Files
SVSimServer/SVSim.BattleEngine/Engine/ChantFieldBattleCard.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

121 lines
4.6 KiB
C#

using Wizard;
using Wizard.Battle.Card;
using Wizard.Battle.View.Vfx;
public class ChantFieldBattleCard : FieldBattleCard
{
protected readonly int _baseChantCount;
public override bool IsChantField => true;
public ChantFieldBattleCard(BuildInfo buildInfo)
: base(buildInfo)
{
_baseChantCount = base.BaseParameter.ChantCount;
AddChantSkill(buildInfo);
}
public void AddChantSkill(BuildInfo buildInfo)
{
if (!_normalSkillCollection.HaveNotAttachedResidentChantCountChangeSkill())
{
SkillBase skillBase = CreateSkillCreator(buildInfo.SelfBattlePlayer, buildInfo.OpponentBattlePlayer, buildInfo.ResourceMgr).Create(ChantSkillInfoCreate());
SetChantSkill(skillBase);
_normalSkillCollection.Add(skillBase);
}
}
public override void FlagCardAsDestroyedBySkill()
{
base.IsDestroyedBySkill = true;
base.DeathTypeInfo.ChantDestroy = true;
}
public override VfxBase SetUpInplay()
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
parallelVfxPlayer.Register(base.SetUpInplay());
parallelVfxPlayer.Register(NullVfx.GetInstance());
return parallelVfxPlayer;
}
protected override void InitSkillApplyInformationOnWhenReturn()
{
base.SkillApplyInformation.InitializeInformation(isReturnCard: true);
base.SkillApplyInformation.ClearParameterModifier();
ClearCostModifier();
base.TransformInfo = default(TransformInformation);
base.SkillApplyInformation.AttachedSkillsInfo.Clear();
_normalSkillCollection.Clear();
_evolveSkillCollection.Clear();
SkillCreator.CardSkillsBuildInfo cardSkillsBuildInfo = SkillCreator.CreateBuildInfo(CardMaster.GetInstanceForBattle().GetCardParameterFromId(base.CardId));
foreach (SkillBase item in CreateSkillCondition(cardSkillsBuildInfo.normalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
{
_normalSkillCollection.Add(item);
item.SetInductionVoiceIndex();
}
foreach (SkillBase item2 in CreateSkillCondition(cardSkillsBuildInfo.evolveSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
{
_evolveSkillCollection.Add(item2);
item2.SetInductionVoiceIndex();
}
AddChantSkill(_buildInfo);
base.Skills = _normalSkillCollection;
base.Skills.Complete();
}
public override VfxBase ReturnCard(SkillProcessor skillProcessor)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop());
InitializeParameterOnWhenReturn();
VfxBase vfx = base.ReturnCard(skillProcessor);
sequentialVfxPlayer.Register(vfx);
return sequentialVfxPlayer;
}
public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
{
return ParallelVfxPlayer.Create(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn), NullVfx.GetInstance());
}
public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
{
VirtualChantFieldBattleCard virtualChantFieldBattleCard = new VirtualChantFieldBattleCard(_buildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer));
CopyToVirtualCardBase(virtualChantFieldBattleCard);
return virtualChantFieldBattleCard;
}
public override VfxBase CombineVirtualCardSkill(BattleCardBase target)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
base.IsSkillLost = false;
foreach (SkillBase item in CreateSkillCondition(target.GetBuildInfo.NormalSkillBuildInfos, base.SelfBattlePlayer, base.OpponentBattlePlayer, _buildInfo.ResourceMgr))
{
_normalSkillCollection.Add(item);
}
AddChantSkill(_buildInfo);
base.Skills = _normalSkillCollection;
base.SkillApplyInformation.Combine(target.SkillApplyInformation);
int count = target.BuffInfoList.Count;
for (int i = 0; i < count; i++)
{
BuffInfo buffInfo = target.BuffInfoList[i];
if (!(buffInfo.SkillFrom is Skill_powerup) && !(buffInfo.SkillFrom is Skill_power_down) && !base.BuffInfoList.Contains(buffInfo))
{
AddBuffInfo(buffInfo);
}
}
base.Skills.Complete();
CostModifierList.AddRange(target.CostModifierList);
if (!base.SelfBattlePlayer.BattleMgr.IsVirtualBattle && !base.SelfBattlePlayer.BattleMgr.IsRecovery)
{
parallelVfxPlayer.Register(SequentialVfxPlayer.Create(base.SkillApplyInformation.AllSkillEffectRestart(), InstantVfx.Create(delegate
{
base.BattleCardView._inPlayFrameEffect.UpdateCanAttackEffect();
}), base.BattleCardView.BattleCardIconAnimations.Initialize(this, base.Skills)));
}
return parallelVfxPlayer;
}
}