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

100 lines
3.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Wizard;
public class AIRuleBaseBattleSimulator
{
private EnemyAI _ai;
private PlayPtnWithToken[] _bestPlayPtnWithToken;
private bool _canChangeToTimeOverLogic;
public AIRuleBaseBattleSimulator(EnemyAI ai, PlayPtnWithToken[] bestPlayPtnWithToken, bool canChangeToTimeOverLogic)
{
_ai = ai;
_bestPlayPtnWithToken = bestPlayPtnWithToken;
_canChangeToTimeOverLogic = canChangeToTimeOverLogic;
}
public void RunSequence(AIVirtualField originalField, int[] actionPermList, int evoIndex, List<int> enemyTargets, SimulationResult bestRecord, SimulationAdditionalActionInfoSet additionalOptions, InplayMovePatternFilter patternFilter, bool checkActFailure = true)
{
AIVirtualField aIVirtualField = new AIVirtualField(originalField);
bool[] array = new bool[actionPermList.Length];
for (int i = 0; i < array.Length; i++)
{
array[i] = true;
}
AIVirtualActionInfo aIVirtualActionInfo = AISimulationUtility.CreateActionInfoOnFieldFromSituation(aIVirtualField, additionalOptions?.ForceEvoAction);
List<AIVirtualActionInfo> actionInfoSequence = AISimulationUtility.GetActionInfoSequence(aIVirtualField, actionPermList, array, (aIVirtualActionInfo != null) ? (-1) : evoIndex);
if (aIVirtualActionInfo != null && !actionInfoSequence.Any((AIVirtualActionInfo info) => info.ActionType == AIOperationType.EVOLVE))
{
bool flag = false;
for (int num = 0; num < actionInfoSequence.Count; num++)
{
if (actionInfoSequence[num].Actor.IsSameCard(aIVirtualActionInfo.Actor))
{
actionInfoSequence.Insert(num, aIVirtualActionInfo);
flag = true;
break;
}
}
if (!flag)
{
actionInfoSequence.Add(aIVirtualActionInfo);
}
}
List<AIVirtualCard> enemyTargetSequence = AISimulationUtility.GetEnemyTargetSequence(aIVirtualField, enemyTargets);
SimulationSetting simSetting = new SimulationSetting(isHandRemovalValid: true, useLeaderAttackPreCheck: true, aIVirtualField.IsNoSkipAttackInPlayPtn(), checkActFailure);
ExecuteSimulationWithActionSequence(aIVirtualField, actionInfoSequence, enemyTargetSequence, simSetting, bestRecord, patternFilter);
}
private void ExecuteSimulationWithActionSequence(AIVirtualField fieldTemp, List<AIVirtualActionInfo> actionInfoSequence, List<AIVirtualCard> enemyTargetSequence, SimulationSetting simSetting, SimulationResult bestRecord, InplayMovePatternFilter patternFilter)
{
BattleSequencer.ExecSimulation(fieldTemp, actionInfoSequence, enemyTargetSequence, simSetting);
if (NeedsChangeToTimeOverLogic())
{
return;
}
AIVirtualTurnEndInfo aIVirtualTurnEndInfo = new AIVirtualTurnEndInfo(fieldTemp.AllyClass);
actionInfoSequence.Add(aIVirtualTurnEndInfo);
BattleSequencer.OnAfterExecuteAttackCommon(fieldTemp, aIVirtualTurnEndInfo, ref actionInfoSequence, isAttackToLeaderAgain: true);
if (NeedsChangeToTimeOverLogic())
{
return;
}
float num = AISimulationUtility.EvaluateField(fieldTemp, EvaluationType.SELF_TURN);
if (NeedsChangeToTimeOverLogic())
{
return;
}
float num2 = num;
if (_bestPlayPtnWithToken == null)
{
num2 = num - (fieldTemp.EnemyClass.IsDead ? 0f : fieldTemp.EvaluateThreaten());
}
if (AISimulationUtility.IsBestRecord(fieldTemp, num2, num, bestRecord))
{
bestRecord.BestResultField = fieldTemp;
bestRecord.MaxFieldValue = num2;
bestRecord.ActionSequence = actionInfoSequence;
bestRecord.MaxFieldValueAtSelfTurnEnd = num;
if (fieldTemp.EnemyClass.IsDead)
{
bestRecord.MinActionLengthOfLethal = fieldTemp.ActionLength;
}
patternFilter?.ConfirmBestPattern(enemyTargetSequence);
}
}
private bool NeedsChangeToTimeOverLogic()
{
if (_ai.IsRunWeakLogic)
{
return !_canChangeToTimeOverLogic;
}
return false;
}
}