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>
113 lines
3.5 KiB
C#
113 lines
3.5 KiB
C#
using System.Linq;
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namespace Wizard;
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public class AIBattleInfoReceiver
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{
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private IEnemyAIBattleInfoRecieveDataAccessor _enemyAI;
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private AIGenerateTagOwnerTable _oprSimGenerateTagOwnerTable;
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private AIBattleInfoReceivedData _oprSimBattleInfoReceiveData;
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private bool _isExecutingOprSim;
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public bool IsNotNullOprSimCollections
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{
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get
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{
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if (_oprSimGenerateTagOwnerTable != null)
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{
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return _oprSimBattleInfoReceiveData != null;
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}
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return false;
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}
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}
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public static bool CheckCreatedValidEnemyAI()
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{
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// Pre-Phase-5b: no mgr in static scope; headless has no AI battle path
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return false;
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}
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public static AIBattleInfoReceiver GetInstance()
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{
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// Pre-Phase-5b: no mgr in static scope; headless has no SingleBattleMgr AI info receiver
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return null;
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}
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public static void ShowNotFoundInstanceLog()
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{
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LocalLog.AccumulateTraceLog("AIBattleInfoReceiver.GetInstance() error. battleMgr does not have battleInfoReceiver.");
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}
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public AIBattleInfoReceiver(IEnemyAI enemyAI)
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{
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_enemyAI = enemyAI as IEnemyAIBattleInfoRecieveDataAccessor;
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}
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public void ReceiveAttachedSkillInfo(BattleCardBase skillOwner, BattleCardBase target)
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{
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string lastAttachedSkillHash = GetLastAttachedSkillHash(target);
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if (_isExecutingOprSim && IsNotNullOprSimCollections)
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{
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RegisterAttachedSkillInfoToOperationSimulator(skillOwner, target, lastAttachedSkillHash);
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}
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else
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{
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RegisterAttachedSkillInfoToRealField(skillOwner, target, lastAttachedSkillHash);
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}
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}
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protected virtual void RegisterAttachedSkillInfoToRealField(BattleCardBase skillOwner, BattleCardBase target, string skillHash)
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{
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if (_enemyAI != null)
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{
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RegisterGenerateTagExecutingParameters(_enemyAI.GenerateTagOwnerTable, _enemyAI.BattleInfoReceivedData, skillOwner, target, skillHash);
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}
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}
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protected string GetLastAttachedSkillHash(BattleCardBase target)
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{
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AttachedSkillInformation attachedSkillsInfo = target.SkillApplyInformation.AttachedSkillsInfo;
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if (attachedSkillsInfo == null || attachedSkillsInfo.AttachedSkills == null || attachedSkillsInfo.AttachedSkills.Count() <= 0)
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{
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return null;
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}
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SkillBase skillBase = attachedSkillsInfo.AttachedSkills.Get(attachedSkillsInfo.AttachedSkills.Count() - 1);
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if (skillBase == null)
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{
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return null;
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}
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return CardSkillHashUtility.GetSingleSkillBaseHash(skillBase).ToString();
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}
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protected void RegisterGenerateTagExecutingParameters(AIGenerateTagOwnerTable generateTagOwnerTable, AIBattleInfoReceivedData battleInfoReceivedData, BattleCardBase skillOwner, BattleCardBase target, string skillHash)
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{
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battleInfoReceivedData.AttachedInfoReceiveCollection.GetInfoFromOwner(skillOwner.BaseParameter.BaseCardId, skillOwner.Index, skillOwner.IsPlayer)?.AddTargetAndSkillHash(target, skillHash);
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}
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public void SetUpOprSimAccessor(AIOperationSimulatorAccessor oprSimAccessor)
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{
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_isExecutingOprSim = true;
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_oprSimGenerateTagOwnerTable = oprSimAccessor.GenerateTagOwnerTable;
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_oprSimBattleInfoReceiveData = oprSimAccessor.BattleInfoReceiveDate;
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}
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public void CleanUpOprSimAccessor()
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{
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_isExecutingOprSim = false;
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_oprSimGenerateTagOwnerTable = null;
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_oprSimBattleInfoReceiveData = null;
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}
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protected void RegisterAttachedSkillInfoToOperationSimulator(BattleCardBase skillOwner, BattleCardBase target, string skillHash)
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{
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if (IsNotNullOprSimCollections)
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{
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RegisterGenerateTagExecutingParameters(_oprSimGenerateTagOwnerTable, _oprSimBattleInfoReceiveData, skillOwner, target, skillHash);
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}
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}
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}
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