Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIMathematicsLibrary.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

109 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Wizard;
public static class AIMathematicsLibrary
{
public static Dictionary<int, List<int[]>> PermListsDictionary = new Dictionary<int, List<int[]>>();
public static IEnumerable<T[]> EnumeratePermutations<T>(List<T> numbers)
{
return _GetPermutations(new List<T>(), numbers);
}
public static List<int[]> EnumerateIndexListPermutations(int count)
{
if (PermListsDictionary.ContainsKey(count))
{
return PermListsDictionary[count];
}
List<int> list = new List<int>();
for (int i = 0; i < count; i++)
{
list.Add(i);
}
List<int[]> list2 = EnumeratePermutations(list).ToList();
PermListsDictionary.Add(count, list2);
return list2;
}
private static IEnumerable<T[]> _GetPermutations<T>(IEnumerable<T> seq, IEnumerable<T> numbers)
{
if (numbers.Count() == 0)
{
yield return seq.ToArray();
yield break;
}
foreach (T number in numbers)
{
IEnumerable<T[]> enumerable = _GetPermutations(seq.Concat(new T[1] { number }), numbers.Where((T x) => !x.Equals(number)));
foreach (T[] item in enumerable)
{
yield return item.ToArray();
}
}
}
public static IEnumerable<T[]> EnumerateCombinations<T>(List<T> numbers, int selectCount)
{
if (numbers.Count == 0)
{
yield return numbers.ToArray();
}
bool[] appearanceMap = new bool[numbers.Count];
for (int i = 0; i < appearanceMap.Length; i++)
{
if (i < selectCount)
{
appearanceMap[i] = true;
}
else
{
appearanceMap[i] = false;
}
}
bool flag = true;
while (flag)
{
yield return numbers.FindAll(delegate(T n)
{
int num6 = numbers.IndexOf(n);
return appearanceMap[num6];
}).ToArray();
flag = false;
for (int num = 0; num < appearanceMap.Length - 1; num++)
{
if (!appearanceMap[num] || appearanceMap[num + 1])
{
continue;
}
appearanceMap[num] = false;
appearanceMap[num + 1] = true;
int num2 = 0;
for (int num3 = 0; num3 < num; num3++)
{
if (appearanceMap[num3])
{
num2++;
}
}
if (num2 < num)
{
for (int num4 = 0; num4 < num2; num4++)
{
appearanceMap[num4] = true;
}
for (int num5 = num2; num5 < num; num5++)
{
appearanceMap[num5] = false;
}
}
flag = true;
break;
}
}
}
}