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>
154 lines
5.7 KiB
C#
154 lines
5.7 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Cute;
|
|
using Wizard.Battle.Mulligan;
|
|
using Wizard.Battle.View.Vfx;
|
|
// TODO(engine-cleanup-pass2): 6 of 11 methods unrun in baseline
|
|
// Type: Wizard.Battle.Phase.NetworkMulliganPhase
|
|
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
|
|
|
|
|
|
namespace Wizard.Battle.Phase;
|
|
|
|
public class NetworkMulliganPhase : MulliganPhaseBase
|
|
{
|
|
protected readonly NetworkBattleManagerBase _networkBattleMgr;
|
|
|
|
protected readonly NetworkMulliganMgr _networkMulliganMgr;
|
|
|
|
protected readonly SingleMulliganMgr _singleMulliganMgr;
|
|
|
|
private Action OnNetworkAlive;
|
|
|
|
public event Func<VfxBase> OnEndMulligan;
|
|
|
|
public NetworkMulliganPhase(NetworkBattleManagerBase battleMgr, NetworkBattleSender sender)
|
|
: base(battleMgr)
|
|
{
|
|
_networkBattleMgr = battleMgr;
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
_singleMulliganMgr = new SingleMulliganMgr();
|
|
}
|
|
else
|
|
{
|
|
_networkMulliganMgr = new NetworkMulliganMgr(sender);
|
|
}
|
|
IMulliganMgr mulliganMgr;
|
|
if (!_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
IMulliganMgr networkMulliganMgr = _networkMulliganMgr;
|
|
mulliganMgr = networkMulliganMgr;
|
|
}
|
|
else
|
|
{
|
|
IMulliganMgr networkMulliganMgr = _singleMulliganMgr;
|
|
mulliganMgr = networkMulliganMgr;
|
|
}
|
|
Initialize(mulliganMgr);
|
|
}
|
|
|
|
public override VfxBase Setup()
|
|
{
|
|
VfxBase result = base.Setup();
|
|
MulliganEventSetting();
|
|
if (!_networkBattleMgr.IsRecovery)
|
|
{
|
|
SetUpSubmitEvent();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
protected void SetUpSubmitEvent()
|
|
{
|
|
IMulliganMgr mulliganMgr = _mulliganMgr;
|
|
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
|
|
{
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
SingleMulliganMgr singleMulligan = _mulliganMgr as SingleMulliganMgr;
|
|
OnNetworkAlive = (Action)Delegate.Combine(OnNetworkAlive, (Action)delegate
|
|
{
|
|
singleMulligan.AIMulliganEndAction(_networkBattleMgr);
|
|
OnNetworkAlive = null;
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
public override VfxWith<IPhase> Update(float dt)
|
|
{
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork && _networkBattleMgr.InstanceNetworkAgent != null && _networkBattleMgr.InstanceNetworkAgent.PlayerNetworkStatus.IsAlive)
|
|
{
|
|
OnNetworkAlive.Call();
|
|
}
|
|
return base.Update(dt);
|
|
}
|
|
|
|
public void MulliganEventSetting()
|
|
{
|
|
if (!_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
|
|
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Combine(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
|
|
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
|
|
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Combine(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
|
|
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
|
|
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
|
|
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
|
|
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
|
|
}
|
|
}
|
|
|
|
public override VfxBase Teardown()
|
|
{
|
|
VfxBase result = base.Teardown();
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
return result;
|
|
}
|
|
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
|
|
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Remove(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
|
|
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
|
|
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Remove(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
|
|
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
|
|
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
|
|
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
|
|
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
|
|
return result;
|
|
}
|
|
|
|
private VfxBase EndMulligan()
|
|
{
|
|
LocalLog.AccumulateLastTraceLog("EndMulligan");
|
|
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
|
|
sequentialVfxPlayer.Register(this.OnEndMulligan.GetAllFuncVfxResults());
|
|
sequentialVfxPlayer.Register(_networkBattleMgr.GameMgr.IsAINetwork ? _singleMulliganMgr.CompleteMulligan(_networkBattleMgr) : _networkMulliganMgr.CompleteMulligan(_networkBattleMgr));
|
|
return sequentialVfxPlayer;
|
|
}
|
|
|
|
protected virtual VfxBase ReceivePlayerMulligan(List<int> mulliganAfterCardIndexes)
|
|
{
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
return NullVfx.GetInstance();
|
|
}
|
|
_networkMulliganMgr.SetPlayerHandCardIndexList(mulliganAfterCardIndexes);
|
|
return _networkMulliganMgr.PlayerChangeCardVfx(_networkBattleMgr);
|
|
}
|
|
|
|
protected VfxBase ReceiveOpponentMulligan(List<int> mulliganAfterCardIndexes)
|
|
{
|
|
LocalLog.AccumulateLastTraceLog("ReceiveOpponentMulligan");
|
|
if (_networkBattleMgr.GameMgr.IsAINetwork)
|
|
{
|
|
return NullVfx.GetInstance();
|
|
}
|
|
_networkMulliganMgr.SetOpponentMulliganAfterCardIndexList(mulliganAfterCardIndexes);
|
|
VfxBase vfx = _networkMulliganMgr.EnemyChangeCardVfx(_networkBattleMgr);
|
|
_networkBattleMgr.ClearRegisterCardList();
|
|
OnEndMulligan += () => vfx;
|
|
return NullVfx.GetInstance();
|
|
}
|
|
}
|