Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_draw.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

55 lines
2.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_draw : SkillBase
{
private bool _isActiveChangeShortageDeck;
public override bool IsAllowDestroyTarget => true;
public override bool IsVisibleTarget { get; protected set; }
public bool IsActiveChangeShortageDeck => _isActiveChangeShortageDeck;
public Skill_draw(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
_isActiveChangeShortageDeck = false;
List<BattleCardBase> list = parameter.targetCards.ToList();
IsVisibleTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_open, string.Empty) == "true";
BattlePlayerBase battlePlayerBase = ((!(base.ApplyBattlePlayerFilter is SelfBattlePlayerFilter)) ? base.SkillPrm.opponentBattlePlayer : base.SkillPrm.selfBattlePlayer);
bool isPlayer = battlePlayerBase.IsPlayer;
bool flag = false;
flag = base.ApplyCardFilterList.Where((ISkillCardFilter f) => f.GetType() != typeof(SkillNullFilter) && f.GetType() != typeof(SkillAllCardFilter)).Count() < 1 && battlePlayerBase.CheckShortageDeck(base.ApplySelectFilter.CalcCount(base.OptionValue), parameter.skillProcessor, out _isActiveChangeShortageDeck);
SkillProcessor skillProcessor = parameter.skillProcessor;
bool isVisibleTarget = IsVisibleTarget;
SkillResultInfo calledSkillResultInfo = parameter.calledSkillResultInfo;
VfxWith<IEnumerable<BattleCardBase>> vfxWith = battlePlayerBase.DrawManagement(list, skillProcessor, isVisibleTarget, flag, calledSkillResultInfo, this);
if (vfxWith.Value.Count() <= 0 && !flag)
{
return NullVfxWithLoading.GetInstance();
}
List<BattleCardBase> list2 = list.Where((BattleCardBase s) => s.IsInHand).ToList();
for (int num = 0; num < list2.Count(); num++)
{
base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillDrewCard(list2.ElementAt(num));
BattleLogManager.GetInstance().UpdateFusionedCardSkillDrewCard(base.SkillPrm.ownerCard);
}
if (IsBattleLog)
{
BattleLogManager.GetInstance().AddLogSkillDrawCard(list2, this, IsVisibleTarget, isPlayer, isOverDraw: false);
BattleLogManager.GetInstance().AddLogSkillDrawCard(list.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, IsVisibleTarget, isPlayer, isOverDraw: true);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterToMainVfx(vfxWith.Vfx);
return vfxWithLoadingSequential;
}
}