Files
SVSimServer/SVSim.BattleEngine/Engine/FieldBattleCard.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

105 lines
3.3 KiB
C#

using Wizard.Battle.Card;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class FieldBattleCard : BattleCardBase
{
private static SkillCreator.SkillBuildInfo _sharedChantBuildInfo;
public override bool IsEvolution => false;
public override bool IsField => true;
public override bool BaseMovable => base.Movable();
public override bool Attackable => false;
public override bool IsDead => base.IsDestroyedBySkill;
public override bool IsCantActivateFanfare => base.SelfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareField;
public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
{
type = IsCheckActiveMutationSkill;
if (!base.Movable(isCheckOnDraw, isSkipSelecting, type, isRecording))
{
return false;
}
return IsMutationMovable(type);
}
public FieldBattleCard(BuildInfo buildInfo)
: base(buildInfo)
{
}
public override void Setup(bool createNullView = false, bool isRecreate = false)
{
base.Setup(createNullView, isRecreate);
base.BattleCardView.SetupIconAnimations(this, base.Skills);
}
public override VfxBase SetUpInplay()
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(base.SetUpInplay());
return parallelVfxPlayer;
}
protected SkillCreator.SkillBuildInfo ChantSkillInfoCreate()
{
if (_sharedChantBuildInfo == null)
{
_sharedChantBuildInfo = new SkillCreator.SkillBuildInfo("chant_count_change", "self_turn_start", "{me.inplay_self.count}>0", "character=me&card_type=field&target=self", "gain_chant=1", "none");
}
return _sharedChantBuildInfo;
}
protected void SetChantSkill(SkillBase skill)
{
if (skill is Skill_chant_count_change skill_chant_count_change)
{
skill_chant_count_change.IsSelfChantSkill = true;
}
}
protected override VfxBase StartPlayCard()
{
base.StartPlayCard();
base.SelfBattlePlayer.HandCardToField(this);
return NullVfx.GetInstance();
}
protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
{
if (isNullView)
{
return new NullFieldBattleCardView(buildInfo);
}
return new FieldBattleCardView(buildInfo);
}
public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
{
return ParallelVfxPlayer.Create(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn), NullVfx.GetInstance());
}
public override BattleCardBase VirtualClone(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
{
VirtualFieldBattleCard virtualFieldBattleCard = new VirtualFieldBattleCard(_buildInfo.VirtualClone(selfBattlePlayer, opponentBattlePlayer));
CopyToVirtualCardBase(virtualFieldBattleCard);
return virtualFieldBattleCard;
}
public override VfxBase ReturnCard(SkillProcessor skillProcessor)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop());
InitializeParameterOnWhenReturn();
VfxBase vfx = base.ReturnCard(skillProcessor);
sequentialVfxPlayer.Register(vfx);
return sequentialVfxPlayer;
}
}