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>
43 lines
2.4 KiB
C#
43 lines
2.4 KiB
C#
// AUTHORED SHIM (not copied) — headless no-op AttackSelectControl for the receive ATTACK path.
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//
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// The attack conductor dereferences BattlePlayer.BattleView.AttackSelectControl twice on the resolve
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// path: InPlayCardReflection.RegisterPairToAttackSelectControl (isPlayer attacks only) calls
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// IsCardTranslatable(targetView) + RegisterAttackPair(pair); ActionProcessor.Attack's non-proceeding
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// arm calls ResetCardAfterAttack(view). Headless those touch the (UI-only) attack-pair animation state
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// — purely cosmetic translate/idle tweening — so a no-op subclass keeps authoritative state intact.
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//
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// IsCardTranslatable is NOT virtual (it reads cardView.CardInfo.IsClass), so it is left to the BASE
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// impl; it resolves correctly headless because the headless BattleCardView's CardInfo is wired to the
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// backing card (see Shim/View/ViewUiTouchStubs.cs + Generated/_IfaceImpl.g.cs HEADLESS-FIX). The
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// virtual mutating-cosmetic methods are overridden to no-ops here so they never deref the null
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// _attackTargetSelectInfo._attackPairsCardIsInvolvedIn animation queue.
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 3 of 4 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessAttackSelectControl
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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/// <summary>A no-op <see cref="AttackSelectControl"/> seeded as the headless player view's
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/// AttackSelectControl. Overrides only the cosmetic attack-pair animation entry points the receive
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/// ATTACK path invokes; all authoritative damage/death resolution stays in ActionProcessor.Attack.</summary>
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public sealed class HeadlessAttackSelectControl : AttackSelectControl
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{
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public static readonly HeadlessAttackSelectControl Instance = new();
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// The receive path enqueues an attack pair for the translate-up animation. No UI headless, so
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// skip it entirely (the base would deref the card view's null _attackTargetSelectInfo queue).
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public override void RegisterAttackPair(AttackPair attackPair) { }
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// Post-attack card reset is a position tween; no-op headless.
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public override VfxBase ResetCardAfterAttack(IBattleCardView cardToReset) => NullVfx.GetInstance();
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public override VfxBase ResetCardAfterAttackOnReplay() => NullVfx.GetInstance();
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// Idle pingpong tween; no-op headless.
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public override void StartCardIdling(IBattleCardView battleCardView) { }
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}
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}
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