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>
128 lines
6.4 KiB
C#
128 lines
6.4 KiB
C#
using System.IO;
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namespace Wizard.Battle.Recovery;
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public class SingleBattleRecoveryRecordManager : RecoveryRecordManagerBase
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{
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protected override string DefaultRecoveryFileName => "recovery_single.json";
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public SingleBattleRecoveryRecordManager()
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{
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}
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public SingleBattleRecoveryRecordManager(string filePath)
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: base(filePath)
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{
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}
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public override void SetupRecording(BattleManagerBase battleMgr, DataMgr.BattleType battleType, int randomSeed, int backGroundId, string bgmId = "NONE")
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{
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base.SetupRecording(battleMgr, battleType, randomSeed, backGroundId, bgmId);
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RecordSingleBattleSettings(_recorder, battleType, randomSeed, backGroundId, bgmId);
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}
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protected override OperationRecorderBase CreateOperationRecorder()
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{
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if (RecoveryRecordManagerBase.IsExistsSingleRecoveryFile())
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{
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string tempFilePath = OperationRecorderBase.RecordDirectoryPath + "temp_recovery_single.json";
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RecoveryRecordManagerBase.DeleteRecoveryFile();
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return new SingleBattleOperationRecorder(_recoveryFilePath, tempFilePath);
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}
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return new SingleBattleOperationRecorder(_recoveryFilePath);
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}
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protected override void SetupRecorderEvents(OperationRecorderBase operationRecorder, BattleManagerBase battleMgr)
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{
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base.SetupRecorderEvents(operationRecorder, battleMgr);
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battleMgr.OperateMgr.OnTurnEnd += operationRecorder.RecordTurnEnd;
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}
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protected void RecordSingleBattleSettings(OperationRecorderBase operationRecorder, DataMgr.BattleType battleType, int randomSeed, int backGroundId, string bgmId)
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{
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DataMgr dataMgr = _gameMgr.GetDataMgr();
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operationRecorder.RecordBattleType(battleType);
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operationRecorder.RecordRandomSeed(randomSeed);
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operationRecorder.RecordBackGroundId(backGroundId);
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operationRecorder.RecordBgmId(bgmId);
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operationRecorder.RecordClass("player", dataMgr.GetPlayerClassId());
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operationRecorder.RecordSubClass("player", dataMgr.GetPlayerSubClassId());
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if (dataMgr.TryGetPlayerMyRotationInfo(out var myRotationInfo))
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{
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operationRecorder.RecordMyRotationId("player", myRotationInfo.Id);
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}
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operationRecorder.RecordClass("enemy", dataMgr.GetEnemyClassId());
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operationRecorder.RecordSubClass("enemy", dataMgr.GetEnemySubClassId());
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if (dataMgr.TryGetEnemyMyRotationInfo(out var myRotationInfo2))
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{
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operationRecorder.RecordMyRotationId("enemy", myRotationInfo2.Id);
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}
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operationRecorder.RecordChara("player", dataMgr.GetPlayerCharaId());
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operationRecorder.RecordChara("enemy", dataMgr.GetEnemyCharaId());
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operationRecorder.RecordSleeve("player", dataMgr.GetPlayerSleeveId());
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operationRecorder.RecordSleeve("enemy", dataMgr.GetEnemySleeveId());
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operationRecorder.RecordDeck("player", 'p', dataMgr.GetCurrentDeckData());
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operationRecorder.RecordDeck("enemy", 'e', dataMgr.GetCurrentEnemyDeckData());
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operationRecorder.RecordEnemyAIDifficulty(dataMgr.m_EnemyAIDifficulty);
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operationRecorder.RecordEnemyAILogicLevel(dataMgr.m_EnemyAILogicLevel);
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operationRecorder.RecordEnemyAIMaxLife(dataMgr.m_EnemyAIMaxLife);
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operationRecorder.RecordEnemyAIDeckId(dataMgr.m_EnemyAIDeckId);
