Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Operation/OperationSimulator.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

150 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using Cute;
namespace Wizard.Battle.Operation;
public static class OperationSimulator
{
public static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null, Action<BattleCardBase> playCardSkillEvent = null)
{
sourcePair.Self.BattleMgr.InstanceIsForecast = true;
bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
sourcePair.Self.BattleMgr.IsRecovery = true;
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
OnVirtualPairCloned?.Call(battlePlayerPair);
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
List<BattleCardBase> first = Play_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
ActionProcessor actionProcessor = new ActionProcessor(battlePlayerPair);
BattleCardBase battleCardBase = battlePlayerPair.Self.HandCardList.FindFromCardId(playCardId);
playCardSkillEvent?.Call(battleCardBase);
battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
actionProcessor.PlayCard(battleCardBase, first);
sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
sourcePair.Self.BattleMgr.InstanceIsForecast = false;
return battlePlayerPair;
}
public static Tuple<List<BattleCardBase>, List<int>> Play_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
{
List<BattleCardBase> list = null;
List<int> list2 = null;
if (skillTargets.IsNotNullOrEmpty())
{
list = new List<BattleCardBase>();
foreach (BattleCardBase skillTarget in skillTargets)
{
BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTarget);
if (battleCardBase == null)
{
list.Add(skillTarget);
if (list2 == null)
{
list2 = new List<int>();
}
list2.Add(skillTarget.Index);
}
else
{
list.Add(battleCardBase);
}
}
}
return new Tuple<List<BattleCardBase>, List<int>>(list, list2);
}
public static BattlePlayerPair Evolve(BattlePlayerPair sourcePair, IBattleCardUniqueID evolutionCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null)
{
sourcePair.Self.BattleMgr.InstanceIsForecast = true;
bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
sourcePair.Self.BattleMgr.IsRecovery = true;
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
OnVirtualPairCloned?.Call(battlePlayerPair);
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
BattleCardBase[] first = Evolve_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
BattleCardBase card = battlePlayerPair.Self.ClassAndInPlayCardList.FindFromCardId(evolutionCardId);
new ActionProcessor(battlePlayerPair).Evolution(card, first);
sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
sourcePair.Self.BattleMgr.InstanceIsForecast = false;
return battlePlayerPair;
}
public static Tuple<BattleCardBase[], List<int>> Evolve_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
{
List<BattleCardBase> list = new List<BattleCardBase>();
List<int> list2 = null;
if (skillTargets != null)
{
for (int i = 0; i < skillTargets.Count; i++)
{
BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTargets[i]);
if (battleCardBase == null)
{
list.Add(skillTargets[i]);
if (list2 == null)
{
list2 = new List<int>();
}
list2.Add(skillTargets[i].Index);
}
else
{
list.Add(battleCardBase);
}
}
}
return new Tuple<BattleCardBase[], List<int>>(list.ToArray(), list2);
}
private static BattleCardBase FindSkillTargetCard(BattlePlayerPair pair, IBattleCardUniqueID skillTargetCardId)
{
BattleCardBase battleCardBase = pair.Self.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
if (battleCardBase != null)
{
return battleCardBase;
}
BattleCardBase battleCardBase2 = pair.Self.HandCardList.FindFromCardId(skillTargetCardId);
if (battleCardBase2 != null)
{
return battleCardBase2;
}
BattleCardBase battleCardBase3 = pair.Opponent.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
if (battleCardBase3 != null)
{
return battleCardBase3;
}
BattleCardBase battleCardBase4 = pair.Opponent.HandCardList.FindFromCardId(skillTargetCardId);
if (battleCardBase4 != null)
{
return battleCardBase4;
}
return null;
}
public static BattlePlayerPair TurnStart(BattlePlayerPair sourcePair)
{
sourcePair.Self.BattleMgr.InstanceIsForecast = true;
bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
sourcePair.Self.BattleMgr.IsRecovery = true;
BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
battlePlayerPair.Self.IsSelfTurn = true;
battlePlayerPair.Opponent.IsSelfTurn = false;
SkillProcessor skillProcessor = new SkillProcessor();
foreach (BattleCardBase inPlayCard in battlePlayerPair.Self.InPlayCards)
{
inPlayCard.TurnStart(skillProcessor);
}
foreach (BattleCardBase inPlayCard2 in battlePlayerPair.Opponent.InPlayCards)
{
inPlayCard2.OpponentTurnStart(skillProcessor);
}
skillProcessor.Process(battlePlayerPair);
sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
sourcePair.Self.BattleMgr.InstanceIsForecast = false;
return battlePlayerPair;
}
}