Files
SVSimServer/SVSim.BattleEngine/Engine/OperateReceive.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

171 lines
5.8 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using Wizard;
using Wizard.Battle.View.Vfx;
public class OperateReceive
{
protected NetworkBattleManagerBase _battleMgr;
protected OperateMgr _operateMgr;
protected PlayHandCardReflection _networkPlayCardAction;
protected InPlayCardReflection _networkInPlayAction;
protected NetworkBattleData _networkBattleData;
private RegisterActionManager _registerActionList;
private NetworkBattleDefine.NetworkBattleURI _lastReceivedUri;
private long _lastReceivedTick;
public Func<List<int>, VfxBase> OnReceivePlayerMulligan;
public Func<List<int>, VfxBase> OnReceiveOpponentMulligan;
public Func<VfxBase> OnEndMulligan;
private static int _lastSpinCount = -1;
public Action<List<int>, List<int>> OnReceiveDeal { get; set; }
public VfxBase DealVfx { get; set; }
public OperateReceive(NetworkBattleManagerBase networkBattleMgr, RegisterActionManager registerCardList, OperateMgr operateMgr, NetworkBattleData networkBattleData)
{
_battleMgr = networkBattleMgr;
_registerActionList = registerCardList;
_operateMgr = operateMgr;
_networkBattleData = networkBattleData;
_networkPlayCardAction = CreateNetworkPlayCardAction();
_networkInPlayAction = CreateNetworkInPlayAction();
OnEndMulligan = (Func<VfxBase>)Delegate.Combine(OnEndMulligan, (Func<VfxBase>)delegate
{
_battleMgr.IsMulliganEnd = true;
return NullVfx.GetInstance();
});
}
protected virtual PlayHandCardReflection CreateNetworkPlayCardAction()
{
return new PlayHandCardReflection(_battleMgr, _operateMgr, _networkBattleData);
}
protected virtual InPlayCardReflection CreateNetworkInPlayAction()
{
return new InPlayCardReflection(_battleMgr, _operateMgr);
}
public virtual void StartOperate(NetworkOperationCollectionBase networkOperationCollection, NetworkBattleReceiver.ReceiveData receivedData)
{
networkOperationCollection.WriteOperationToTraceLog();
if (receivedData.spin > 0)
{
if (receivedData.spin == _lastSpinCount)
{
LocalLog.AccumulateLastTraceLog("Received same spin count. " + _lastSpinCount);
}
_lastSpinCount = receivedData.spin;
}
for (int i = 0; i < receivedData.spin; i++)
{
_battleMgr.StableRandomDouble();
}
receivedData.spin = 0;
switch (receivedData.dataUri)
{
case NetworkBattleDefine.NetworkBattleURI.Retry:
networkOperationCollection.RetryOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.Deal:
networkOperationCollection.DealOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.Swap:
networkOperationCollection.SwapOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
break;
case NetworkBattleDefine.NetworkBattleURI.Ready:
networkOperationCollection.SecondMulliganOperation(OnReceiveOpponentMulligan, OnReceivePlayerMulligan, OnEndMulligan);
break;
case NetworkBattleDefine.NetworkBattleURI.TurnStart:
{
long num = NetworkUtility.GetTimeSpanSecond(_lastReceivedTick);
networkOperationCollection.TurnStartOperation(_lastReceivedUri, (int)num);
break;
}
case NetworkBattleDefine.NetworkBattleURI.TurnEnd:
networkOperationCollection.TurnEndOperation(_networkPlayCardAction, _networkInPlayAction);
break;
case NetworkBattleDefine.NetworkBattleURI.TurnEndActions:
networkOperationCollection.TurnEndWithSkillActivationOperation(_networkPlayCardAction, _networkInPlayAction);
break;
case NetworkBattleDefine.NetworkBattleURI.TurnEndFinal:
networkOperationCollection.TurnEndFinalOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.Judge:
networkOperationCollection.JudgeOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.PlayActions:
_registerActionList.SetBeforeOpponentHandCardList(_battleMgr);
networkOperationCollection.InPlayActionOperation(_networkPlayCardAction, _networkInPlayAction);
break;
case NetworkBattleDefine.NetworkBattleURI.Retire:
networkOperationCollection.RetireOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.ChatStamp:
networkOperationCollection.ChatStampOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.End:
networkOperationCollection.DataInconsistencyBattleEndOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.Touch:
networkOperationCollection.TouchOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.SelectSkill:
networkOperationCollection.SelectSkillOperation(_networkPlayCardAction, _networkInPlayAction);
break;
case NetworkBattleDefine.NetworkBattleURI.SelectObject:
networkOperationCollection.SelectObjectOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.TurnEndReady:
networkOperationCollection.TurnEndReady();
break;
case NetworkBattleDefine.NetworkBattleURI.SlideObject:
networkOperationCollection.SlideObject();
break;
case NetworkBattleDefine.NetworkBattleURI.BattleFinish:
case NetworkBattleDefine.NetworkBattleURI.ReplayFinish:
networkOperationCollection.BattleFinishOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.Maintenance:
networkOperationCollection.MaintenanceOperation();
break;
case NetworkBattleDefine.NetworkBattleURI.JudgeResult:
networkOperationCollection.JudgeResultOperation();
break;
}
networkOperationCollection.SendEcho();
_lastReceivedUri = receivedData.dataUri;
_lastReceivedTick = TimeUtil.GetAbsoluteTime().Ticks;
}
public virtual void RecordSelectSkillInRecovery(NetworkBattleReceiver.ReceiveData receiveData)
{
}
public virtual void CheckLatestReplayInfoInRecovery()
{
}
public ReceivePlayActionsReflectionBase GetPlayActionsReflection(bool isEvolve)
{
if (isEvolve)
{
return _networkInPlayAction;
}
return _networkPlayCardAction;
}
}