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>
109 lines
2.4 KiB
C#
109 lines
2.4 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Wizard;
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public static class AIMathematicsLibrary
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{
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public static Dictionary<int, List<int[]>> PermListsDictionary = new Dictionary<int, List<int[]>>();
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public static IEnumerable<T[]> EnumeratePermutations<T>(List<T> numbers)
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{
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return _GetPermutations(new List<T>(), numbers);
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}
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public static List<int[]> EnumerateIndexListPermutations(int count)
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{
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if (PermListsDictionary.ContainsKey(count))
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{
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return PermListsDictionary[count];
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}
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List<int> list = new List<int>();
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for (int i = 0; i < count; i++)
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{
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list.Add(i);
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}
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List<int[]> list2 = EnumeratePermutations(list).ToList();
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PermListsDictionary.Add(count, list2);
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return list2;
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}
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private static IEnumerable<T[]> _GetPermutations<T>(IEnumerable<T> seq, IEnumerable<T> numbers)
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{
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if (numbers.Count() == 0)
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{
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yield return seq.ToArray();
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yield break;
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}
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foreach (T number in numbers)
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{
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IEnumerable<T[]> enumerable = _GetPermutations(seq.Concat(new T[1] { number }), numbers.Where((T x) => !x.Equals(number)));
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foreach (T[] item in enumerable)
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{
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yield return item.ToArray();
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}
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}
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}
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public static IEnumerable<T[]> EnumerateCombinations<T>(List<T> numbers, int selectCount)
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{
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if (numbers.Count == 0)
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{
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yield return numbers.ToArray();
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}
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bool[] appearanceMap = new bool[numbers.Count];
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for (int i = 0; i < appearanceMap.Length; i++)
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{
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if (i < selectCount)
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{
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appearanceMap[i] = true;
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}
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else
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{
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appearanceMap[i] = false;
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}
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}
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bool flag = true;
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while (flag)
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{
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yield return numbers.FindAll(delegate(T n)
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{
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int num6 = numbers.IndexOf(n);
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return appearanceMap[num6];
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}).ToArray();
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flag = false;
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for (int num = 0; num < appearanceMap.Length - 1; num++)
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{
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if (!appearanceMap[num] || appearanceMap[num + 1])
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{
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continue;
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}
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appearanceMap[num] = false;
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appearanceMap[num + 1] = true;
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int num2 = 0;
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for (int num3 = 0; num3 < num; num3++)
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{
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if (appearanceMap[num3])
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{
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num2++;
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}
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}
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if (num2 < num)
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{
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for (int num4 = 0; num4 < num2; num4++)
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{
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appearanceMap[num4] = true;
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}
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for (int num5 = num2; num5 < num; num5++)
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{
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appearanceMap[num5] = false;
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}
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}
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flag = true;
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break;
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}
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}
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}
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}
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