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>
155 lines
3.6 KiB
C#
155 lines
3.6 KiB
C#
using LitJson;
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public class BattleSettingData
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{
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public int DeckClassId { get; }
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public int DeckSkinId { get; }
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public int PlayerCharaId { get; }
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public string PlayerEmotionId { get; }
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public int EnemyCharaId { get; }
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public string EnemyEmotionId { get; }
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public int EnemyClassId { get; }
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public int EnemyAiId { get; }
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public int FieldId { get; }
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public string BgmId { get; }
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public BattleSettingData(JsonData jsonData, BattleSettingBaseData baseData)
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{
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DeckClassId = jsonData["deck_class_id"].ToInt();
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DeckSkinId = GetDeckSkinId(jsonData, DeckClassId);
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PlayerCharaId = GetPlayerCharaId(jsonData, baseData.PlayerCharaId, DeckClassId);
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PlayerEmotionId = GetPlayerEmotionId(jsonData, PlayerCharaId);
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EnemyCharaId = baseData.EnemyCharaId;
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EnemyEmotionId = GetEnemyEmotionId(jsonData, EnemyCharaId);
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EnemyClassId = baseData.EnemyClassId;
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EnemyAiId = baseData.EnemyAiId;
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FieldId = GetFieldId(jsonData, baseData.FieldId);
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BgmId = GetBgmId(jsonData, baseData.BgmId);
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}
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private static int GetDeckSkinId(JsonData jsonData, int deckClassId)
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{
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int num = jsonData["deck_skin_id_override"].ToInt();
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if (num == 0)
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{
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return 0; // Pre-Phase-5b: no chara master headless
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}
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return num;
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}
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private static int GetPlayerCharaId(JsonData jsonData, int baseCharaId, int classId)
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{
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int? overridePlayerCharaId = GetOverridePlayerCharaId(jsonData);
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if (overridePlayerCharaId.HasValue)
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{
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return overridePlayerCharaId.Value;
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}
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if (baseCharaId == 0)
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{
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return 0; // Pre-Phase-5b: no chara master headless
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}
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return baseCharaId;
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}
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private static int? GetOverridePlayerCharaId(JsonData jsonData)
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{
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int num = jsonData["skin_id_override"].ToInt();
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if (num == 0)
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{
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return null;
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}
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return num;
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}
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private static string GetPlayerEmotionId(JsonData jsonData, int charaId)
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{
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int? overridePlayerEmotionId = GetOverridePlayerEmotionId(jsonData);
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return GetEmotionId(charaId, overridePlayerEmotionId);
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}
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private static int? GetOverridePlayerEmotionId(JsonData jsonData)
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{
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int num = jsonData["player_emotion_override"].ToInt();
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if (num == 0)
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{
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return null;
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}
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return num;
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}
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private static string GetEnemyEmotionId(JsonData jsonData, int charaId)
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{
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int? overrideEnemyEmotionId = GetOverrideEnemyEmotionId(jsonData);
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return GetEmotionId(charaId, overrideEnemyEmotionId);
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}
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private static int? GetOverrideEnemyEmotionId(JsonData jsonData)
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{
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int num = jsonData["enemy_emotion_override"].ToInt();
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if (num == 0)
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{
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return null;
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}
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return num;
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}
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private static string GetEmotionId(int charaId, int? variationId)
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{
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int skin_id = 0; // Pre-Phase-5b: no chara master headless
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if (!variationId.HasValue)
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{
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return $"{skin_id}";
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}
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return $"{skin_id}_{variationId.Value}";
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}
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private static int GetFieldId(JsonData jsonData, int baseFieldId)
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{
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int? overrideFieldId = GetOverrideFieldId(jsonData);
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if (!overrideFieldId.HasValue)
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{
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return baseFieldId;
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}
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return overrideFieldId.Value;
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}
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private static int? GetOverrideFieldId(JsonData jsonData)
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{
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int num = jsonData["battle3dfield_id_override"].ToInt();
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if (num == 0)
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{
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return null;
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}
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return num;
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}
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private static string GetBgmId(JsonData jsonData, string baseBgmId)
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{
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string overrideBgmId = GetOverrideBgmId(jsonData);
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if (overrideBgmId == null)
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{
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return baseBgmId;
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}
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return overrideBgmId;
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}
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private static string GetOverrideBgmId(JsonData jsonData)
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{
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string text = jsonData["bgm_id_override"].ToString();
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if (!(text != "0"))
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{
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return null;
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}
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return text;
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}
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}
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