Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/AIPlayedCardContainer.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

180 lines
6.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Wizard;
public class AIPlayedCardContainer
{
private List<AIVirtualCard> _allyTurnPlayedCardList;
private List<AIVirtualCard> _allyInGamePlayedCardList;
private List<AIVirtualCard> _allyPreviousTurnPlayedCardList;
private List<AIVirtualCard> _enemyTurnPlayedCardList;
private List<AIVirtualCard> _enemyInGamePlayedCardList;
private List<AIVirtualCard> _enemyPreviousTurnPlayedCardList;
public int AllyTurnPlayedCardCount => _allyTurnPlayedCardList.Count;
public int AllyInGamePlayedCardCount => _allyInGamePlayedCardList.Count;
public AIPlayedCardContainer()
{
_allyTurnPlayedCardList = new List<AIVirtualCard>();
_allyInGamePlayedCardList = new List<AIVirtualCard>();
_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
_enemyTurnPlayedCardList = new List<AIVirtualCard>();
_enemyInGamePlayedCardList = new List<AIVirtualCard>();
_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>();
}
public AIPlayedCardContainer(AIPlayedCardContainer source)
{
_allyTurnPlayedCardList = new List<AIVirtualCard>(source._allyTurnPlayedCardList);
_allyInGamePlayedCardList = new List<AIVirtualCard>(source._allyInGamePlayedCardList);
_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._allyPreviousTurnPlayedCardList);
_enemyTurnPlayedCardList = new List<AIVirtualCard>(source._enemyTurnPlayedCardList);
_enemyInGamePlayedCardList = new List<AIVirtualCard>(source._enemyInGamePlayedCardList);
_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(source._enemyPreviousTurnPlayedCardList);
}
public AIPlayedCardContainer Clone()
{
return new AIPlayedCardContainer(this);
}
private void CopyPreviousPlayCardOnTurnShift(AIVirtualTurnStartInfo turnStartSituation)
{
if (turnStartSituation != null)
{
if (turnStartSituation.Actor.IsAlly)
{
_enemyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_enemyTurnPlayedCardList);
}
else
{
_allyPreviousTurnPlayedCardList = new List<AIVirtualCard>(_allyTurnPlayedCardList);
}
}
}
public void ClearInTurn(AIVirtualTurnStartInfo turnStartSituation = null)
{
CopyPreviousPlayCardOnTurnShift(turnStartSituation);
_allyTurnPlayedCardList.Clear();
_enemyTurnPlayedCardList.Clear();
}
public int GetPlayedCountInTurn(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
return AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
}
public int GetPlayedCountInPreviousTurn(bool isAllyList, List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
return AIFilteringUtility.MultipleFiltering(isAllyList ? _allyPreviousTurnPlayedCardList : _enemyPreviousTurnPlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false)?.Count ?? 0;
}
public int GetAllPlayedCountInTurn(bool isAITurn)
{
return (isAITurn ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList)?.Count ?? 0;
}
public int GetPlayedCountInGame(List<AIScriptTokenBase> filters, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
int num = 0;
num = ((!AIPlayPtnUtility.IsInPlayPtn(tagOwner, playPtn)) ? (num + AIPlayPtnUtility.GetPlayPtnCardCount(filters, tagOwner, playPtn, situation)) : (num + AIPlayPtnUtility.GetBeforePlayPtnCount(filters, tagOwner, playPtn, situation)));
List<AIVirtualCard> list = AIFilteringUtility.MultipleFiltering(tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList, filters, tagOwner, playPtn, situation, isBlockDeadCard: false);
if (list != null)
{
num += list.Count;
}
return num;
}
public int GetPlayedNameCount(List<AIScriptTokenBase> filters, AIScriptTokenArgType turnOrGame, AIVirtualCard tagOwner, List<int> playPtn, AISituationInfo situation)
{
List<AIVirtualCard> list = null;
switch (turnOrGame)
{
case AIScriptTokenArgType.TURN:
list = (tagOwner.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
break;
case AIScriptTokenArgType.GAME:
list = (tagOwner.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
break;
default:
AIConsoleUtility.LogError($"GetPlayedNameCount() error!! turnOrGame == {turnOrGame}");
return 0;
}
if (list == null || list.Count <= 0)
{
return 0;
}
return AIFilteringUtility.GetCardNameCountFromList(list, filters, tagOwner, playPtn, situation);
}
public bool IsPlayedAsAccelerate(AIVirtualCard card)
{
CardParameter baseParameter = card.BaseCard.BaseParameter;
if (!card.IsSpell || baseParameter.BaseCardId == baseParameter.ResourceCardId || !IsPlayedCard(card))
{
return false;
}
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(baseParameter.ResourceCardId);
if (cardParameterFromId == null)
{
return false;
}
if (cardParameterFromId.Cost > baseParameter.Cost && cardParameterFromId.CharType == CardBasePrm.CharaType.NORMAL)
{
return true;
}
return false;
}
public bool IsPlayedAsCrystalize(AIVirtualCard card)
{
if (!IsPlayedCard(card) || !card.IsAmulet)
{
return false;
}
if (card.BaseCard.TransformInfo.Type != BattleCardBase.TransformType.Crystallize)
{
return false;
}
return true;
}
public bool IsPlayedCard(AIVirtualCard card)
{
return (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList).Any((AIVirtualCard c) => c.IsSameCard(card));
}
public void AddPlayedCard(AIVirtualCard card)
{
if (!IsPlayedCard(card))
{
List<AIVirtualCard> container = (card.IsAlly ? _allyTurnPlayedCardList : _enemyTurnPlayedCardList);
AIParamQuery.AddElementToList(card, container);
List<AIVirtualCard> container2 = (card.IsAlly ? _allyInGamePlayedCardList : _enemyInGamePlayedCardList);
AIParamQuery.AddElementToList(card, container2);
}
}
public void RollBackFromOneRecord(AIVirtualFieldRollBackRecord.PlayedCardContainerRecord rollBackRecord)
{
for (int num = _allyTurnPlayedCardList.Count - 1; num >= rollBackRecord.AllyTurnPlayedCardCount; num--)
{
_allyTurnPlayedCardList.RemoveAt(num);
}
for (int num2 = _allyInGamePlayedCardList.Count - 1; num2 >= rollBackRecord.AllyInGamePlayedCardCount; num2--)
{
_allyInGamePlayedCardList.RemoveAt(num2);
}
}
}