Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Recovery/SingleBattleRecoveryRecordManager.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

128 lines
6.4 KiB
C#

using System.IO;
namespace Wizard.Battle.Recovery;
public class SingleBattleRecoveryRecordManager : RecoveryRecordManagerBase
{
protected override string DefaultRecoveryFileName => "recovery_single.json";
public SingleBattleRecoveryRecordManager()
{
}
public SingleBattleRecoveryRecordManager(string filePath)
: base(filePath)
{
}
public override void SetupRecording(BattleManagerBase battleMgr, DataMgr.BattleType battleType, int randomSeed, int backGroundId, string bgmId = "NONE")
{
base.SetupRecording(battleMgr, battleType, randomSeed, backGroundId, bgmId);
RecordSingleBattleSettings(_recorder, battleType, randomSeed, backGroundId, bgmId);
}
protected override OperationRecorderBase CreateOperationRecorder()
{
if (RecoveryRecordManagerBase.IsExistsSingleRecoveryFile())
{
string tempFilePath = OperationRecorderBase.RecordDirectoryPath + "temp_recovery_single.json";
RecoveryRecordManagerBase.DeleteRecoveryFile();
return new SingleBattleOperationRecorder(_recoveryFilePath, tempFilePath);
}
return new SingleBattleOperationRecorder(_recoveryFilePath);
}
protected override void SetupRecorderEvents(OperationRecorderBase operationRecorder, BattleManagerBase battleMgr)
{
base.SetupRecorderEvents(operationRecorder, battleMgr);
battleMgr.OperateMgr.OnTurnEnd += operationRecorder.RecordTurnEnd;
}
protected void RecordSingleBattleSettings(OperationRecorderBase operationRecorder, DataMgr.BattleType battleType, int randomSeed, int backGroundId, string bgmId)
{
DataMgr dataMgr = _gameMgr.GetDataMgr();
operationRecorder.RecordBattleType(battleType);
operationRecorder.RecordRandomSeed(randomSeed);
operationRecorder.RecordBackGroundId(backGroundId);
operationRecorder.RecordBgmId(bgmId);
operationRecorder.RecordClass("player", dataMgr.GetPlayerClassId());
operationRecorder.RecordSubClass("player", dataMgr.GetPlayerSubClassId());
if (dataMgr.TryGetPlayerMyRotationInfo(out var myRotationInfo))
{
operationRecorder.RecordMyRotationId("player", myRotationInfo.Id);
}
operationRecorder.RecordClass("enemy", dataMgr.GetEnemyClassId());
operationRecorder.RecordSubClass("enemy", dataMgr.GetEnemySubClassId());
if (dataMgr.TryGetEnemyMyRotationInfo(out var myRotationInfo2))
{
operationRecorder.RecordMyRotationId("enemy", myRotationInfo2.Id);
}
operationRecorder.RecordChara("player", dataMgr.GetPlayerCharaId());
operationRecorder.RecordChara("enemy", dataMgr.GetEnemyCharaId());
operationRecorder.RecordSleeve("player", dataMgr.GetPlayerSleeveId());
operationRecorder.RecordSleeve("enemy", dataMgr.GetEnemySleeveId());
operationRecorder.RecordDeck("player", 'p', dataMgr.GetCurrentDeckData());
operationRecorder.RecordDeck("enemy", 'e', dataMgr.GetCurrentEnemyDeckData());
operationRecorder.RecordEnemyAIDifficulty(dataMgr.m_EnemyAIDifficulty);
operationRecorder.RecordEnemyAILogicLevel(dataMgr.m_EnemyAILogicLevel);
operationRecorder.RecordEnemyAIMaxLife(dataMgr.m_EnemyAIMaxLife);
operationRecorder.RecordEnemyAIDeckId(dataMgr.m_EnemyAIDeckId);
operationRecorder.RecordEnemyAIStyleId(dataMgr.m_EnemyAIStyleId);
