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>
50 lines
2.3 KiB
C#
50 lines
2.3 KiB
C#
// TODO(engine-cleanup-pass2): 1 of 3 methods unrun in baseline
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// Type: SVSim.BattleEngine.Rng.HeadlessNetworkBattleMgr
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace SVSim.BattleEngine.Rng
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{
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// The headless authoritative NETWORK battle mgr — the emitting twin of HeadlessBattleMgr. Emission
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// lives on the NetworkBattleSender, and the *override that actually invokes it* (SendPlayCard ->
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// NetworkSender.SendPlayCard) lives on NetworkStandardBattleMgr, NOT NetworkBattleManagerBase: the
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// base SendPlayCard is an empty virtual no-op (NetworkBattleManagerBase.cs:598). NetworkStandardBattleMgr
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// is the production standard-PvP mgr; its ctor also creates the NetworkSender (NetworkStandardBattleMgr.cs:92),
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// so no manual sender wiring is needed here. Extending the base instead would resolve state but never
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// emit (spec §7 risk 2a). RNG overrides are identical to HeadlessBattleMgr (the same BattleManagerBase
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// virtuals + RandomSourceBridge), so the M14 rand-list emit reuses this mgr unchanged. M13's
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// deterministic card never exercises a roll.
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public sealed class HeadlessNetworkBattleMgr : NetworkStandardBattleMgr
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{
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private readonly IRandomSource _rng;
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public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng = null)
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: base(contentsCreator)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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// Phase-5 chunk 45: overload for the pre-seeded GameMgr path.
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public HeadlessNetworkBattleMgr(Wizard.BattleMgr.IBattleMgrContentsCreator contentsCreator, IRandomSource rng, GameMgr gameMgr)
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: base(contentsCreator, gameMgr)
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{
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_rng = rng ?? new SeededRandomSource(contentsCreator.RandomSeed);
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}
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public override int StableRandom(int val)
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return RandomSourceBridge.Range(val, unit);
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}
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public override double StableRandomDouble()
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{
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double unit = _rng.NextUnit();
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randomResult = unit;
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return unit;
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}
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public override int StableRandomOnlySelf(int val) => _rng.NextSelf(val);
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}
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}
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