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>
172 lines
4.2 KiB
C#
172 lines
4.2 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIDataLibrary
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{
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private readonly AIDeckData _basicDic;
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private readonly AIDeckData _commonDic;
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private readonly AIDeckData _allyCommonDic;
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private readonly Dictionary<string, AIDeckData> _deckDic;
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private readonly AIStyleData _commonStyle;
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private readonly Dictionary<string, AIStyleData> _deckStyleDic;
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private AISetUpData setupInfoBuf;
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private readonly Dictionary<string, AIEmoteSet> emoteDic;
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public AISetUpData SetupInfoBuf => setupInfoBuf;
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public AIDataLibrary()
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{
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_basicDic = new AIDeckData();
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_commonDic = new AIDeckData();
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_allyCommonDic = new AIDeckData();
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_commonStyle = new AIStyleData();
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_deckStyleDic = new Dictionary<string, AIStyleData>();
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_deckDic = new Dictionary<string, AIDeckData>();
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emoteDic = new Dictionary<string, AIEmoteSet>();
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}
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public void Clear()
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{
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_basicDic.Clear();
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_commonDic.Clear();
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_allyCommonDic.Clear();
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_deckDic.Clear();
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_commonStyle.Clear();
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_deckStyleDic.Clear();
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emoteDic.Clear();
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}
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public void SaveBattleSetUpInfo(int classID, AI_LOGIC_LV logicLv, string deckName, string styleName, string emoteName, bool useEmote, bool useInnerEmote, int enemyAiID, List<int> specialAbilityList)
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{
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setupInfoBuf = new AISetUpData(classID, logicLv, deckName, styleName, emoteName, useEmote, useInnerEmote, enemyAiID, specialAbilityList);
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}
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public AIStyleData CreateStyle(int enemyClassID, AIStyleData deckStyle)
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{
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AIStyleData aIStyleData = new AIStyleData(new List<AICategory>
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{
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AICategory.ALL,
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AIPolicyData.ConvertClassIDToCategory(enemyClassID)
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});
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aIStyleData.MixInStyle(_commonStyle);
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if (deckStyle != null)
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{
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aIStyleData.MixInStyle(deckStyle);
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}
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return aIStyleData;
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}
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public void RegisterBasicData(AICardDataAsset asset)
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{
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_basicDic.RegisterCardData(asset);
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}
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public bool RegisterCommonData(AICardDataAsset asset)
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{
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AICardData mergeData = _basicDic.SearchCardData(asset.CardID);
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return _commonDic.RegisterCardData(asset, mergeData);
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}
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public bool RegisterAllyCommonData(AICardDataAsset asset)
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{
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AICardData mergeData = _basicDic.SearchCardData(asset.CardID);
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return _allyCommonDic.RegisterCardData(asset, mergeData);
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}
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public void RegisterDeckToDeckDic(string deckName, List<AICardDataAsset> cardDataAssetList)
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{
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AIDeckData aIDeckData = new AIDeckData();
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for (int i = 0; i < cardDataAssetList.Count; i++)
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{
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AICardDataAsset aICardDataAsset = cardDataAssetList[i];
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int cardID = aICardDataAsset.CardID;
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bool useCommon = aICardDataAsset.UseCommon;
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AICardData mergeData = ((!useCommon) ? _basicDic.SearchCardData(cardID) : _allyCommonDic.SearchCardData(cardID));
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aIDeckData.RegisterCardData(aICardDataAsset, mergeData, useCommon);
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}
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RegisterDeck(deckName, aIDeckData);
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}
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public bool RegisterDeck(string deckName, AIDeckData deck)
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{
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if (_deckDic.ContainsKey(deckName))
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{
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return false;
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}
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_deckDic.Add(deckName, deck);
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return true;
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}
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public bool RegisterEmoteSet(string emoteSetName, AIEmoteSet emoteSet)
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{
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if (emoteDic.ContainsKey(emoteSetName))
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{
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return false;
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}
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emoteDic.Add(emoteSetName, emoteSet);
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return true;
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}
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public AIDeckData SearchDeckData(string name)
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{
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if (!_deckDic.ContainsKey(name))
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{
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return null;
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}
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return _deckDic[name];
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}
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public AIStyleData SearchDeckStyle(string name)
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{
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if (!_deckStyleDic.ContainsKey(name))
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{
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return null;
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}
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return _deckStyleDic[name];
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}
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public AIEmoteSet SearchEmoteSet(string name)
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{
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if (!emoteDic.ContainsKey(name))
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{
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return null;
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}
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return emoteDic[name];
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}
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public AIDeckData GetCommonDic()
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{
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return _commonDic;
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}
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public AIDeckData GetAllyCommonDic()
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{
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return _allyCommonDic;
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}
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public void RegisterCommonStyle(List<AIPolicyDataAsset> assetList)
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{
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_commonStyle.CreateFromAsset(assetList);
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}
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public bool RegisterDeckStyle(string styleName, List<AIPolicyDataAsset> assetList)
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{
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if (_deckStyleDic.ContainsKey(styleName))
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{
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return false;
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}
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AIStyleData aIStyleData = new AIStyleData();
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aIStyleData.CreateFromAsset(assetList);
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_deckStyleDic.Add(styleName, aIStyleData);
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return true;
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}
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}
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