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>
78 lines
2.7 KiB
C#
78 lines
2.7 KiB
C#
using System;
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using System.Linq;
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using Wizard;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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public class SkillPreprocessNecromance : SkillPreprocessBase
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{
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private readonly int _necromanceCount;
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private readonly string _operator;
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private string _countText = string.Empty;
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private SkillBase _skill;
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public bool IsApproximate => _operator == "<:=";
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public SkillPreprocessNecromance(SkillBase skill, string countText, string op)
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{
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if (SkillOptionValue.IsVariableValue(countText))
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{
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_countText = countText;
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}
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else
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{
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_necromanceCount = int.Parse(countText);
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}
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_operator = op;
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_skill = skill;
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}
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public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
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{
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return playerInfoPair.ReadOnlySelf.SkillInfoCemeterys.Count() >= NecromanceCount(playerInfoPair.ReadOnlySelf.SkillInfoCemeterys.Count(), playerInfoPair, option);
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}
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public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
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{
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BattleLogManager.GetInstance().AddNecromanceIcon(skill, skill.SkillPrm.ownerCard, skill.SkillPrm.ownerCard.IsSpell);
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bool num = skill.SkillPrm.ownerCard.GetSelectTypeSkill().Any((SkillBase s) => s.IsChoiceType);
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bool flag = skill.SkillPrm.ownerCard.Skills.Any((SkillBase s) => s is Skill_transform);
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if (num && flag)
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{
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return NullVfx.GetInstance();
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}
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int num2 = NecromanceCount(playerPair.Self.CemeteryList.Count, playerPair, checkerOption);
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playerPair.Self.CemeteryConsumption(num2, skill.SkillPrm.ownerCard, skillProcessor, skill.OnWhenFusion != 0);
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if (!skill.SkillPrm.ownerCard.IsSpell && (skill.OnWhenFusion == 0 || skill.SkillPrm.ownerCard.IsPlayer || skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch))
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{
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return NullVfx.GetInstance();
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}
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return NullVfx.GetInstance();
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}
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public int NecromanceCount(int cemeteryCount, BattlePlayerReadOnlyInfoPair pair = null, SkillConditionCheckerOption checkerOption = null)
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{
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if (IsApproximate)
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{
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return Math.Max(0, Math.Min(_necromanceCount, cemeteryCount));
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}
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if (_countText != string.Empty)
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{
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if (pair == null)
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{
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pair = new BattlePlayerReadOnlyInfoPair(_skill.SkillPrm.selfBattlePlayer, _skill.SkillPrm.opponentBattlePlayer);
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}
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if (checkerOption == null)
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{
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checkerOption = new SkillConditionCheckerOption();
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}
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SkillCollectionBase.SetupOptionValue(_skill.OptionValue, pair, _skill.SkillPrm.ownerCard, _skill, checkerOption);
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return _skill.OptionValue.ParseInt(_countText);
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}
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return _necromanceCount;
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}
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}
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