Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_summon_card.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

182 lines
7.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.Resource;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_summon_card : SkillBaseSummon
{
protected SummonedCardsList _summonedCardsList;
public bool IsDeckSelfSummon => base.IsDeckSelfSkill;
public Skill_summon_card(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
InitSummonParameter();
base.SkillPrm.ownerCard.SelfBattlePlayer.SkillSummonedCards = new List<BattleCardBase>();
int count = base.SkillPrm.selfBattlePlayer.DeckCardList.Count;
SUMMON_TYPE sUMMON_TYPE = SUMMON_TYPE.DESTROYED;
foreach (BattleCardBase card in parameter.targetCards)
{
if (base.SkillPrm.selfBattlePlayer.DeckCardList.Any((BattleCardBase p) => p == card))
{
sUMMON_TYPE = SUMMON_TYPE.DECK;
break;
}
if (base.SkillPrm.selfBattlePlayer.HandCardList.Any((BattleCardBase p) => p == card))
{
sUMMON_TYPE = SUMMON_TYPE.HAND;
break;
}
}
if (sUMMON_TYPE == SUMMON_TYPE.DESTROYED && !parameter.targetCards.Any((BattleCardBase c) => c.IsDead))
{
return NullVfxWithLoading.GetInstance();
}
_summonedCardsList = CreateSummonedCardsList(parameter.targetCards);
if (!_summonedCardsList.Any())
{
return NullVfxWithLoading.GetInstance();
}
if (IsCantSummon())
{
return NullVfxWithLoading.GetInstance();
}
CallOnSummonCards();
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillSummon(_summonedCardsList.summonedCards.ToList(), this);
}
BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SkillPrm.ownerCard.IsPlayer, _summonedCardsList, sUMMON_TYPE, isReanimate: false, base.IsDeckSelfSkill);
BattlePlayerBase selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
SkillProcessor skillProcessor = parameter.skillProcessor;
BattlePlayerBase.SummonInfo summonInfo2 = summonInfo;
VfxWithLoadingSequential vfxWithLoadingSequential = selfBattlePlayer.CardManagement(null, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, this, summonInfo2) as VfxWithLoadingSequential;
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
switch (sUMMON_TYPE)
{
case SUMMON_TYPE.HAND:
foreach (BattleCardBase summonedCards in _summonedCardsList)
{
parallelVfxPlayer.Register(RemoveHandCardFromViewVfx(summonedCards, base.SkillPrm.selfBattlePlayer, isBurialRite: false));
parallelVfxPlayer.Register(summonedCards.StopSpellCharge());
summonedCards.BattleCardView.SetNormalLabelEnable(isEnable: true);
}
break;
case SUMMON_TYPE.DECK:
if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsReplayBattle || !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle)
{
for (int num = 0; num < _summonedCardsList.summonedCards.Count(); num++)
{
_summonedCardsList.summonedCards.ElementAt(num).BattleCardView.SetNormalLabelEnable(isEnable: true);
}
}
base.SkillPrm.selfBattlePlayer.CallOnChangeDeckAfterEvent(count, parameter.skillProcessor, _summonedCardsList.summonedCards.ToList());
break;
}
VfxWithLoading vfxWithLoading = CreateSummonCardAnimation(base.SkillPrm.ownerCard.IsPlayer, _summonedCardsList);
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create(vfxWithLoading.MainVfx);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (IsDeckSelfSummon)
{
BattleCardBase battleCardBase = _summonedCardsList.summonedCards.First();
sequentialVfxPlayer.Register(NullVfx.GetInstance());
parallelVfxPlayer2.Register(NullVfx.GetInstance());
}
VfxWithLoadingSequential vfxWithLoadingSequential2 = VfxWithLoadingSequential.Create(vfxWithLoadingSequential.LoadingVfx, parallelVfxPlayer, sequentialVfxPlayer, parallelVfxPlayer2, vfxWithLoadingSequential.MainVfx);
vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
return vfxWithLoadingSequential2;
}
private SummonedCardsList CreateSummonedCardsList(IEnumerable<BattleCardBase> summonedCards)
{
int num = base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Count;
SummonedCardsList summonedCardsList = new SummonedCardsList();
foreach (BattleCardBase summonedCard in summonedCards)
{
if (num < 6)
{
summonedCardsList.AddCardToSummonedCards(summonedCard, !IsDeckSelfSummon);
num++;
}
}
return summonedCardsList;
}
protected override VfxWithLoading CreateSummonCardAnimation(bool isPlayer, SummonedCardsList summonedCardsList, bool isOwnerEffect = false)
{
VfxWithLoading vfxWithLoadingToRegister = CreateSummonSkillEffect(base.SkillPrm, summonedCardsList);
StartPickMultiCardVfx vfxToRegister = new StartPickMultiCardVfx(summonedCardsList, base.SkillPrm.resourceMgr, isPlayer, isToken: true, _isIgnoreVoice, _isRandomVoice, isGetoff: false, _isEvoVoice, _voiceWaitTime);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(vfxWithLoadingToRegister);
vfxWithLoadingSequential.RegisterToMainVfx(vfxToRegister);
return vfxWithLoadingSequential;
}
protected VfxWithLoading CreateSummonSkillEffect(SkillParameter skillPrm, SummonedCardsList summonedCardsList)
{
IBattleResourceMgr resourceMgr = skillPrm.resourceMgr;
if (skillPrm.buildInfo._effectTargetType == EffectMgr.TargetType.SINGLE)
{
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
foreach (SummonedCardsList.CardEffectPair cardEffectPair in summonedCardsList.cardEffectPairList)
{
BattleCardBase targetCard = cardEffectPair.card;
VfxWithLoading vfxWithLoading = CreateSingleVfx(resourceMgr, () => targetCard.BattleCardView.CardWrapObject.transform.position, targetCard.AsIEnumerable(), addToLastOperation: true);
cardEffectPair.summonEffect = vfxWithLoading.MainVfx;
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
}
base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.OperateMgr.CallOnEffect(base.SkillPrm.buildInfo, isFollowInHand: false, isTargetPosition: true, addToLastOperation: true);
return vfxWithLoadingSequential;
}
return CreateSkillEffect(resourceMgr, summonedCardsList, isFollowInHand: false, addToLastOperation: true);
}
public static VfxBase RemoveHandCardFromViewVfx(BattleCardBase targetHandCard, BattlePlayerBase self, bool isBurialRite)
{
return InstantVfx.Create(delegate
{
self.BattleView.HandView.RemoveCardFromView(targetHandCard.BattleCardView, 0.1f);
iTween.Stop(targetHandCard.BattleCardView.GameObject);
targetHandCard.BattleCardView.GameObject.SetActive(value: false);
targetHandCard.BattleCardView.HideCanPlayEffect();
targetHandCard.BattleCardView.ResetCardView(targetHandCard.BaseParameter);
List<int> burialRiteOrDiscardCardHandIndexList = targetHandCard.SelfBattlePlayer.BurialRiteOrDiscardCardHandIndexList;
if (isBurialRite && burialRiteOrDiscardCardHandIndexList.Count > 0)
{
int num = burialRiteOrDiscardCardHandIndexList[0];
burialRiteOrDiscardCardHandIndexList.RemoveAt(0);
for (int i = 0; i < burialRiteOrDiscardCardHandIndexList.Count; i++)
{
if (num < burialRiteOrDiscardCardHandIndexList[i])
{
burialRiteOrDiscardCardHandIndexList[i]--;
}
}
}
});
}
public bool IsCantSummon()
{
List<Skill_cant_summon.CantSummonInfo> cantSummonList = base.SkillPrm.ownerCard.SelfBattlePlayer.Class.SkillApplyInformation.CantSummonList;
for (int i = 0; i < cantSummonList.Count; i++)
{
if (cantSummonList[i] == Skill_cant_summon.CantSummonInfo.DeckSelf && base.IsDeckSelfSkill)
{
return true;
}
}
return false;
}
protected virtual void CallOnSummonCards()
{
}
}