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>
112 lines
4.0 KiB
C#
112 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using LitJson;
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using Wizard.AutoTest;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Operation;
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public abstract class SkillOperationCommandBase : IOperationCommand
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{
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protected AutoTestBattleMgr.CardInfo _cardInfo;
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protected readonly List<SkillTargetInfo> _skillTargetInfoList = new List<SkillTargetInfo>();
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public SkillOperationCommandBase(JsonData actionJsonData)
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{
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_cardInfo = parseSkillInfo(actionJsonData);
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if (!actionJsonData.HasKey("reaction"))
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{
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return;
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}
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JsonData jsonData = actionJsonData["reaction"];
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if (jsonData.IsObject)
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{
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parseSkillInfo(jsonData);
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return;
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}
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foreach (JsonData item in jsonData.ToJsonDataCollection("reaction"))
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{
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parseSkillInfo(item);
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}
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}
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private AutoTestBattleMgr.CardInfo parseSkillInfo(JsonData jsonData)
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{
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string cardName = jsonData["index"].ToString();
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int cardId = jsonData.ToIntOrDefault("id", 0);
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int cost = jsonData.ToIntOrDefault("cost", -1);
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AutoTestBattleMgr.CardInfo cardInfo = new AutoTestBattleMgr.CardInfo(cardName, cardId, cost);
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IEnumerable<JsonData> enumerable = jsonData.ToJsonDataCollection("skill_target");
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if (enumerable != null)
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{
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foreach (JsonData item in enumerable)
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{
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_skillTargetInfoList.Add(new SkillTargetInfo(cardInfo, item.ToString()));
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}
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}
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return cardInfo;
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}
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protected void SetupSkillSummon()
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{
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}
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public abstract void Operation(BattleManagerBase battleMgr);
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protected VfxWith<List<BattleCardBase>> GetSkillSelectedCardsWithVfx(BattleCardBase card, bool isEvolution, Func<bool, VfxBase> func = null)
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{
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BattleManagerBase ins = card.GetBuildInfo.BattleMgr; // Pre-Phase-5b: mgr via card's build info
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List<SkillBase> list = card.GetSelectTypeSkill(isEvolution).ToList();
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SkillCollectionBase source = (isEvolution ? card.EvolutionSkills : card.NormalSkills);
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VfxBase vfx = NullVfx.GetInstance();
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if (list.Count == 0 && !isEvolution && source.Any(delegate(SkillBase s)
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{
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if (!(s is Skill_pp_fixeduse skill_pp_fixeduse))
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{
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return false;
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}
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return skill_pp_fixeduse.IsMutationFixedUseCost && s.CheckCondition(new BattlePlayerReadOnlyInfoPair(s.SkillPrm.selfBattlePlayer, s.SkillPrm.opponentBattlePlayer), new SkillConditionCheckerOption(), isPrePlay: true);
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}) && source.Any((SkillBase s) => s is Skill_transform))
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{
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Skill_transform accelerateOrCrystallizeTransformSkill = card.GetAccelerateOrCrystallizeTransformSkill();
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if (accelerateOrCrystallizeTransformSkill != null)
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{
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list = ins.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill(isEvolution).ToList();
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}
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}
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bool flag = list.Count > 0 && _skillTargetInfoList.Any();
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if (func != null)
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{
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vfx = func.Call(flag);
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}
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IEnumerable<SkillBase> enumerable = list.Where((SkillBase s) => s.IsChoiceType);
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bool flag2 = enumerable != null && enumerable.Count() > 0;
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int num = 0;
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foreach (SkillBase item3 in enumerable)
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{
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num = ((!(item3.ApplySelectFilter is SkillChoiceSelectFilter)) ? (num + 1) : (num + ((SkillChoiceSelectFilter)item3.ApplySelectFilter).Count));
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}
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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if (flag)
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{
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foreach (SkillTargetInfo skillTargetInfo in _skillTargetInfoList)
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{
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if (flag2 && num > 0)
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{
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BattleCardBase item = ins.CreateTransformCardRegisterVfx(card, skillTargetInfo.TargetCard.Index, _cardInfo.IsPlayer);
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list2.Add(item);
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num--;
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continue;
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}
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AutoTestBattleMgr.CardInfo targetCardInfo = skillTargetInfo.TargetCard;
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BattleCardBase item2 = ins.GetBattlePlayer(targetCardInfo.IsPlayer).AllCards.Single((BattleCardBase c) => c.Index == targetCardInfo.Index);
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list2.Add(item2);
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}
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}
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return new VfxWith<List<BattleCardBase>>(vfx, list2);
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}
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}
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