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>
103 lines
4.2 KiB
C#
103 lines
4.2 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_unite : SkillBaseSummon
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{
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public class UniteCardPair
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{
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public List<BattleCardBase> _materialCards;
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public List<BattleCardBase> _uniteCards;
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public UniteCardPair(List<BattleCardBase> materialCards, List<BattleCardBase> uniteCards)
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{
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_materialCards = materialCards;
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_uniteCards = uniteCards;
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}
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}
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protected UniteCardPair _uniteCardPair;
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public Skill_unite(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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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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bool flag = false;
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_uniteCardPair = null;
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List<BattleCardBase> list = new List<BattleCardBase>();
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string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, "combine");
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string option = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.summon_token, "_OPT_NULL_");
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string option2 = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.base_card_id, "_OPT_NULL_");
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IEnumerable<int> enumerable = SkillOptionValue.ParseOptionTokenID(option);
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IEnumerable<int> source = SkillOptionValue.ParseOptionTokenID(option2);
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if (parameter.targetCards.Where((BattleCardBase c) => !c.IsDead).Count() < source.Count())
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{
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return NullVfxWithLoading.GetInstance();
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}
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for (int num = 0; num < parameter.targetCards.Count(); num++)
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{
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BattleCardBase card = parameter.targetCards.ElementAt(num);
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int num2 = source.Where((int x) => x == card.BaseParameter.BaseCardId).Count();
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int num3 = list.Where((BattleCardBase x) => x.BaseParameter.BaseCardId == card.BaseParameter.BaseCardId).Count();
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if (num2 - num3 > 0 && !card.IsDead)
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{
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list.Add(card);
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}
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}
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if (text == "combine" && !base.SkillPrm.ownerCard.IsDead)
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{
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list.Add(base.SkillPrm.ownerCard);
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}
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if ((text == "combine" && list.Count == source.Count() + 1) || (text == "mix" && list.Count == source.Count()))
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{
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for (int num4 = 0; num4 < list.Count; num4++)
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{
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parallelVfxPlayer.Register(list[num4].UniteInPlay(parameter.skillProcessor, this));
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}
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flag = true;
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}
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if (IsMakeFoil)
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{
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CardMaster cardMaster = CardMaster.GetInstanceForBattle();
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enumerable = from id in enumerable
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select cardMaster.GetCardParameterFromId(id) into param
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select param.FoilCardId;
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}
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if (flag)
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{
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VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards);
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SummonedCardsList summonedCardsList = CreateSummonedCardsList(parameter.targetCards, enumerable, base.SkillPrm.selfBattlePlayer);
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_uniteCardPair = new UniteCardPair(list, summonedCardsList.ToList());
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CallOnUnite();
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BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SkillPrm.ownerCard.IsPlayer, summonedCardsList, SUMMON_TYPE.TOKEN);
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BattlePlayerBase selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
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SkillProcessor skillProcessor = parameter.skillProcessor;
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BattlePlayerBase.SummonInfo summonInfo2 = summonInfo;
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VfxWithLoadingSequential vfxWithLoadingSequential = selfBattlePlayer.CardManagement(null, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, this, summonInfo2) as VfxWithLoadingSequential;
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base.SkillPrm.selfBattlePlayer.UpdateHandCardsPlayability();
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VfxWithLoading vfxWithLoading2 = CreateSummonCardAnimation(base.SkillPrm.ownerCard.IsPlayer, summonedCardsList);
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if (IsBattleLog && _uniteCardPair != null)
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{
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BattleLogManager.GetInstance().AddLogSkillUnite(_uniteCardPair, this);
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}
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VfxWithLoadingSequential vfxWithLoadingSequential2 = VfxWithLoadingSequential.Create(vfxWithLoading.MainVfx, parallelVfxPlayer, vfxWithLoading2.MainVfx, vfxWithLoadingSequential);
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vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
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vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading2.LoadingVfx);
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vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoadingSequential.LoadingVfx);
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return vfxWithLoadingSequential2;
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}
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return NullVfxWithLoading.GetInstance();
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}
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protected virtual void CallOnUnite()
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{
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}
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}
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