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operationRecorder.RecordEnemyAIStyleId(dataMgr.m_EnemyAIStyleId);
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operationRecorder.RecordEnemyAIEmoteId(dataMgr.m_EnemyAIEmoteId);
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operationRecorder.RecordEnemyAIUseInnerEmote(dataMgr.m_EnemyAIUseInnerEmote);
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operationRecorder.RecordPracticeDifficultyDegreeId(dataMgr.PracticeDifficultyDegreeId);
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operationRecorder.RecordIsPreBuildDeck(dataMgr.IsLastSelectDeckAttributeType(DeckAttributeType.BuildDeck));
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operationRecorder.RecordIsTrialDeck(dataMgr.IsLastSelectDeckAttributeType(DeckAttributeType.TrialDeck));
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operationRecorder.RecordIsDefaultDeck(dataMgr.GetSelectDefDeck());
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operationRecorder.RecordMissionNecessaryInformation(dataMgr.MissionNecessaryInformation);
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switch (battleType)
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{
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case DataMgr.BattleType.Quest:
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operationRecorder.RecordQuestStageId(dataMgr.QuestBattleData.QuestStageId);
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operationRecorder.RecordQuestEnemyAiId(dataMgr.QuestBattleData.EnemyAiId);
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operationRecorder.RecordQuestEnemyEmblemId(dataMgr.QuestBattleData.EmblemId);
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operationRecorder.RecordQuestEnemyDegreeId(dataMgr.QuestBattleData.DegreeId);
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operationRecorder.RecordQuestEnemyEmotionOverride(dataMgr.QuestBattleData.EnemyEmotionOverride);
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operationRecorder.RecordQuestPlayerEmotionOverride(dataMgr.QuestBattleData.PlayerEmotionOverride);
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operationRecorder.RecordQuestIsExtra(dataMgr.QuestBattleData.IsExtra);
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operationRecorder.RecordQuestIsMockBattle(dataMgr.QuestBattleData.IsMockBattle);
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operationRecorder.RecordQuestExtraDeckScheduleId(dataMgr.QuestBattleData.ExtraDeckScheduleId);
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break;
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case DataMgr.BattleType.BossRushQuest:
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operationRecorder.RecordQuestStageId(dataMgr.BossRushBattleData.QuestStageId);
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operationRecorder.RecordQuestEnemyAiId(dataMgr.BossRushBattleData.EnemyAiId);
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operationRecorder.RecordQuestEnemyEmblemId(dataMgr.BossRushBattleData.EmblemId);
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operationRecorder.RecordQuestEnemyDegreeId(dataMgr.BossRushBattleData.DegreeId);
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operationRecorder.RecordQuestRecoveryPoint(dataMgr.BossRushBattleData.RecoveryPointWhenFinish);
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operationRecorder.RecordQuestPlayerSkillList(dataMgr.BossRushBattleData.PlayerSkillList);
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operationRecorder.RecordQuestEnemySkill(dataMgr.BossRushBattleData.EnemySkill);
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operationRecorder.RecordQuestMaxBattleCount(dataMgr.BossRushBattleData.MaxBattleCount);
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operationRecorder.RecordQuestCurrentWinCount(dataMgr.BossRushBattleData.CurrentWinCount);
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break;
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case DataMgr.BattleType.SecretBossQuest:
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operationRecorder.RecordQuestStageId(dataMgr.BossRushBattleData.QuestStageId);
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operationRecorder.RecordQuestEnemyAiId(dataMgr.BossRushBattleData.EnemyAiId);
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operationRecorder.RecordQuestEnemyEmblemId(dataMgr.BossRushBattleData.EmblemId);
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operationRecorder.RecordQuestEnemyDegreeId(dataMgr.BossRushBattleData.DegreeId);
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operationRecorder.RecordQuestPlayerSkillList(dataMgr.BossRushBattleData.PlayerSkillList);
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operationRecorder.RecordQuestEnemySkill(dataMgr.BossRushBattleData.EnemySkill);
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break;
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case DataMgr.BattleType.Practice:
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operationRecorder.RecordPractice3DFieldId(dataMgr.GetSoroPlay3DFieldID());
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break;
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case DataMgr.BattleType.Story:
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operationRecorder.RecordStoryData();
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break;
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}
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}
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public void RecordChangeAI(string logicName, int operationQueueCount)
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{
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if (_recorder is SingleBattleOperationRecorder singleBattleOperationRecorder)
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{
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singleBattleOperationRecorder.RecordChangeAI(logicName, operationQueueCount);
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}
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}
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}
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