Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Phase/NetworkMulliganPhase.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

154 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
using Wizard.Battle.Mulligan;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 6 of 11 methods unrun in baseline
// Type: Wizard.Battle.Phase.NetworkMulliganPhase
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Phase;
public class NetworkMulliganPhase : MulliganPhaseBase
{
protected readonly NetworkBattleManagerBase _networkBattleMgr;
protected readonly NetworkMulliganMgr _networkMulliganMgr;
protected readonly SingleMulliganMgr _singleMulliganMgr;
private Action OnNetworkAlive;
public event Func<VfxBase> OnEndMulligan;
public NetworkMulliganPhase(NetworkBattleManagerBase battleMgr, NetworkBattleSender sender)
: base(battleMgr)
{
_networkBattleMgr = battleMgr;
if (_networkBattleMgr.GameMgr.IsAINetwork)
{
_singleMulliganMgr = new SingleMulliganMgr();
}
else
{
_networkMulliganMgr = new NetworkMulliganMgr(sender);
}
IMulliganMgr mulliganMgr;
if (!_networkBattleMgr.GameMgr.IsAINetwork)
{
IMulliganMgr networkMulliganMgr = _networkMulliganMgr;
mulliganMgr = networkMulliganMgr;
}
else
{
IMulliganMgr networkMulliganMgr = _singleMulliganMgr;
mulliganMgr = networkMulliganMgr;
}
Initialize(mulliganMgr);
}
public override VfxBase Setup()
{
VfxBase result = base.Setup();
MulliganEventSetting();
if (!_networkBattleMgr.IsRecovery)
{
SetUpSubmitEvent();
}
return result;
}
protected void SetUpSubmitEvent()
{
IMulliganMgr mulliganMgr = _mulliganMgr;
mulliganMgr.OnSubmit = (Action)Delegate.Combine(mulliganMgr.OnSubmit, (Action)delegate
{
if (_networkBattleMgr.GameMgr.IsAINetwork)
{
SingleMulliganMgr singleMulligan = _mulliganMgr as SingleMulliganMgr;
OnNetworkAlive = (Action)Delegate.Combine(OnNetworkAlive, (Action)delegate
{
singleMulligan.AIMulliganEndAction(_networkBattleMgr);
OnNetworkAlive = null;
});
}
});
}
public override VfxWith<IPhase> Update(float dt)
{
if (_networkBattleMgr.GameMgr.IsAINetwork && _networkBattleMgr.InstanceNetworkAgent != null && _networkBattleMgr.InstanceNetworkAgent.PlayerNetworkStatus.IsAlive)
{
OnNetworkAlive.Call();
}
return base.Update(dt);
}
public void MulliganEventSetting()
{
if (!_networkBattleMgr.GameMgr.IsAINetwork)
{
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Combine(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Combine(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Combine(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
}
}
public override VfxBase Teardown()
{
VfxBase result = base.Teardown();
if (_networkBattleMgr.GameMgr.IsAINetwork)
{
return result;
}
OperateReceive operateReceive = _networkBattleMgr.OperateReceive;
operateReceive.OnEndMulligan = (Func<VfxBase>)Delegate.Remove(operateReceive.OnEndMulligan, new Func<VfxBase>(EndMulligan));
OperateReceive operateReceive2 = _networkBattleMgr.OperateReceive;
operateReceive2.OnReceiveDeal = (Action<List<int>, List<int>>)Delegate.Remove(operateReceive2.OnReceiveDeal, new Action<List<int>, List<int>>(base.StartDeal));
OperateReceive operateReceive3 = _networkBattleMgr.OperateReceive;
operateReceive3.OnReceivePlayerMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive3.OnReceivePlayerMulligan, new Func<List<int>, VfxBase>(ReceivePlayerMulligan));
OperateReceive operateReceive4 = _networkBattleMgr.OperateReceive;
operateReceive4.OnReceiveOpponentMulligan = (Func<List<int>, VfxBase>)Delegate.Remove(operateReceive4.OnReceiveOpponentMulligan, new Func<List<int>, VfxBase>(ReceiveOpponentMulligan));
return result;
}
private VfxBase EndMulligan()
{
LocalLog.AccumulateLastTraceLog("EndMulligan");
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(this.OnEndMulligan.GetAllFuncVfxResults());
sequentialVfxPlayer.Register(_networkBattleMgr.GameMgr.IsAINetwork ? _singleMulliganMgr.CompleteMulligan(_networkBattleMgr) : _networkMulliganMgr.CompleteMulligan(_networkBattleMgr));
return sequentialVfxPlayer;
}
protected virtual VfxBase ReceivePlayerMulligan(List<int> mulliganAfterCardIndexes)
{
if (_networkBattleMgr.GameMgr.IsAINetwork)
{
return NullVfx.GetInstance();
}
_networkMulliganMgr.SetPlayerHandCardIndexList(mulliganAfterCardIndexes);
return _networkMulliganMgr.PlayerChangeCardVfx(_networkBattleMgr);
}
protected VfxBase ReceiveOpponentMulligan(List<int> mulliganAfterCardIndexes)
{
LocalLog.AccumulateLastTraceLog("ReceiveOpponentMulligan");
if (_networkBattleMgr.GameMgr.IsAINetwork)
{
return NullVfx.GetInstance();
}
_networkMulliganMgr.SetOpponentMulliganAfterCardIndexList(mulliganAfterCardIndexes);
VfxBase vfx = _networkMulliganMgr.EnemyChangeCardVfx(_networkBattleMgr);
_networkBattleMgr.ClearRegisterCardList();
OnEndMulligan += () => vfx;
return NullVfx.GetInstance();
}
}