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>
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Models;
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namespace SVSim.Database.Repositories.Pack;
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public class PackRepository : IPackRepository
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{
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private readonly SVSimDbContext _db;
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public PackRepository(SVSimDbContext db) { _db = db; }
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public async Task<List<PackConfigEntry>> GetActivePacks(DateTime now) =>
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await _db.Packs
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.AsSplitQuery()
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.Include(p => p.ChildGachas)
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.Include(p => p.Banners)
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.Where(p => p.IsEnabled && p.CommenceDate <= now && p.CompleteDate >= now)
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// parent_gacha_id DESC matches the prod /pack/info wire order. The tutorial pack
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// UI runs with controls locked and auto-selects the FIRST entry in
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// pack_config_list, so the legendary starter pack (99047) MUST be index 0 for the
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// tutorial to progress. Verified against data_dumps/captures/traffic_prod_tutorial.ndjson —
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// prod emits [99047, 92001, 80047, 16015..16011, 10032..10001].
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.OrderByDescending(p => p.Id)
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.ToListAsync();
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public async Task<PackConfigEntry?> GetPack(int parentGachaId) =>
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await _db.Packs
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.AsSplitQuery()
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.Include(p => p.ChildGachas)
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.Include(p => p.Banners)
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.FirstOrDefaultAsync(p => p.Id == parentGachaId);
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public async Task<Dictionary<int, ViewerPackOpenCount>> GetOpenCountsForViewer(long viewerId)
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{
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var viewer = await _db.Viewers
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.Include(v => v.PackOpenCounts)
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.FirstOrDefaultAsync(v => v.Id == viewerId);
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return viewer?.PackOpenCounts.ToDictionary(p => p.PackId) ?? new();
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}
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public async Task IncrementOpenCount(long viewerId, int parentGachaId, int by)
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{
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var viewer = await _db.Viewers
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.Include(v => v.PackOpenCounts)
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.FirstAsync(v => v.Id == viewerId);
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var row = viewer.PackOpenCounts.FirstOrDefault(p => p.PackId == parentGachaId);
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if (row is null)
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{
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viewer.PackOpenCounts.Add(new ViewerPackOpenCount { PackId = parentGachaId, OpenCount = by });
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}
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else
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{
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row.OpenCount += by;
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}
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await _db.SaveChangesAsync();
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}
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public async Task MarkDailyFreeUsed(long viewerId, int parentGachaId, DateTime when)
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{
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var viewer = await _db.Viewers
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.Include(v => v.PackOpenCounts)
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.FirstAsync(v => v.Id == viewerId);
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var row = viewer.PackOpenCounts.FirstOrDefault(p => p.PackId == parentGachaId);
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if (row is null)
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{
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viewer.PackOpenCounts.Add(new ViewerPackOpenCount { PackId = parentGachaId, OpenCount = 0, LastDailyFreeAt = when });
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}
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else
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{
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row.LastDailyFreeAt = when;
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}
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await _db.SaveChangesAsync();
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}
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}
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