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>
110 lines
2.5 KiB
C#
110 lines
2.5 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AIBuffRecorderCollection
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{
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public class AIBuffRecorder : BuffCountInfo
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{
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public int SimulateAtkBuffValue;
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public int SimulateLifeBuffValue;
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public AIBuffRecorder(int turn, bool isSelfTurn, int atkBuff = 0, int lifeBuff = 0)
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: base(turn, isSelfTurn)
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{
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SimulateAtkBuffValue = atkBuff;
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SimulateLifeBuffValue = lifeBuff;
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}
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}
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public List<AIBuffRecorder> RecorderList { get; private set; }
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public int Count
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{
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get
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{
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if (RecorderList != null)
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{
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return RecorderList.Count;
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}
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return 0;
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}
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}
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public AIBuffRecorderCollection()
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{
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RecorderList = null;
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}
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public AIBuffRecorderCollection(List<BuffCountInfo> turnBuffCountList)
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{
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RecorderList = null;
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CreateRecorderListFromTurnBuffCountList(turnBuffCountList);
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}
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private AIBuffRecorderCollection(AIBuffRecorderCollection original)
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{
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RecorderList = AIParamQuery.CloneList(original.RecorderList);
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}
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public AIBuffRecorderCollection Clone()
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{
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return new AIBuffRecorderCollection(this);
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}
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public void AddBuffRecord(int turn, bool isSelfTurn, int atkBuff = 0, int lifeBuff = 0)
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{
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AIBuffRecorder element = new AIBuffRecorder(turn, isSelfTurn, atkBuff, lifeBuff);
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RecorderList = AIParamQuery.AddElementToList(element, RecorderList);
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}
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public int GetTurnBuffCount(int turn, bool isSelfTurn)
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{
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if (Count <= 0)
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{
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return 0;
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}
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int num = 0;
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for (int i = 0; i < RecorderList.Count; i++)
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{
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AIBuffRecorder aIBuffRecorder = RecorderList[i];
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if (aIBuffRecorder.Turn == turn && aIBuffRecorder.IsSelfTurn == isSelfTurn)
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{
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num++;
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}
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}
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return num;
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}
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public (int atkSum, int lifeSum) GetSimulateBuff()
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{
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int num = 0;
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int num2 = 0;
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if (0 < Count)
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{
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for (int i = 0; i < RecorderList.Count; i++)
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{
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AIBuffRecorder aIBuffRecorder = RecorderList[i];
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num += aIBuffRecorder.SimulateAtkBuffValue;
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num2 += aIBuffRecorder.SimulateLifeBuffValue;
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}
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}
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return (atkSum: num, lifeSum: num2);
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}
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public void CreateRecorderListFromTurnBuffCountList(List<BuffCountInfo> turnBuffCountList)
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{
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if (turnBuffCountList != null && turnBuffCountList.Count > 0)
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{
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RecorderList = new List<AIBuffRecorder>();
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for (int i = 0; i < turnBuffCountList.Count; i++)
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{
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BuffCountInfo buffCountInfo = turnBuffCountList[i];
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AIBuffRecorder item = new AIBuffRecorder(buffCountInfo.Turn, !buffCountInfo.IsSelfTurn);
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RecorderList.Add(item);
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}
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}
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}
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}
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