Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AITokenManager.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

163 lines
5.6 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AITokenManager
{
private EnemyAI _ai;
private AITokenPool _allyTokenPool;
private AITokenPool _enemyTokenPool;
private AITokenPool _allyChoiceTokenPool;
private AITokenPool _enemyChoiceTokenPool;
public void RegistPermanentlyToken()
{
AddTokenFromId(900511030, isAlly: true);
AddTokenFromId(900511030, isAlly: false);
AddTokenFromId(900811050, isAlly: true);
AddTokenFromId(900811050, isAlly: false);
}
public void AddTokenFromId(int tokenId, bool isAlly, bool isChoice = false)
{
AITokenPool aITokenPool = ((!isChoice) ? (isAlly ? _allyTokenPool : _enemyTokenPool) : (isAlly ? _allyChoiceTokenPool : _enemyChoiceTokenPool));
aITokenPool.AddTokenToPool(_ai, tokenId, isChoice);
}
public AIVirtualCard GetTokenFromId(int tokenId, bool isAlly, AIVirtualField field, bool needsClone = false)
{
AIVirtualCard tokenFromPool = (isAlly ? _allyTokenPool : _enemyTokenPool).GetTokenFromPool(tokenId);
if (tokenFromPool == null)
{
return null;
}
if (needsClone)
{
return new AIVirtualCard(tokenFromPool, field);
}
tokenFromPool.ReplaceSelfField(field);
return tokenFromPool;
}
public AIVirtualCard GetChoiceTokenFromId(int tokenId, bool isAlly)
{
return (isAlly ? _allyChoiceTokenPool : _enemyChoiceTokenPool).GetTokenFromPool(tokenId);
}
public AIVirtualCard GetZombieToken(bool isAlly, AIVirtualField field, bool needsClone = false)
{
return GetTokenFromId(900511030, isAlly, field, needsClone);
}
public AIVirtualCard GetPuppetToken(bool isAlly, AIVirtualField field, bool needsClone = false)
{
return GetTokenFromId(900811050, isAlly, field, needsClone);
}
public bool IsRegisteredToken(int tokenId, bool isAlly)
{
return (isAlly ? _allyTokenPool : _enemyTokenPool).IsRegisteredToken(tokenId);
}
public AITokenManager(BattlePlayerBase ally, BattlePlayerBase opponent, EnemyAI ai)
{
_allyTokenPool = new AITokenPool(ally);
_enemyTokenPool = new AITokenPool(opponent);
_allyChoiceTokenPool = new AITokenPool(ally);
_enemyChoiceTokenPool = new AITokenPool(opponent);
_ai = ai;
}
public void UpdateTokenPool(AIVirtualField field)
{
if (field == null)
{
AIConsoleUtility.LogError("UpdateTokenPool Error!!! AIVirtualField is NULL!!!");
return;
}
for (int i = 0; i < field.CardListSet.AllReferableCards.Count; i++)
{
AIVirtualCard aIVirtualCard = field.CardListSet.AllReferableCards[i];
if (!aIVirtualCard.IsLeader)
{
AddTokenFromId(aIVirtualCard.BaseId, aIVirtualCard.IsAlly);
}
AddTokenFromCard(aIVirtualCard);
if (aIVirtualCard.IsGetOn)
{
int getOnCardId = aIVirtualCard.GetOnCardId;
if (!IsRegisteredToken(getOnCardId, aIVirtualCard.IsAlly))
{
AddTokenFromId(getOnCardId, aIVirtualCard.IsAlly);
AIVirtualCard tokenFromId = GetTokenFromId(getOnCardId, aIVirtualCard.IsAlly, null);
AddTokenFromCard(tokenFromId);
}
}
}
for (int j = 0; j < field.CardListSet.AllyDestroyedCards.Count; j++)
{
AIVirtualCard aIVirtualCard2 = field.CardListSet.AllyDestroyedCards[j];
AddTokenFromId(aIVirtualCard2.BaseId, aIVirtualCard2.IsAlly);
}
for (int k = 0; k < field.CardListSet.EnemyDestroyedCards.Count; k++)
{
AIVirtualCard aIVirtualCard3 = field.CardListSet.EnemyDestroyedCards[k];
AddTokenFromId(aIVirtualCard3.BaseId, aIVirtualCard3.IsAlly);
}
}
public void AddTokenFromCard(AIVirtualCard card, List<int> preRegisteredTokenIdList = null)
{
AITokenIdCollection allRegisterTokenPoolInfo = card.TagCollectionContainer.GetAllRegisterTokenPoolInfo(card);
if (allRegisterTokenPoolInfo != null && allRegisterTokenPoolInfo.HasToken)
{
List<int> list = ((preRegisteredTokenIdList != null) ? new List<int>(preRegisteredTokenIdList) : new List<int>());
list.Add(card.BaseId);
AddTokenFromRegisterInfo(allRegisterTokenPoolInfo, card.SelfField, list);
}
}
private void AddTokenFromRegisterInfo(AITokenIdCollection idCollection, AIVirtualField field, List<int> registeredTokenIdList)
{
if (idCollection.HasAllyToken)
{
for (int i = 0; i < idCollection.AllyTokenIdList.Count; i++)
{
AITokenInformation aITokenInformation = idCollection.AllyTokenIdList[i];
AddTokenFromId(aITokenInformation.TokenId, isAlly: true, aITokenInformation.IsChoice);
if (registeredTokenIdList != null && !registeredTokenIdList.Contains(aITokenInformation.TokenId))
{
AIVirtualCard card = (aITokenInformation.IsChoice ? GetChoiceTokenFromId(aITokenInformation.TokenId, isAlly: true) : GetTokenFromId(aITokenInformation.TokenId, isAlly: true, field));
AddTokenFromCard(card, registeredTokenIdList);
}
}
}
if (!idCollection.HasOpponentToken)
{
return;
}
for (int j = 0; j < idCollection.OpponentTokenIdList.Count; j++)
{
AITokenInformation aITokenInformation2 = idCollection.OpponentTokenIdList[j];
AddTokenFromId(aITokenInformation2.TokenId, isAlly: false, aITokenInformation2.IsChoice);
if (registeredTokenIdList != null && !registeredTokenIdList.Contains(aITokenInformation2.TokenId))
{
AIVirtualCard card2 = (aITokenInformation2.IsChoice ? GetChoiceTokenFromId(aITokenInformation2.TokenId, isAlly: false) : GetTokenFromId(aITokenInformation2.TokenId, isAlly: false, field));
AddTokenFromCard(card2, registeredTokenIdList);
}
}
}
public static AIVirtualCard ProcessToken(BattleCardBase card, AIVirtualField field)
{
AIVirtualCard aIVirtualCard = new AIVirtualCard(card, field);
aIVirtualCard.InitializeTags(field.ParamQuery, null, null);
return aIVirtualCard;
}
}