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>
55 lines
2.5 KiB
C#
55 lines
2.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_draw : SkillBase
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{
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private bool _isActiveChangeShortageDeck;
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public override bool IsAllowDestroyTarget => true;
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public override bool IsVisibleTarget { get; protected set; }
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public bool IsActiveChangeShortageDeck => _isActiveChangeShortageDeck;
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public Skill_draw(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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_isActiveChangeShortageDeck = false;
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List<BattleCardBase> list = parameter.targetCards.ToList();
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IsVisibleTarget = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.is_open, string.Empty) == "true";
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BattlePlayerBase battlePlayerBase = ((!(base.ApplyBattlePlayerFilter is SelfBattlePlayerFilter)) ? base.SkillPrm.opponentBattlePlayer : base.SkillPrm.selfBattlePlayer);
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bool isPlayer = battlePlayerBase.IsPlayer;
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bool flag = false;
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flag = base.ApplyCardFilterList.Where((ISkillCardFilter f) => f.GetType() != typeof(SkillNullFilter) && f.GetType() != typeof(SkillAllCardFilter)).Count() < 1 && battlePlayerBase.CheckShortageDeck(base.ApplySelectFilter.CalcCount(base.OptionValue), parameter.skillProcessor, out _isActiveChangeShortageDeck);
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SkillProcessor skillProcessor = parameter.skillProcessor;
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bool isVisibleTarget = IsVisibleTarget;
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SkillResultInfo calledSkillResultInfo = parameter.calledSkillResultInfo;
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VfxWith<IEnumerable<BattleCardBase>> vfxWith = battlePlayerBase.DrawManagement(list, skillProcessor, isVisibleTarget, flag, calledSkillResultInfo, this);
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if (vfxWith.Value.Count() <= 0 && !flag)
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{
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return NullVfxWithLoading.GetInstance();
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}
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List<BattleCardBase> list2 = list.Where((BattleCardBase s) => s.IsInHand).ToList();
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for (int num = 0; num < list2.Count(); num++)
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{
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base.SkillPrm.ownerCard.SkillApplyInformation.AddSkillDrewCard(list2.ElementAt(num));
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BattleLogManager.GetInstance().UpdateFusionedCardSkillDrewCard(base.SkillPrm.ownerCard);
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}
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if (IsBattleLog)
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{
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BattleLogManager.GetInstance().AddLogSkillDrawCard(list2, this, IsVisibleTarget, isPlayer, isOverDraw: false);
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BattleLogManager.GetInstance().AddLogSkillDrawCard(list.Where((BattleCardBase s) => !s.IsInHand).ToList(), this, IsVisibleTarget, isPlayer, isOverDraw: true);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterToMainVfx(vfxWith.Vfx);
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return vfxWithLoadingSequential;
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}
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}
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