operationRecorder.RecordEnemyAIEmoteId(dataMgr.m_EnemyAIEmoteId);
operationRecorder.RecordEnemyAIUseInnerEmote(dataMgr.m_EnemyAIUseInnerEmote);
operationRecorder.RecordPracticeDifficultyDegreeId(dataMgr.PracticeDifficultyDegreeId);
operationRecorder.RecordIsPreBuildDeck(dataMgr.IsLastSelectDeckAttributeType(DeckAttributeType.BuildDeck));
operationRecorder.RecordIsTrialDeck(dataMgr.IsLastSelectDeckAttributeType(DeckAttributeType.TrialDeck));
operationRecorder.RecordIsDefaultDeck(dataMgr.GetSelectDefDeck());
operationRecorder.RecordMissionNecessaryInformation(dataMgr.MissionNecessaryInformation);
switch (battleType)
{
case DataMgr.BattleType.Quest:
operationRecorder.RecordQuestStageId(dataMgr.QuestBattleData.QuestStageId);
operationRecorder.RecordQuestEnemyAiId(dataMgr.QuestBattleData.EnemyAiId);
operationRecorder.RecordQuestEnemyEmblemId(dataMgr.QuestBattleData.EmblemId);
operationRecorder.RecordQuestEnemyDegreeId(dataMgr.QuestBattleData.DegreeId);
operationRecorder.RecordQuestEnemyEmotionOverride(dataMgr.QuestBattleData.EnemyEmotionOverride);
operationRecorder.RecordQuestPlayerEmotionOverride(dataMgr.QuestBattleData.PlayerEmotionOverride);
operationRecorder.RecordQuestIsExtra(dataMgr.QuestBattleData.IsExtra);
operationRecorder.RecordQuestIsMockBattle(dataMgr.QuestBattleData.IsMockBattle);
operationRecorder.RecordQuestExtraDeckScheduleId(dataMgr.QuestBattleData.ExtraDeckScheduleId);
break;
case DataMgr.BattleType.BossRushQuest:
operationRecorder.RecordQuestStageId(dataMgr.BossRushBattleData.QuestStageId);
operationRecorder.RecordQuestEnemyAiId(dataMgr.BossRushBattleData.EnemyAiId);
operationRecorder.RecordQuestEnemyEmblemId(dataMgr.BossRushBattleData.EmblemId);
operationRecorder.RecordQuestEnemyDegreeId(dataMgr.BossRushBattleData.DegreeId);
operationRecorder.RecordQuestRecoveryPoint(dataMgr.BossRushBattleData.RecoveryPointWhenFinish);
operationRecorder.RecordQuestPlayerSkillList(dataMgr.BossRushBattleData.PlayerSkillList);
operationRecorder.RecordQuestEnemySkill(dataMgr.BossRushBattleData.EnemySkill);
operationRecorder.RecordQuestMaxBattleCount(dataMgr.BossRushBattleData.MaxBattleCount);
operationRecorder.RecordQuestCurrentWinCount(dataMgr.BossRushBattleData.CurrentWinCount);
break;
case DataMgr.BattleType.SecretBossQuest:
operationRecorder.RecordQuestStageId(dataMgr.BossRushBattleData.QuestStageId);
operationRecorder.RecordQuestEnemyAiId(dataMgr.BossRushBattleData.EnemyAiId);
operationRecorder.RecordQuestEnemyEmblemId(dataMgr.BossRushBattleData.EmblemId);
operationRecorder.RecordQuestEnemyDegreeId(dataMgr.BossRushBattleData.DegreeId);
operationRecorder.RecordQuestPlayerSkillList(dataMgr.BossRushBattleData.PlayerSkillList);
operationRecorder.RecordQuestEnemySkill(dataMgr.BossRushBattleData.EnemySkill);
break;
case DataMgr.BattleType.Practice:
operationRecorder.RecordPractice3DFieldId(dataMgr.GetSoroPlay3DFieldID());
break;
case DataMgr.BattleType.Story:
operationRecorder.RecordStoryData();
break;
}
}
public void RecordChangeAI(string logicName, int operationQueueCount)
{
if (_recorder is SingleBattleOperationRecorder singleBattleOperationRecorder)
{
singleBattleOperationRecorder.RecordChangeAI(logicName, operationQueueCount);
}
}
}