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>
82 lines
3.2 KiB
C#
82 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public abstract class SkillPreprocessBase : ISkillConditionChecker
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{
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public string BanId { get; protected set; } = string.Empty;
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public abstract bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false);
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public virtual bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck, bool isRegidentStop)
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{
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if (this is SkillPreprocessConditionCheck)
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{
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return IsRight(playerInfoPair, option, PreexecutionCheck, isRegidentStop);
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}
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return IsRight(playerInfoPair, option, PreexecutionCheck);
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}
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public virtual bool IsRightPrePlay(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return IsRight(playerInfoPair, option);
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}
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public abstract VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption);
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protected Func<BattlePlayerReadOnlyInfoPair, int, int, bool> GetConditionJudgeFunc(string condition)
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{
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string[] list = condition.Split('=');
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switch (list[0])
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{
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case "resonance":
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if (list.Length > 1 && list[1] == "true")
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{
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return (BattlePlayerReadOnlyInfoPair pairInfo, int callCount, int turnEndCount) => pairInfo.ReadOnlySelf.SkillInfoDeckCards.Count() % 2 == 0;
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}
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return (BattlePlayerReadOnlyInfoPair pairInfo, int callCount, int turnEndCount) => pairInfo.ReadOnlySelf.SkillInfoDeckCards.Count() % 2 == 1;
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case "call_count":
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return (BattlePlayerReadOnlyInfoPair pairInfo, int callCount, int turnEndCount) => callCount >= ((list.Length > 1) ? int.Parse(list[1]) : 0);
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case "turn_end_count":
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case "op_turn_end_count":
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case "me_or_op_turn_end_count":
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return (BattlePlayerReadOnlyInfoPair pairInfo, int callCount, int turnEndCount) => turnEndCount >= ((list.Length > 1) ? int.Parse(list[1]) : 0);
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default:
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return (BattlePlayerReadOnlyInfoPair pairInfo, int callCount, int turnEndCount) => true;
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}
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}
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protected string[] DisassemblySpecialString(string str)
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{
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str = str.Replace("(", string.Empty).Replace(")", string.Empty);
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return str.Split('&');
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}
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protected void SkillIconInitialize(ParallelVfxPlayer vfx, List<BattleCardBase> inPlayCards)
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{
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// Route through the first inPlayCard's mgr (all cards in the pair share a mgr); no-op when
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// the list is empty (nothing to initialize) which matches the pre-cull "no mgr = no icon" state.
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if (inPlayCards.Count > 0 && !inPlayCards[0].SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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for (int i = 0; i < inPlayCards.Count; i++)
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{
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BattleCardBase battleCardBase = inPlayCards[i];
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vfx.Register(battleCardBase.BattleCardView.BattleCardIconAnimations.Initialize(battleCardBase, battleCardBase.Skills));
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}
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}
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}
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public virtual void Clone(SkillPreprocessBase source, SkillBase Skill)
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{
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}
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protected VfxBase StopSkill(SkillBase skill, SkillProcessor skillProcessor)
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{
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VfxWithLoading result = skill.Stop(skillProcessor);
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skill.SetIsResidentSkillStartFlag(flg: false);
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return result;
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}
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}
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