Files
SVSimServer/SVSim.BattleEngine/Engine/BattleSettingData.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

155 lines
3.6 KiB
C#

using LitJson;
public class BattleSettingData
{
public int DeckClassId { get; }
public int DeckSkinId { get; }
public int PlayerCharaId { get; }
public string PlayerEmotionId { get; }
public int EnemyCharaId { get; }
public string EnemyEmotionId { get; }
public int EnemyClassId { get; }
public int EnemyAiId { get; }
public int FieldId { get; }
public string BgmId { get; }
public BattleSettingData(JsonData jsonData, BattleSettingBaseData baseData)
{
DeckClassId = jsonData["deck_class_id"].ToInt();
DeckSkinId = GetDeckSkinId(jsonData, DeckClassId);
PlayerCharaId = GetPlayerCharaId(jsonData, baseData.PlayerCharaId, DeckClassId);
PlayerEmotionId = GetPlayerEmotionId(jsonData, PlayerCharaId);
EnemyCharaId = baseData.EnemyCharaId;
EnemyEmotionId = GetEnemyEmotionId(jsonData, EnemyCharaId);
EnemyClassId = baseData.EnemyClassId;
EnemyAiId = baseData.EnemyAiId;
FieldId = GetFieldId(jsonData, baseData.FieldId);
BgmId = GetBgmId(jsonData, baseData.BgmId);
}
private static int GetDeckSkinId(JsonData jsonData, int deckClassId)
{
int num = jsonData["deck_skin_id_override"].ToInt();
if (num == 0)
{
return 0; // Pre-Phase-5b: no chara master headless
}
return num;
}
private static int GetPlayerCharaId(JsonData jsonData, int baseCharaId, int classId)
{
int? overridePlayerCharaId = GetOverridePlayerCharaId(jsonData);
if (overridePlayerCharaId.HasValue)
{
return overridePlayerCharaId.Value;
}
if (baseCharaId == 0)
{
return 0; // Pre-Phase-5b: no chara master headless
}
return baseCharaId;
}
private static int? GetOverridePlayerCharaId(JsonData jsonData)
{
int num = jsonData["skin_id_override"].ToInt();
if (num == 0)
{
return null;
}
return num;
}
private static string GetPlayerEmotionId(JsonData jsonData, int charaId)
{
int? overridePlayerEmotionId = GetOverridePlayerEmotionId(jsonData);
return GetEmotionId(charaId, overridePlayerEmotionId);
}
private static int? GetOverridePlayerEmotionId(JsonData jsonData)
{
int num = jsonData["player_emotion_override"].ToInt();
if (num == 0)
{
return null;
}
return num;
}
private static string GetEnemyEmotionId(JsonData jsonData, int charaId)
{
int? overrideEnemyEmotionId = GetOverrideEnemyEmotionId(jsonData);
return GetEmotionId(charaId, overrideEnemyEmotionId);
}
private static int? GetOverrideEnemyEmotionId(JsonData jsonData)
{
int num = jsonData["enemy_emotion_override"].ToInt();
if (num == 0)
{
return null;
}
return num;
}
private static string GetEmotionId(int charaId, int? variationId)
{
int skin_id = 0; // Pre-Phase-5b: no chara master headless
if (!variationId.HasValue)
{
return $"{skin_id}";
}
return $"{skin_id}_{variationId.Value}";
}
private static int GetFieldId(JsonData jsonData, int baseFieldId)
{
int? overrideFieldId = GetOverrideFieldId(jsonData);
if (!overrideFieldId.HasValue)
{
return baseFieldId;
}
return overrideFieldId.Value;
}
private static int? GetOverrideFieldId(JsonData jsonData)
{
int num = jsonData["battle3dfield_id_override"].ToInt();
if (num == 0)
{
return null;
}
return num;
}
private static string GetBgmId(JsonData jsonData, string baseBgmId)
{
string overrideBgmId = GetOverrideBgmId(jsonData);
if (overrideBgmId == null)
{
return baseBgmId;
}
return overrideBgmId;
}
private static string GetOverrideBgmId(JsonData jsonData)
{
string text = jsonData["bgm_id_override"].ToString();
if (!(text != "0"))
{
return null;
}
return text;
}
}