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>
82 lines
2.7 KiB
C#
82 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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public class AddTargetInfo
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{
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private BattleCardBase _ownerCard;
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private ConditionSkillFilterCollection _conditionFilter;
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private ApplySkillTargetFilterCollection _targetFilter;
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private Func<SkillBase, bool> typeCheck;
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private string _conditionFilterText;
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private string _targetFilterText;
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private string _skillTypeText;
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private string _ownerCardtype;
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private SkillCreator _skillCreator;
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public AddTargetInfo(BattleCardBase ownerCard, string conditionFilterText, string targetFilterText, string skillTypeText, string ownerCardType, SkillBase skill)
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{
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_ownerCard = ownerCard;
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_conditionFilterText = conditionFilterText;
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_targetFilterText = targetFilterText;
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_skillTypeText = skillTypeText;
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_ownerCardtype = ownerCardType;
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_conditionFilter = new ConditionSkillFilterCollection();
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_targetFilter = new ApplySkillTargetFilterCollection();
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typeCheck = SetTypeCheck(_skillTypeText, _ownerCardtype);
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_skillCreator = _ownerCard.CreateSkillCreator(_ownerCard.SelfBattlePlayer, _ownerCard.OpponentBattlePlayer, _ownerCard.ResourceMgr);
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string[] array = _conditionFilterText.Split('&');
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List<SkillFilterCreator.ContentInfo> list = new List<SkillFilterCreator.ContentInfo>();
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for (int i = 0; i < array.Length; i++)
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{
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SkillFilterCreator.ParseContentInfo(array[i], out var retParsedInfo);
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list.Add(retParsedInfo);
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}
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SkillCreator.SetupSkillConditionOld(_conditionFilter, list, _ownerCard, skill);
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string[] array2 = _targetFilterText.Split('&');
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List<SkillFilterCreator.ContentInfo> list2 = new List<SkillFilterCreator.ContentInfo>();
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for (int j = 0; j < array2.Length; j++)
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{
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SkillFilterCreator.ParseContentInfo(array2[j], out var retParsedInfo2);
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list2.Add(retParsedInfo2);
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}
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_skillCreator.SetupSkillTargetOld(_targetFilter, _ownerCard, list2, skill);
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}
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private Func<SkillBase, bool> SetTypeCheck(string skillType, string ownerCardType)
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{
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if (skillType != null && skillType == "damage")
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{
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return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_damage;
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}
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return (SkillBase skill) => CardTypeCheck(skill.SkillPrm.ownerCard, ownerCardType) && skill is Skill_none;
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}
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private bool CardTypeCheck(BattleCardBase card, string ownerCardType)
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{
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return ownerCardType switch
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{
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"all" => true,
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"unit" => card.IsUnit,
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"spell" => card.IsSpell,
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"field" => card.IsField,
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"chant_field" => card.IsChantField,
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_ => false,
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};
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}
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public AddTargetInfo Clone(BattleCardBase ownerCard)
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{
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return new AddTargetInfo(ownerCard, _conditionFilterText, _targetFilterText, _skillTypeText, _ownerCardtype, null);
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}
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}
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