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>
98 lines
2.7 KiB
C#
98 lines
2.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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public class BuffInfo
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{
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public int BaseCardIDFrom { get; private set; }
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public int CardIDFrom { get; private set; }
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public SkillBase SkillFrom { get; private set; }
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public BattleCardBase OwnerCard { get; private set; }
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public BattleCardBase PreviousOwner { get; private set; }
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public BattleCardBase TargetCard { get; set; }
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public bool IsCopied { get; set; }
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public bool IsPlayer { get; set; }
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public bool IsCopiedEvolutionSkill { get; set; }
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public bool IsEvolutionSkill { get; set; }
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public bool IsSaveBurialRiteSkill { get; set; }
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public bool IsGetonSkill { get; set; }
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public bool IsHiddenClassLogSkill { get; set; }
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public string DivergenceId { get; set; }
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public bool IsReserveTokenDrawSkill { get; set; }
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public BossRushSpecialSkill SpecialSkillInfo { get; set; }
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public BuffInfo(int fromBaseCardID, int fromCardID, SkillBase fromSkill, BattleCardBase ownerCard = null, bool isPlayer = false, string divergenceId = "")
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{
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BaseCardIDFrom = fromBaseCardID;
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CardIDFrom = fromCardID;
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SkillFrom = fromSkill;
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PreviousOwner = null;
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if (SkillFrom != null)
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{
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IsPlayer = SkillFrom.SkillPrm.ownerCard.IsPlayer;
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IsEvolutionSkill = SkillFrom.SkillPrm.ownerCard.EvolutionSkills != null && SkillFrom.SkillPrm.ownerCard.EvolutionSkills.Any((SkillBase skill) => skill == SkillFrom);
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DivergenceId = SkillFrom.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.divergence_id, "_OPT_NULL_");
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OwnerCard = SkillFrom.SkillPrm.ownerCard;
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}
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else
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{
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IsPlayer = isPlayer;
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DivergenceId = divergenceId;
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OwnerCard = ownerCard;
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}
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}
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public void SetPreviousOwner(BattleCardBase card)
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{
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PreviousOwner = card;
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}
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private BuffInfo(BuffInfo buff)
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{
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BaseCardIDFrom = buff.BaseCardIDFrom;
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CardIDFrom = buff.CardIDFrom;
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SkillFrom = buff.SkillFrom;
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OwnerCard = buff.OwnerCard;
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PreviousOwner = buff.PreviousOwner;
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IsCopied = buff.IsCopied;
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IsCopiedEvolutionSkill = buff.IsCopiedEvolutionSkill;
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IsPlayer = buff.IsPlayer;
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IsEvolutionSkill = buff.IsEvolutionSkill;
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IsSaveBurialRiteSkill = buff.IsSaveBurialRiteSkill;
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IsGetonSkill = buff.IsGetonSkill;
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IsHiddenClassLogSkill = buff.IsHiddenClassLogSkill;
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DivergenceId = buff.DivergenceId;
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IsReserveTokenDrawSkill = buff.IsReserveTokenDrawSkill;
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}
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public BuffInfo Clone()
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{
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return new BuffInfo(this);
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}
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public bool IsBuffGaveSkill(SkillBase skill)
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{
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if (SkillFrom is SkillBaseCopy skillBaseCopy && skillBaseCopy.CopiedSkillList.Any((SkillBase s) => skill.IsSameSkill(s)))
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{
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return true;
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}
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return SkillFrom == skill;
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}
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}
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