.buffInfoContainer.Add(buffInfoContainer);
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SetOnLoseEvent(battleCardBase, buffInfo, buffInfoContainer);
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}
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if (IsBattleLog && parameter.targetCards.Count() > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillCantAttack(parameter.targetCards.ToList(), this, type);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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public override VfxWithLoading Stop(SkillProcessor skillProcessor)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(base.Stop(skillProcessor));
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List<BattleCardBase> list = new List<BattleCardBase>();
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foreach (BuffInfoContainer item in buffInfoContainer)
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{
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parallelVfxPlayer.Register(item._targetCard.SkillApplyInformation.DepriveCantAttack(item._intValue, _baseCardId));
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list.Add(item._targetCard);
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item._targetCard.RemoveBuffInfo(item._buffInfo);
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}
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CallOnUpdateSkillEffect(list, updateAttackEffect: true);
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buffInfoContainer.Clear();
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return VfxWithLoading.Create(parallelVfxPlayer);
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}
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public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
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{
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targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
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{
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VfxBase result = card.SkillApplyInformation.ForceDepriveCantAttack();
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card.RemoveBuffInfo(buff);
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buffInfoContainer.Remove(container);
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return result;
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};
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}
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}
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