Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_special_win.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

64 lines
2.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Battle.View.Vfx;
public class Skill_special_win : SkillBase
{
public Skill_special_win(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
if (base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
{
return NullVfxWithLoading.GetInstance();
}
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
IEnumerable<BattleCardBase> targetCards = parameter.targetCards;
bool flag = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invalid_ability, "_OPT_NULL_") == "when_special_lose";
foreach (BattleCardBase targetCard in parameter.targetCards)
{
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(targetCard.OpponentBattlePlayer, targetCard.SelfBattlePlayer);
SkillProcessor.ProcessInfo processInfo = targetCard.OpponentBattlePlayer.Class.Skills.CreateWhenSpecialLose(parameter.skillProcessor, playerInfoPair);
if (processInfo != null && !flag)
{
parameter.skillProcessor.Register(processInfo);
if (!SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
{
BattleCardBase targetClass = targetCard.OpponentBattlePlayer.Class;
sequentialVfxPlayer.Register(SkillBase.CreateSingleVfx(base.SkillPrm.resourceMgr, () => targetClass.BattleCardView.GameObject.transform.position, new List<BattleCardBase> { targetClass }, targetClass.IsPlayer, targetClass.BattleCardView, "btl_nerva_2", EffectMgr.EngineType.SHURIKEN, "se_btl_nerva_2", EffectMgr.MoveType.DIRECT_LEADER, EffectMgr.TargetType.SINGLE, 0f));
}
}
else
{
targetCard.OpponentBattlePlayer.Class.FlagCardAsDestroyedBySkill();
sequentialVfxPlayer.Register(targetCard.SelfBattlePlayer.BattleMgr.PlaySpecialWin(targetCard.SelfBattlePlayer));
}
}
List<BattleCardBase> list = new List<BattleCardBase>();
foreach (BattleCardBase item in targetCards)
{
list.Add(item.OpponentBattlePlayer.Class);
}
VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, list);
VfxBase vfxBase = SequentialVfxPlayer.Create(WaitVfx.Create(base.SkillPrm.buildInfo._effectTime), InstantVfx.Create(delegate
{
ShakeScreen();
}));
SetInductionVoiceIndex(isSpecialWin: true);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create(vfxWithLoading.MainVfx, CreateSkillActivationVoiceVfx(), vfxBase);
VfxBase mainVfx = SequentialVfxPlayer.Create(parallelVfxPlayer, sequentialVfxPlayer);
return VfxWithLoading.Create(vfxWithLoading.LoadingVfx, mainVfx);
}
// Pre-Phase-5b: static camera-shake helper. Headless has no BattleCamera / BackGround view;
// the enclosing "special win" celebratory VFX is unreachable. Method body stubbed to no-op.
public static void ShakeScreen(int shakeScreenMinValue = 10)
{
}
}