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

148 lines
6.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using LitJson;
using Wizard.AutoTest;
using Wizard.Story;
namespace Wizard.Battle.Recovery;
public class SetupConditionInfo : BattleConditionInfo
{
public bool DidPlayerGoFirst { get; private set; }
public int RandomSeed { get; private set; }
public int BackGroundId { get; private set; }
public string BgmId { get; private set; }
public bool HasMulliganInfo { get; private set; }
public IEnumerable<int> PlayerMulliganReplaceCards { get; private set; }
public IEnumerable<int> PlayerMulliganCompleteCards { get; private set; }
public IEnumerable<int> EnemyMulliganReplaceCards { get; private set; }
public IEnumerable<int> EnemyMulliganCompleteCards { get; private set; }
public int PracticeDifficultyDegreeId { get; private set; }
public bool IsPrebuildDeck { get; private set; }
public bool IsTrialDeck { get; private set; }
public bool IsDefaultDeck { get; private set; }
public int QuestStageId { get; private set; }
public int QuestEnemyAiId { get; private set; }
public int QuestEnemyEmblemId { get; private set; }
public int QuestEnemyDegreeId { get; private set; }
public int RecoveryPoint { get; private set; }
public List<BossRushSpecialSkill> QuestPlayerSkillList { get; private set; }
public BossRushSpecialSkill QuestEnemySkill { get; private set; }
public int QuestMaxBattleCount { get; private set; }
public int QuestCurrentWinCount { get; private set; }
public int QuestEnemyEmotionOverride { get; private set; }
public int QuestPlayerEmotionOverride { get; private set; }
public bool QuestIsExtra { get; private set; }
public bool QuestIsMockBattle { get; private set; }
public int QuestExtraDeckScheduleId { get; private set; }
public BattleManagerBase.MissionNecessaryInformation MissionNecessaryInformation { get; private set; } = new BattleManagerBase.MissionNecessaryInformation(new Dictionary<string, string>());
public StoryRecoveryData StoryRecoveryData { get; }
public bool ScenarioDeckIsPreBuild { get; private set; }
public bool ScenarioDeckIsTrial { get; private set; }
public SetupConditionInfo(JsonData jsonData, DataMgr.BattleType battleType)
: base(jsonData, useDefaultInPlayCardValue: true)
{
DidPlayerGoFirst = jsonData.ToBooleanOrDefault("player_start_turn", defaultBoolean: true);
RandomSeed = jsonData.ToIntOrDefault("random_seed", 0);
BackGroundId = jsonData.ToIntOrDefault("background_id", -1);
BgmId = jsonData.ToStringOrDefault("bgm_id", "NONE");
HasMulliganInfo = jsonData.HasKey("player_mulligan_abandon");
PracticeDifficultyDegreeId = jsonData.ToIntOrDefault("practice_difficulty_degree_id", 400001);
IsPrebuildDeck = jsonData.ToBooleanOrDefault("is_prebuild_deck", defaultBoolean: false);
IsTrialDeck = jsonData.ToBooleanOrDefault("is_trial_deck", defaultBoolean: false);
IsDefaultDeck = jsonData.ToBooleanOrDefault("is_default_deck", defaultBoolean: false);
QuestStageId = jsonData.ToIntOrDefault("quest_stage_id", 0);
QuestEnemyAiId = jsonData.ToIntOrDefault("quest_enemy_ai_id", 0);
QuestEnemyEmblemId = jsonData.ToIntOrDefault("quest_enemy_emblem_id", 0);
QuestEnemyDegreeId = jsonData.ToIntOrDefault("quest_enemy_degree_id", 0);
QuestEnemyEmotionOverride = jsonData.ToIntOrDefault("quest_enemy_emotion_override", 0);
QuestPlayerEmotionOverride = jsonData.ToIntOrDefault("quest_player_emotion_override", 0);
QuestIsExtra = jsonData.ToBooleanOrDefault("quest_is_extra", defaultBoolean: false);
QuestIsMockBattle = jsonData.ToBooleanOrDefault("quest_is_mock_battle", defaultBoolean: false);
QuestExtraDeckScheduleId = jsonData.ToIntOrDefault("quest_extra_deck_schedule_id", 0);
if ((battleType == DataMgr.BattleType.Story || DataMgr.IsQuestBattleType(battleType)) && jsonData.HasKey("story_special_battle_player_attach_skill"))
{
/* Pre-Phase-5b: SetSpecialBattleSetting is Story/Quest-only; headless is PvP-only */
}
if (battleType == DataMgr.BattleType.BossRushQuest)
{
RecoveryPoint = jsonData.ToIntOrDefault("recovery_point", 0);
QuestPlayerSkillList = (from d in jsonData.ToJsonDataCollection("quest_player_skill_list")
select new BossRushSpecialSkill(d)).ToList();
QuestEnemySkill = new BossRushSpecialSkill(jsonData.ToObjectOrNull("quest_enemy_skill"));
QuestMaxBattleCount = jsonData.ToIntOrDefault("quest_max_battle_count", 0);
QuestCurrentWinCount = jsonData.ToIntOrDefault("quest_current_win_count", 0);
}
if (battleType == DataMgr.BattleType.SecretBossQuest)
{
QuestPlayerSkillList = (from d in jsonData.ToJsonDataCollection("quest_player_skill_list")
select new BossRushSpecialSkill(d)).ToList();
QuestEnemySkill = new BossRushSpecialSkill(jsonData.ToObjectOrNull("quest_enemy_skill"));
}
if (jsonData.HasKey("mission_necessary_information"))
{
Dictionary<string, string> dictionary = new Dictionary<string, string>();
foreach (string key in jsonData["mission_necessary_information"].Keys)
{
dictionary.Add(key, jsonData["mission_necessary_information"].ToStringOrDefault(key, string.Empty));
}
MissionNecessaryInformation = new BattleManagerBase.MissionNecessaryInformation(dictionary);
}
switch (battleType)
{
case DataMgr.BattleType.Practice:
/* Pre-Phase-5b: Practice3DfieldId is Practice-only; headless is PvP-only */
break;
case DataMgr.BattleType.Story:
StoryRecoveryData = new StoryRecoveryData(jsonData);
ScenarioDeckIsPreBuild = jsonData.ToBooleanOrDefault("scenario_deck_is_pre_build", defaultBoolean: false);
ScenarioDeckIsTrial = jsonData.ToBooleanOrDefault("scenario_deck_is_trial", defaultBoolean: false);
break;
}
if (HasMulliganInfo)
{
PlayerMulliganReplaceCards = ParseJsonDataIndexes(jsonData, "player_mulligan_abandon");
PlayerMulliganCompleteCards = ParseJsonDataIndexes(jsonData, "player_mulligan_complete");
EnemyMulliganReplaceCards = ParseJsonDataIndexes(jsonData, "enemy_mulligan_abandon");
EnemyMulliganCompleteCards = ParseJsonDataIndexes(jsonData, "enemy_mulligan_complete");
}
}
private IEnumerable<int> ParseJsonDataIndexes(JsonData jsonData, string keyName)
{
return from j in jsonData.ToJsonDataCollection(keyName)
select int.Parse(j.ToString().Substring(1));
}
}