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>
123 lines
5.4 KiB
C#
123 lines
5.4 KiB
C#
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 class NetworkSkill_token_draw : Skill_token_draw
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{
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public List<BattleCardBase> DrawList { get; private set; }
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public NetworkSkill_token_draw(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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DrawList = new List<BattleCardBase>();
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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if (DrawList.Count > 0)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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base.TokenModifierList = new List<int>();
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int i;
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for (i = 0; i < DrawList.Count; i++)
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{
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BattleCardBase battleCardBase = base.SkillPrm.selfBattlePlayer.ReservedCardList.FirstOrDefault((BattleCardBase c) => c.Index == DrawList[i].Index);
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if (battleCardBase != null)
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{
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DrawList[i] = battleCardBase;
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base.SkillPrm.selfBattlePlayer.ReservedCardList.Remove(DrawList[i]);
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}
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list.Add(DrawList[i]);
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TokenDrawModifier tokenDrawModifier = _selfBattlePlayer.Class.SkillApplyInformation.GetTokenDrawModifier(DrawList[i].CardId);
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if (tokenDrawModifier != null)
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{
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base.TokenModifierList.Add(DrawList[i].CardId);
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for (int num = 0; num < tokenDrawModifier.MultiplyCount - 1; num++)
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{
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list.Add(CreateToken(DrawList, DrawList[i].CardId, i, isCopy: false));
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}
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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for (int num2 = 0; num2 < list.Count; num2++)
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{
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list[num2].SetOnDraw(draw: true);
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}
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vfxWithLoadingSequential.RegisterToLoadingVfx(base.SkillPrm.selfBattlePlayer.BattleMgr.LoadCardResources(list));
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return CreateTokenDrawVfx(parameter, list, vfxWithLoadingSequential, _playerSide, isReservation: true);
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}
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return base.Start(parameter);
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}
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protected override VfxWithLoading CreateTokenDrawVfx(CallParameter parameter, List<BattleCardBase> drawList, VfxWithLoadingSequential vfxWithLoading, BattlePlayerBase playerSide, bool isReservation = false)
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{
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VfxWithLoading result = base.CreateTokenDrawVfx(parameter, drawList, vfxWithLoading, playerSide, isReservation);
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnTokenDraw(base.SkillPrm.ownerCard, drawList, parameter.targetCards.ToList(), playerSide.IsPlayer, IsVisibleTarget, isReservation);
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return result;
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}
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protected override BattleCardBase CreateTokenCard(BattlePlayerBase player, int id, int index, NetworkBattleDefine.NetworkCardPlaceState toState, bool isCopy = false)
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{
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BattleManagerBase.CardCreateInfo info = new BattleManagerBase.CardCreateInfo(id, player.IsPlayer, base.ApplyingTargetFilter is SkillTargetChosenCardsFilter, toState, base.IsOpponentHandCopy, this);
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return SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.CreateBattleCardWithGameObject(info, new BattleManagerBase.IndexInfo(-1, -1, isCopy, index));
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}
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public override bool IsVisibleDrawSkillTarget(BattlePlayerBase selfBattlePlayer, CallParameter parameter)
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{
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if (!selfBattlePlayer.IsPlayer && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch)
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{
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if (DrawList.Count <= 0)
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{
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if (parameter.targetCards.Count() <= 0 || (!(base.ApplyingTargetFilter is SkillTargetHandOtherSelfFilter) && !(base.ApplyingTargetFilter is SkillTargetHandFilter) && !(base.ApplyingTargetFilter is SkillTargetDeckFilter) && !(base.ApplyingTargetFilter is SkillTargetChosenCardsFilter) && !(base.ApplyingTargetFilter is SkillTargetDiscardThisTurnCardListFilter) && !IsTargetHandOtherSelfFilter()))
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{
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return !IsHaveApplicableTargetFilter<SkillTargetDiscardCardListFilter>();
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}
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return false;
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}
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return false;
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}
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return true;
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}
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public void CreateTokenCardAttachTiming(IEnumerable<BattleCardBase> targetCards)
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{
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.selfBattlePlayer, base.SkillPrm.opponentBattlePlayer);
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SkillCollectionBase.SetupOptionValue(base.OptionValue, playerInfoPair, base.SkillPrm.ownerCard, this);
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if (!CreateTokenInfo(targetCards, isReserve: true))
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{
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return;
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}
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List<BattleCardBase> list = new List<BattleCardBase>();
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for (int i = 0; i < _tokenIds.Count(); i++)
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{
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BattleCardBase battleCardBase = CreateToken(targetCards.ToList(), _tokenIds.ElementAt(i), i, isCopy: true);
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DrawList.Add(battleCardBase);
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base.SkillPrm.selfBattlePlayer.ReservedCardList.Add(battleCardBase);
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list.Add(battleCardBase);
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BuffInfo buffInfo = base.SkillPrm.selfBattlePlayer.Class.BuffInfoList.LastOrDefault((BuffInfo b) => b.SkillFrom == this);
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if (buffInfo != null)
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{
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buffInfo.TargetCard = battleCardBase;
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}
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}
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base.SkillPrm.ownerCard.SelfBattlePlayer.CallOnCreateReservedCards(base.SkillPrm.ownerCard, list, base.SkillPrm.ownerCard.IsPlayer);
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}
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private BattleCardBase CreateToken(List<BattleCardBase> targetCards, int tokenId, int index, bool isCopy)
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{
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int id = tokenId;
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CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(tokenId);
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if (IsMakeFoil)
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{
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id = cardParameterFromId.FoilCardId;
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}
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int index2 = -1;
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if (targetCards.Count() > 0)
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{
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index2 = ((targetCards.Count() < _tokenIds.Count()) ? targetCards.First().Index : targetCards.ElementAt(index).Index);
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}
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return CreateTokenCard(_playerSide, id, index2, NetworkBattleDefine.NetworkCardPlaceState.Reservation, isCopy);
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}
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}
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