Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIHealRecorderCollection.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

69 lines
1.7 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIHealRecorderCollection
{
public class AIHealRecorder
{
public int TurnCount { get; private set; }
public AIVirtualCard Card { get; private set; }
public AIHealRecorder(int turnCount, AIVirtualCard healedCard)
{
TurnCount = turnCount;
Card = healedCard;
}
}
public List<AIHealRecorder> AllyHealRecorderList { get; private set; }
public List<AIHealRecorder> EnemyHealRecorderList { get; private set; }
public AIHealRecorderCollection()
{
AllyHealRecorderList = new List<AIHealRecorder>();
EnemyHealRecorderList = new List<AIHealRecorder>();
}
private AIHealRecorderCollection(AIHealRecorderCollection original)
{
AllyHealRecorderList = new List<AIHealRecorder>(original.AllyHealRecorderList);
EnemyHealRecorderList = new List<AIHealRecorder>(original.EnemyHealRecorderList);
}
public AIHealRecorderCollection Clone()
{
return new AIHealRecorderCollection(this);
}
public int GetTurnHealCount(int turn, List<AIVirtualCard> checkTargets, bool isAlly)
{
List<AIHealRecorder> list = (isAlly ? AllyHealRecorderList : EnemyHealRecorderList);
int num = 0;
for (int i = 0; i < list.Count; i++)
{
AIHealRecorder aIHealRecorder = list[i];
if (aIHealRecorder.TurnCount != turn)
{
continue;
}
for (int j = 0; j < checkTargets.Count; j++)
{
if (aIHealRecorder.Card.IsSameCard(checkTargets[j]))
{
num++;
break;
}
}
}
return num;
}
public void AppendHealCount(int turn, AIVirtualCard healedCard, bool isAlly)
{
(isAlly ? AllyHealRecorderList : EnemyHealRecorderList).Add(new AIHealRecorder(turn, healedCard));
}
}