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>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using LitJson;
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namespace Wizard;
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public class QuestStartTask : BaseTask
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{
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public class QuestStartTaskParam : BaseParam
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{
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public int quest_stage_id;
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public int extra_deck_schedule_id;
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}
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public class QuestStartTaskParamForPuzzle : BaseParam
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{
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public int puzzle_id;
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}
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public QuestStartTask(bool isPuzzle = false)
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{
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base.type = (isPuzzle ? ApiType.Type.QuestPuzzleStart : ApiType.Type.QuestStart);
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}
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public void SetParameter(int questStageId, int extraDeckScheduleId)
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{
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QuestStartTaskParam questStartTaskParam = new QuestStartTaskParam();
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questStartTaskParam.quest_stage_id = questStageId;
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questStartTaskParam.extra_deck_schedule_id = extraDeckScheduleId;
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base.Params = questStartTaskParam;
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}
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public void SetParameterForPuzzle(int puzzleId)
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{
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base.Params = new QuestStartTaskParamForPuzzle
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{
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puzzle_id = puzzleId
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};
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}
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protected override int Parse()
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{
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int num = base.Parse();
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DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
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dataMgr.ClearSpecialBattleSettingInfo();
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if (num != 1)
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{
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return num;
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}
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if (base.type == ApiType.Type.QuestPuzzleStart)
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{
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return num;
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}
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JsonData jsonData = base.ResponseData["data"]["special_battle_setting"];
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int num2 = jsonData["player_first_turn"].ToInt();
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dataMgr.SetSpecialBattleSetting((num2 == 0) ? ((bool?)null) : new bool?(num2 == 1), playerPp: jsonData["player_start_pp"].ToInt(), enemyPp: jsonData["enemy_start_pp"].ToInt(), playerLife: jsonData["player_start_life"].ToInt(), playerMaxLife: jsonData["player_start_life"].ToInt(), enemyMaxLife: jsonData["enemy_start_life"].ToInt(), playerSkill: jsonData["player_attach_skill"].ToString(), enemySkill: jsonData["enemy_attach_skill"].ToString(), idOverrideBattleLogText: jsonData["id_override_in_battle_log"].ToString());
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dataMgr.SetMissionNecessaryInformation(base.ResponseData["data"]["mission_parameter"]);
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return num;
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}
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}
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