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>
78 lines
3.9 KiB
C#
78 lines
3.9 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_banish : SkillBase
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{
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public override bool IsTargetIndicate => false;
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public Skill_banish(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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bool flag = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.is_open, SkillFilterCreator.ContentKeyword._false.ToStringCustom()) == SkillFilterCreator.ContentKeyword._true.ToStringCustom() || (OnWhenDraw != 0 && base.ApplyingTargetFilter is SkillTargetSelfFilter);
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List<BattleCardBase> list = parameter.targetCards.ToList();
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List<BattleCardBase> list2 = ((!base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast) ? list.Where((BattleCardBase c) => c.IsInplay && (!c.SkillApplyInformation.IsBanishByDestroy || !c.SkillApplyInformation.IsIndestructible)).ToList() : null);
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List<BattleCardBase> list3 = ((!base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast) ? list.Where((BattleCardBase c) => c.IsInHand).ToList() : null);
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List<BattleCardBase> list4 = ((!base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast) ? list.Where((BattleCardBase c) => c.IsInDeck).ToList() : null);
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int count = base.SkillPrm.selfBattlePlayer.DeckCardList.Count;
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int count2 = base.SkillPrm.opponentBattlePlayer.DeckCardList.Count;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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foreach (BattleCardBase item in list)
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{
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item.FlagCardAsDestroyedBySkill();
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parallelVfxPlayer.Register(item.SelfBattlePlayer.CardManagement(item, parameter.skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.BANISH, base.UsedRandom, null, null, this, null, flag));
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}
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if (IsBattleLog)
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{
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if (list2 != null)
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{
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BattleLogManager.GetInstance().AddLogSkillDeath(list2, this);
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}
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if (list3 != null)
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{
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BattleLogManager.GetInstance().AddLogSkillBanishHand(list3.Where((BattleCardBase c) => c.IsPlayer).ToList(), isPlayer: true, this);
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BattleLogManager.GetInstance().AddLogSkillBanishHand(list3.Where((BattleCardBase c) => !c.IsPlayer).ToList(), isPlayer: false, this);
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}
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if (list4 != null)
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{
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if (flag)
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{
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foreach (BattleCardBase card in list4)
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{
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if (card.BattleCardView != null)
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{
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List<int> costList = card.BattleCardView.GetUseCostList(card.Cost);
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parallelVfxPlayer.Register(InstantVfx.Create(delegate
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{
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card.BattleCardView.UpdateCost(costList, isGenerateInHand: false, playEffect: false, isForceUpdate: true);
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card.BattleCardView.UpdateOffence(card.Atk);
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card.BattleCardView.UpdateLife(card.Life);
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}));
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}
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parallelVfxPlayer.Register(NullVfx.GetInstance());
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}
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}
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BattleLogManager.GetInstance().AddLogSkillBanishDeck(list4.Where((BattleCardBase c) => c.IsPlayer).ToList(), this, flag);
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BattleLogManager.GetInstance().AddLogSkillBanishDeck(list4.Where((BattleCardBase c) => !c.IsPlayer).ToList(), this, flag);
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if (list4.Any((BattleCardBase c) => c.SelfBattlePlayer == base.SkillPrm.selfBattlePlayer))
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{
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base.SkillPrm.selfBattlePlayer.CallOnChangeDeckAfterEvent(count, parameter.skillProcessor, new List<BattleCardBase>());
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}
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if (list4.Any((BattleCardBase c) => c.SelfBattlePlayer == base.SkillPrm.opponentBattlePlayer))
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{
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base.SkillPrm.opponentBattlePlayer.CallOnChangeDeckAfterEvent(count2, parameter.skillProcessor, new List<BattleCardBase>());
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}
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}
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}
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, list, isFollowInHand: false, addToLastOperation: true));
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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}
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