Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/ClassCharacterMasterData.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

114 lines
3.0 KiB
C#

using System;
using UnityEngine;
// TODO(engine-cleanup-pass2): 39 of 45 methods unrun in baseline
// Type: Wizard.ClassCharacterMasterData
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard;
public class ClassCharacterMasterData
{
private int index;
public int chara_id { get; private set; }
public string chara_name { get; private set; }
public string path { get; private set; }
public CardBasePrm.ClanType clan { get; private set; }
public int class_id { get; private set; }
public string _className { get; private set; }
public bool is_usable { get; private set; }
public int skin_id { get; private set; }
public CardBasePrm.ClanType ClassColorId { get; private set; }
public bool hide_class_name { get; private set; }
public int battle_skin_reverse { get; private set; }
public Vector2 StillPosition { get; private set; }
public float StillScale { get; private set; }
public bool IsAcquired { get; private set; }
public bool IsNew { get; private set; }
public bool IsHighRank { get; private set; }
public bool Is3d { get; private set; }
public bool IsEvolveSkin { get; private set; }
public bool IsNoEvolveShift { get; private set; }
public bool IsOpponentReverse { get; private set; }
public int EvolutionDelayFrame { get; private set; }
public ClassCharacterMasterData(string[] columns)
{
if (columns.Length < 20)
{
string text = "Given a bad argument. length : " + columns.Length + " ";
for (int i = 0; i < columns.Length; i++)
{
text = text + columns[i] + " ";
}
LocalLog.AccumulateTraceLog(text);
}
chara_id = int.Parse(columns[index++]);
chara_name = ConvClassCharaName(columns[index++]);
index++;
path = columns[index++];
clan = CardBasePrm.ToStrClanType(columns[index++]);
class_id = (int)clan;
_className = class_id.ToString(); // Pre-Phase-5b: no clan-name lookup
index++;
is_usable = Convert.ToBoolean(int.Parse(columns[index++]));
skin_id = int.Parse(columns[index++]);
int num = int.Parse(columns[index++]);
ClassColorId = (CardBasePrm.ClanType)((num == 0) ? class_id : num);
hide_class_name = Convert.ToBoolean(int.Parse(columns[index++]));
battle_skin_reverse = int.Parse(columns[index++]);
StillPosition = new Vector2(float.Parse(columns[index++]), float.Parse(columns[index++]));
StillScale = float.Parse(columns[index++]);
IsHighRank = int.Parse(columns[index++]) == 1;
Is3d = int.Parse(columns[index++]) == 1;
IsNoEvolveShift = int.Parse(columns[index++]) == 1;
IsOpponentReverse = int.Parse(columns[index++]) == 1;
EvolutionDelayFrame = int.Parse(columns[index++]);
if (columns.Length >= 20)
{
IsEvolveSkin = int.Parse(columns[index++]) == 1;
}
}
private string ConvClassCharaName(string id)
{
return Data.Master.GetClassCharaText(id);
}
public void Acquired()
{
if (!IsAcquired)
{
IsAcquired = true;
IsNew = true;
}
}
public void UnsetNew()
{
IsNew = false;
}
}