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>
36 lines
2.0 KiB
XML
36 lines
2.0 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
|
|
<PropertyGroup>
|
|
<TargetFramework>net8.0</TargetFramework>
|
|
<Nullable>enable</Nullable>
|
|
<ImplicitUsings>enable</ImplicitUsings>
|
|
<!-- NU1903 (MessagePack 2.5.172 has a moderate-severity vulnerability) is the only
|
|
audit hit at this revision. Suppress so MSBuildWorkspace (used by tools/engine-port/
|
|
ClosureAnalyzer) doesn't bail out before wiring the extern-alias project reference,
|
|
which silently breaks cross-project symbol resolution for this whole project. -->
|
|
<NoWarn>$(NoWarn);NU1903</NoWarn>
|
|
</PropertyGroup>
|
|
<ItemGroup>
|
|
<FrameworkReference Include="Microsoft.AspNetCore.App" />
|
|
<PackageReference Include="MessagePack" Version="2.5.172" />
|
|
</ItemGroup>
|
|
<ItemGroup>
|
|
<!-- Aliased: the copied decompiled engine puts a huge type surface in the GLOBAL namespace
|
|
(BattlePlayer, MessagePackSerializer, ...) which would otherwise leak into and collide
|
|
with every node file. The extern alias confines it; only Sessions/Engine/* opts in.
|
|
PrivateAssets=compile: the engine is an implementation detail of the node — hide its TYPES
|
|
from the COMPILE closure of consumers (SVSim.EmulatedEntrypoint references BattleNode and
|
|
would otherwise re-hit the MessagePackSerializer global-namespace collision), while still
|
|
flowing the RUNTIME asset so SVSim.BattleEngine.dll deploys into consumers' output. -->
|
|
<ProjectReference Include="..\SVSim.BattleEngine\SVSim.BattleEngine.csproj" Aliases="engine" PrivateAssets="compile" />
|
|
</ItemGroup>
|
|
<ItemGroup>
|
|
<InternalsVisibleTo Include="SVSim.UnitTests" />
|
|
<InternalsVisibleTo Include="SVSim.BattleEngine.Tests" />
|
|
</ItemGroup>
|
|
<ItemGroup>
|
|
<!-- EngineGlobalInit reads the loader's card-master dump from AppContext.BaseDirectory/Data/cards.json
|
|
to populate the engine's static CardMaster. Ship it in the node's output. -->
|
|
<None Include="..\SVSim.Bootstrap\Data\cards.json" Link="Data\cards.json" CopyToOutputDirectory="PreserveNewest" />
|
|
</ItemGroup>
|
|
</Project>
|