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>
45 lines
1.9 KiB
XML
45 lines
1.9 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<!-- Match the engine: decompiled types are not nullable-clean and use explicit usings. -->
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<Nullable>disable</Nullable>
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<ImplicitUsings>disable</ImplicitUsings>
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<!-- Pinned to 12.0 (net8.0 default) to match SVSim.BattleEngine; see the rationale there
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(the vendored decompiled engine breaks under C# 14's 'field' contextual keyword). -->
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<LangVersion>12.0</LangVersion>
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<IsPackable>false</IsPackable>
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<IsTestProject>true</IsTestProject>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Lib.Harmony" Version="2.3.3" />
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.6.0" />
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<PackageReference Include="NUnit" Version="3.13.3" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\SVSim.BattleEngine\SVSim.BattleEngine.csproj">
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<!-- Expose as both the default 'global' alias (existing tests) and 'engine'
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(CoverageRecorder / future coverage fixtures that need explicit disambiguation). -->
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<Aliases>global,engine</Aliases>
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</ProjectReference>
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<ProjectReference Include="..\SVSim.BattleNode\SVSim.BattleNode.csproj" />
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</ItemGroup>
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<ItemGroup>
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<!-- Captured PvP battle (both clients) replayed through the engine in the N1 shadow test. -->
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<None Include="Fixtures\**\*.ndjson" CopyToOutputDirectory="PreserveNewest" />
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</ItemGroup>
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<ItemGroup>
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<!-- The loader's card-master dump (serialized CardCSVData objects). The headless fixture
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reflects these into CardMaster so the resolution path can look up real card stats. -->
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<Content Include="..\SVSim.Bootstrap\Data\cards.json" Link="Data\cards.json">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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</Project>
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