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>
106 lines
4.7 KiB
C#
106 lines
4.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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public class NetworkWatchBattleData : NetworkBattleData
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{
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public class FromStateData
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{
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public int Index;
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public bool IsOpponent;
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public NetworkBattleDefine.NetworkCardPlaceState FromState;
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public FromStateData(int index, bool isOpponent, NetworkBattleDefine.NetworkCardPlaceState fromState)
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{
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Index = index;
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IsOpponent = isOpponent;
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FromState = fromState;
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}
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}
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public NetworkWatchBattleData(NetworkBattleManagerBase battleMgr)
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: base(battleMgr)
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{
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}
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public override void BeforeSettingReceiveData()
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{
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if (_battleMgr.GameMgr.IsReplayBattle)
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{
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return;
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}
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List<CardDataModel> watchCardList = receiveData.watchCardList;
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new Dictionary<int, NetworkBattleDefine.NetworkCardPlaceState>();
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List<FromStateData> list = new List<FromStateData>();
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List<BattleCardBase> list2 = new List<BattleCardBase>();
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foreach (CardDataModel card in watchCardList)
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{
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ReplaceReceivedCard replaceReceivedCard = CreateReplaceReceivedCard(card);
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NetworkBattleDefine.NetworkCardPlaceState fromState = card.fromState;
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FromStateData fromStateData = list.FirstOrDefault((FromStateData f) => f.Index == card.Index && f.IsOpponent == card.isOpponent);
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if (fromStateData != null)
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{
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fromState = fromStateData.FromState;
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}
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else
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{
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FromStateData item = new FromStateData(card.Index, card.isOpponent, card.fromState);
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list.Add(item);
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}
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if (card.CardId == 0)
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{
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if (card.isOpponent)
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{
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replaceReceivedCard.SetPrivateCardSpellboost(_battleMgr.BattleEnemy);
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}
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continue;
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}
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if (_battleMgr.GameMgr.IsAdmin || !card.isOpponent)
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{
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if (receiveData.IsFusion && card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand)
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{
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continue;
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}
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NetworkBattleDefine.NetworkCardPlaceState networkCardPlaceState = card.ToStateList.FirstOrDefault();
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if (receiveData.dataUri == NetworkBattleDefine.NetworkBattleURI.Deal || (receiveData.IsChoice && receiveData.choiceIdList.Contains(card.CardId)) || networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Deck || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Field) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Field && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Hand) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Field && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Cemetery) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Cemetery) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Field && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Banish) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Banish) || (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Field && networkCardPlaceState == NetworkBattleDefine.NetworkCardPlaceState.Unite) || fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand)
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{
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continue;
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}
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}
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else
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{
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if (card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Field && card.ToStateList.FirstOrDefault() == NetworkBattleDefine.NetworkCardPlaceState.Cemetery)
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{
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continue;
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}
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if (!card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Field) && !card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Cemetery) && !card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Banish) && !card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Unite))
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{
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bool num = card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Deck && card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Hand) && card.IsOpen;
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bool isFusion = receiveData.IsFusion;
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bool flag = card.fromState == NetworkBattleDefine.NetworkCardPlaceState.Hand && card.ToStateList.Contains(NetworkBattleDefine.NetworkCardPlaceState.Hand) && card.IsOpen;
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if (!num && !isFusion && !flag)
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{
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continue;
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}
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}
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}
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if (!card.isOpponent)
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{
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if (!_battleMgr.GameMgr.IsReplayBattle && !_battleMgr.IsRecovery)
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{
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list2.Add(replaceReceivedCard.ReplaceCard(_battleMgr.BattlePlayer));
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}
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}
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else
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{
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list2.Add(replaceReceivedCard.ReplaceCard(_battleMgr.BattleEnemy));
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}
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}
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if (!_battleMgr.IsRecovery && list2.Count > 0)
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{
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_battleMgr.VfxMgr.RegisterSequentialVfx(_battleMgr.LoadCardResources(list2));
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}
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}
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}
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