Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_invoke_skill.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

136 lines
4.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
internal class Skill_invoke_skill : SkillBase
{
public enum SkillTiming
{
when_play,
when_destroy
}
private bool _isAllowDestroyTarget;
public List<SkillBase> InsertSkillList { get; private set; }
public List<SkillBase> NotInsertSkillList { get; private set; }
public override bool IsAllowDestroyTarget => _isAllowDestroyTarget;
public Skill_invoke_skill(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
InsertSkillList = new List<SkillBase>();
NotInsertSkillList = new List<SkillBase>();
if (SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
{
_isAllowDestroyTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_allow_destroy_target) == "true";
}
}
public bool IsInvokableSkill(SkillBase skill, string timing)
{
bool num = !skill.IsEnhance();
bool flag = false;
if (timing == SkillTiming.when_play.ToString())
{
flag = skill.IsWhenPlaySkill;
}
else if (timing == SkillTiming.when_destroy.ToString())
{
flag = skill.IsWhenDestroySkill;
}
return num && !skill.IsBurialRite && flag;
}
public override VfxWithLoading Start(CallParameter parameter)
{
VfxWithLoadingSequential result = VfxWithLoadingSequential.Create();
string invokeType = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.invoke_type);
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SkillPrm.ownerCard.SelfBattlePlayer, base.SkillPrm.ownerCard.OpponentBattlePlayer);
SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
skillConditionCheckerOption.IsSkipPpCheck = true;
foreach (BattleCardBase targetCard in parameter.targetCards)
{
List<SkillBase> list = new List<SkillBase>();
List<SkillBase> list2 = new List<SkillBase>();
List<SkillBase> list3 = new List<SkillBase>();
bool flag = false;
if (invokeType == SkillTiming.when_play.ToString())
{
list = targetCard.NormalSkills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
}
else if (invokeType == SkillFilterCreator.ContentKeyword.when_play_except_burial_rite.ToString())
{
for (int num = 0; num < targetCard.Skills.Count(); num++)
{
SkillBase skillBase = targetCard.Skills.ElementAt(num);
if (!skillBase.IsWhenPlaySkill || skillBase.IsUserSelectType || !skillBase.Used)
{
continue;
}
for (int num2 = 0; num2 < skillBase.PreprocessList.Count; num2++)
{
if (skillBase.PreprocessList[num2] is SkillPreprocessBurialRite skillPreprocessBurialRite)
{
skillPreprocessBurialRite.SetInvoked();
}
}
for (int num3 = 0; num3 < skillBase.ConditionFilterCollection.ConditionCheckerFilterList.Count; num3++)
{
if (skillBase.ConditionFilterCollection.ConditionCheckerFilterList[num3] is SkillConditionBurialRite skillConditionBurialRite)
{
skillConditionBurialRite.SetInvoked();
}
}
list.Add(skillBase);
}
}
else
{
list = targetCard.Skills.Where((SkillBase s) => IsInvokableSkill(s, invokeType)).ToList();
}
foreach (SkillBase item in list)
{
if (item.PreprocessList.FirstOrDefault((SkillPreprocessBase p) => p is SkillPreprocessTimesPerTurn) is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
{
skillPreprocessTimesPerTurn.ResetInvokeCount();
}
bool flag2 = item.CheckCondition(playerInfoPair, skillConditionCheckerOption, isPrePlay: false);
if (item.IsCheckLastTarget())
{
flag2 = flag2 && flag;
}
else
{
flag = flag2;
}
if (flag2)
{
list2.Add(item);
}
else
{
list3.Add(item);
}
}
if (invokeType == SkillTiming.when_play.ToString())
{
list2 = BattleUtility.GetRepeatableWhenPlaySkill(targetCard, list2, isInvokeCheck: true);
}
if (list2 != null)
{
InsertSkillList.AddRange(list2);
foreach (SkillBase item2 in list2)
{
item2.SetInvoked(flag: true);
}
}
NotInsertSkillList.AddRange(list3);
}
return result;
}
}