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>
121 lines
4.6 KiB
C#
121 lines
4.6 KiB
C#
using Wizard;
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using Wizard.Battle.Card;
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using Wizard.Battle.View.Vfx;
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public class ChantFieldBattleCard : FieldBattleCard
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{
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protected readonly int _baseChantCount;
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public override bool IsChantField => true;
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public ChantFieldBattleCard(BuildInfo buildInfo)
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: base(buildInfo)
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{
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_baseChantCount = base.BaseParameter.ChantCount;
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AddChantSkill(buildInfo);
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}
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public void AddChantSkill(BuildInfo buildInfo)
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{
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if (!_normalSkillCollection.HaveNotAttachedResidentChantCountChangeSkill())
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{
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SkillBase skillBase = CreateSkillCreator(buildInfo.SelfBattlePlayer, buildInfo.OpponentBattlePlayer, buildInfo.ResourceMgr).Create(ChantSkillInfoCreate());
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SetChantSkill(skillBase);
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_normalSkillCollection.Add(skillBase);
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}
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}
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public override void FlagCardAsDestroyedBySkill()
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{
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base.IsDestroyedBySkill = true;
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base.DeathTypeInfo.ChantDestroy = true;
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}
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public override VfxBase SetUpInplay()
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(base.SetUpInplay());
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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return parallelVfxPlayer;
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}
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protected override void InitSkillApplyInformationOnWhenReturn()
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{
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base.SkillApplyInformation.InitializeInformation(isReturnCard: true);
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base.SkillApplyInformation.ClearParameterModifier();
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ClearCostModifier();
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base.TransformInfo = default(TransformInformation);
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base.SkillApplyInformation.AttachedSkillsInfo.Clear();
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_normalSkillCollection.Clear();
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_evolveSkillCollection.Clear();
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SkillCreator.CardSkillsBuildInfo cardSkillsBuildInfo = SkillCreator.CreateBuildInfo(CardMaster.GetInstanceForBattle().GetCardParameterFromId(base.CardId));
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foreach (SkillBase item in CreateSkillCondition(cardSkillsBuildInfo.normalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_normalSkillCollection.Add(item);
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item.SetInductionVoiceIndex();
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}
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foreach (SkillBase item2 in CreateSkillCondition(cardSkillsBuildInfo.evolveSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_evolveSkillCollection.Add(item2);
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item2.SetInductionVoiceIndex();
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}
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AddChantSkill(_buildInfo);
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base.Skills = _normalSkillCollection;
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base.Skills.Complete();
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}
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public override VfxBase ReturnCard(SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop());
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InitializeParameterOnWhenReturn();
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VfxBase vfx = base.ReturnCard(skillProcessor);
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sequentialVfxPlayer.Register(vfx);
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return sequentialVfxPlayer;
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}
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public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
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{
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return ParallelVfxPlayer.Create(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn), NullVfx.GetInstance());
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
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{
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VirtualChantFieldBattleCard virtualChantFieldBattleCard = new VirtualChantFieldBattleCard(_buildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer));
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CopyToVirtualCardBase(virtualChantFieldBattleCard);
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return virtualChantFieldBattleCard;
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}
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public override VfxBase CombineVirtualCardSkill(BattleCardBase target)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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base.IsSkillLost = false;
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foreach (SkillBase item in CreateSkillCondition(target.GetBuildInfo.NormalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
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{
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_normalSkillCollection.Add(item);
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}
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AddChantSkill(_buildInfo);
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base.Skills = _normalSkillCollection;
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base.SkillApplyInformation.Combine(target.SkillApplyInformation);
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int count = target.BuffInfoList.Count;
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for (int i = 0; i < count; i++)
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{
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BuffInfo buffInfo = target.BuffInfoList[i];
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if (!(buffInfo.SkillFrom is Skill_powerup) && !(buffInfo.SkillFrom is Skill_power_down) && !base.BuffInfoList.Contains(buffInfo))
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{
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AddBuffInfo(buffInfo);
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}
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}
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base.Skills.Complete();
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CostModifierList.AddRange(target.CostModifierList);
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if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle && !base.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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parallelVfxPlayer.Register(SequentialVfxPlayer.Create(base.SkillApplyInformation.AllSkillEffectRestart(), InstantVfx.Create(delegate
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{
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base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
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}), base.BattleCardView.BattleCardIconAnimations.Initialize(this, base.Skills)));
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}
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return parallelVfxPlayer;
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}
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}
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