Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkBattleDefine.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

160 lines
2.6 KiB
C#

using System;
using System.Collections.Generic;
public class NetworkBattleDefine
{
public enum PlayActionType
{
NONE = 0,
ATTACK = 10,
EVOLUTION = 20,
EVOLUTION_SELECT = 21,
PLAY_HAND = 30,
PLAY_HAND_SELECT = 31,
FUSION = 40
}
public enum NetworkCardPlaceState
{
Deck = 0,
Hand = 10,
Field = 20,
Cemetery = 30,
Banish = 40,
None = 50,
FusionIngredient = 60,
Riding = 70,
Reservation = 80,
Unite = 90,
BlackHole = 999
}
public enum NetworkBattleURI
{
None,
Retry,
Loaded,
Deal,
Swap,
Ready,
TurnStart,
TurnEndActions,
TurnEnd,
TurnEndFinal,
PlayActions,
BattleFinish,
ChatStamp,
Echo,
Retire,
OppoDisconnect,
End,
Judge,
Touch,
SelectSkill,
SelectObject,
SlideObject,
TurnEndReady,
RecoveryStart,
RecoveryEnd,
JudgeResult,
Maintenance,
ReplayFinish,
Watch
}
public enum NetworkParameter
{
playIdx,
idx,
idxList,
isSelf,
type,
targetIdx,
skillIndex,
selectSkillIndex,
targetList,
from,
to,
cardId,
cost,
is_open,
addAtk,
setAtk,
addLife,
setLife,
clan,
tribe,
knownList,
oppoTargetList,
stamp,
chatStamp,
key,
skill,
activate,
log,
endType,
result,
targetUri,
uList,
keyAction,
skillKeyCardIdx,
skillIdx,
skillCount,
skillTarget,
count,
param,
attachTarget,
isFlood,
highlander,
spellboost,
addChantCount,
setChantCount,
callCount,
unionburst,
skyboundArt,
randomTargetIdx,
idxChangeSeed,
oppoIdxChangeSeed,
spin,
resultCode,
isWin,
pos,
self,
oppo,
time,
cards,
touch,
value,
vid,
finishData,
fusion,
isInvoke,
notBuff,
hasGuard,
byOppo
}
public enum ReceiveNodeResultCode
{
None = 0,
CurrentBattleError = 30212 }
public static readonly Dictionary<NetworkBattleURI, string> NetworkURINames;
public static readonly Dictionary<NetworkParameter, string> NetworkParameterNames;
static NetworkBattleDefine()
{
NetworkURINames = new Dictionary<NetworkBattleURI, string>(Enum.GetValues(typeof(NetworkBattleURI)).Length);
foreach (NetworkBattleURI value in Enum.GetValues(typeof(NetworkBattleURI)))
{
NetworkURINames[value] = Enum.GetName(typeof(NetworkBattleURI), value);
}
NetworkParameterNames = new Dictionary<NetworkParameter, string>(Enum.GetValues(typeof(NetworkParameter)).Length);
foreach (NetworkParameter value2 in Enum.GetValues(typeof(NetworkParameter)))
{
NetworkParameterNames[value2] = Enum.GetName(typeof(NetworkParameter), value2);
}
}
}