Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_fusion_metamorphose.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

133 lines
7.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_fusion_metamorphose : Skill_metamorphose
{
public override bool IsShowSideLogSkillType => false;
public Skill_fusion_metamorphose(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
IEnumerable<BattleCardBase> enumerable = parameter.targetCards.Where((BattleCardBase c) => c.IsInHand);
List<MetamorphoseCardPair> list = new List<MetamorphoseCardPair>();
base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.random_count, -1);
List<BattleCardBase> inplayTargets = enumerable.Where((BattleCardBase c) => c.IsInplay).ToList();
if (_metamorphoseCardId == -1)
{
return NullVfxWithLoading.GetInstance();
}
if (!enumerable.Any())
{
return NullVfxWithLoading.GetInstance();
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer2 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer3 = ParallelVfxPlayer.Create();
ParallelVfxPlayer parallelVfxPlayer4 = ParallelVfxPlayer.Create();
float num = 0f;
int num2 = 0;
foreach (BattleCardBase item in enumerable)
{
BattleCardBase originalCard = item.Card;
BattleCardBase metamorphosedCard;
if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsNetworkBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork && !base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsReplayBattle)
{
metamorphosedCard = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.MetamorphoseCard(_metamorphoseCardId, originalCard.IsPlayer, originalCard.Index, this, isFusion: true);
}
else
{
metamorphosedCard = originalCard.SelfBattlePlayer.CreateCard(_metamorphoseCardId, originalCard.Index);
}
if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
{
metamorphosedCard.BattleCardView.CardWrapObject.SetActive(value: false);
}
originalCard.MetamorphoseCard = metamorphosedCard;
metamorphosedCard.TransformInfo = new BattleCardBase.TransformInformation(BattleCardBase.TransformType.Metamorphose, originalCard);
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
metamorphosedCard.BattleCardView.GameObject.SetActive(value: true);
metamorphosedCard.BattleCardView.CardWrapObject.SetActive(value: false);
metamorphosedCard.BattleCardView.Collider.enabled = false;
metamorphosedCard.SetOnDraw(draw: false);
}));
parallelVfxPlayer2.Register(base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.LoadCardResources(new List<BattleCardBase> { metamorphosedCard }));
parallelVfxPlayer3.Register(originalCard.Metamorphose(parameter.skillProcessor));
MetamorphoseCardPair metamorphoseCardPair = new MetamorphoseCardPair(originalCard, metamorphosedCard);
list.Add(metamorphoseCardPair);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery && (originalCard.IsPlayer || SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch))
{
VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
_canNotTouchCardVfxList.Add(canNotTouchCardVfx);
}
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
base.SkillPrm.ownerCard.SelfBattlePlayer.BattleView.PlayQueueView.ReplaceCard(metamorphosedCard.BattleCardView, originalCard.BattleCardView);
}));
sequentialVfxPlayer.Register(metamorphosedCard.SelfBattlePlayer.ReplaceInHand(originalCard, metamorphosedCard, parameter.skillProcessor));
InstantVfx instantVfx = InstantVfx.Create(delegate
{
base.SkillPrm.selfBattlePlayer.BattleView.HandView.ReplaceCardInView(originalCard.BattleCardView, metamorphosedCard.BattleCardView);
MotionUtils.SetLayerAll(metamorphosedCard.BattleCardView.GameObject, 31);
});
originalCard.BattleCardView.HideCanPlayEffect();
VfxBase vfxBase = Skill_metamorphose.SetupMetamorphosedCardTransformVfx(originalCard, metamorphosedCard);
ParallelVfxPlayer parallelVfxPlayer5 = ParallelVfxPlayer.Create(instantVfx, InstantVfx.Create(delegate
{
metamorphosedCard.BattleCardView.Transform.position = originalCard.BattleCardView.Transform.position;
metamorphosedCard.BattleCardView.Transform.rotation = originalCard.BattleCardView.Transform.rotation;
metamorphosedCard.BattleCardView.Transform.localScale = originalCard.BattleCardView.Transform.localScale;
Skill_metamorphose.SwapMetamorphosedCardMesh(originalCard, metamorphosedCard);
}));
GameObject effectGameObject = null;
VfxBase loadingVfx = NullVfx.GetInstance();
VfxBase playEffectAndSeVfx = NullVfx.GetInstance();
VfxWithLoading vfxWithLoading = VfxWithLoading.Create(loadingVfx, playEffectAndSeVfx);
parallelVfxPlayer2.Register(vfxWithLoading.LoadingVfx);
base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.OperateMgr.CallOnEffect(base.SkillPrm.buildInfo);
SequentialVfxPlayer morphVfx = SequentialVfxPlayer.Create(vfxBase, vfxWithLoading.MainVfx, WaitVfx.Create(0.5f), parallelVfxPlayer5);
sequentialVfxPlayer.Register(Skill_metamorphose.AttachMetamorphoseCardToOriginalCardVfx(originalCard, metamorphosedCard));
sequentialVfxPlayer.Register(WaitVfx.Create(num));
num += 0.1f;
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(Skill_metamorphose.EnableMetamorphosedCardColliderVfx(metamorphosedCard));
sequentialVfxPlayer.Register(TouchableUpdateVfx(originalCard.IsPlayer));
parallelVfxPlayer4.Register(sequentialVfxPlayer);
num2++;
}
IncreaseSkillMetamorphoseCount(inplayTargets);
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillMetamorphose(list.ToList(), this, IsTargetInOpponentHand(), isFusion: true);
}
VfxBase vfxBase2 = parallelVfxPlayer2;
vfxBase2 = UIManager.GetInstance().CreateNowLoadingVfx(parallelVfxPlayer2);
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create(parallelVfxPlayer, parallelVfxPlayer3, parallelVfxPlayer4);
vfxWithLoadingSequential.RegisterToLoadingVfx(vfxBase2);
return vfxWithLoadingSequential;
}
public bool IsShowFusionMetamorphoseFrameEffect(IEnumerable<BattleCardBase> selectedCards)
{
if (selectedCards.Count() == 0)
{
return false;
}
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.FusionIngredientCards = BattlePlayerBase.ConvertToSkillInfoCollection(selectedCards);
return CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: true);
}
}