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>
85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using Wizard.Battle.View.Vfx;
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public class RecoveryOperationCollection : WatchOperationCollection
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{
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public RecoveryOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
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: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
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{
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}
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public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
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{
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OperateMulligan(OnReceiveOpponentMulligan, OnReceivePlayerMulligan);
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_networkBattleMgr.BattlePlayer.IsTurnStartEffectNotFinished = true;
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
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}
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public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
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{
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// Route ALL recovery hand-plays through PlayAction (the type:31 PLAY_HAND_SELECT path).
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// PlayAction resolves targets from the receiver's target data and calls PlayActionMove,
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// which bypasses PlayMove's two-phase user-select guard (the guard that aborts on targeted
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// spells with SendEcho+return, waiting for a follow-up type:31 frame that never comes in
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// recovery/shadow mode). PlayAction is the path RecoveryOperationCollection already uses
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// for type:31; unifying type:30 here makes all spell plays resolve headless.
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PlaySkillSelectHandCardOperation(networkPlayCardAction, choiceIdList);
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}
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public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIds = null)
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{
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List<NetworkBattleReceiver.TargetData> targetDataList = (_isPlayer ? _receivedData.PlayerTargetDataList : _receivedData.OpponentTargetDataList);
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SetupNetworkPlayCardAction(networkPlayCardAction, targetDataList);
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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networkPlayCardAction.PlayAction(_isPlayer, choiceIds);
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}));
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}
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public override void BattleFinishOperation()
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{
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((NetworkStandardBattleMgr)_networkBattleMgr)._recoveryController.RecoveryDataHandlerInstance.OnCompleteRecovery += base.BattleFinishOperation;
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}
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public override void TouchOperation()
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{
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}
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public override void SelectObjectOperation()
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{
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}
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public override void TurnEndReady()
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{
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}
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public override void SlideObject()
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{
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}
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protected override void PlayCancelSlide()
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{
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}
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protected override void CallCompleteEvent(ReceivePlayActionsReflectionBase networkAction)
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{
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}
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protected override void CheckStateAndCancel(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction, bool isPlayer)
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{
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}
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protected override void RegisterSequentialVfx(VfxBase operationVfx)
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{
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}
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public override void SendEcho()
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{
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if (_networkBattleMgr._specialWinVfx == null)
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{
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_networkBattleMgr.ClearRegisterCardList();
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}
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}
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}
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