Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessOpenCard.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

85 lines
2.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessOpenCard : SkillPreprocessBase
{
private readonly BattleCardBase _ownerCard;
public SkillPreprocessOpenCard(BattleCardBase ownerCard)
{
_ownerCard = ownerCard;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
skill.SetAndAddPublishedActiveSkillCount();
if (IsOpenCardAfterSkill(skill))
{
return NullVfx.GetInstance();
}
return CreateOpenCardVfx(skill);
}
private bool IsOpenCardAfterSkill(SkillBase skill)
{
if (skill.ApplyingTargetFilter is SkillTargetHandSelfFilter)
{
if (!(skill is Skill_cost_change) && !(skill is Skill_powerup) && !(skill is Skill_power_down))
{
return skill is Skill_power_modifier;
}
return true;
}
return false;
}
public VfxBase CreateOpenCardVfx(SkillBase skill)
{
BattleCardBase ownerCard = _ownerCard;
if (!_ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogOpenCard(_ownerCard);
}
List<BattleCardBase> list = new List<BattleCardBase>();
list.Add(ownerCard);
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (ownerCard.SelfBattlePlayer.IsPlayer)
{
if (!IsOpenCardAfterSkill(skill))
{
_ownerCard.SelfBattlePlayer.CallOnOpenCard(_ownerCard);
}
Transform transform = ownerCard.BattleCardView.GameObject.transform;
sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
}
else
{
_ownerCard.SelfBattlePlayer.CallOnOpenCard(_ownerCard);
if (ownerCard.BattleCardView != null)
{
List<int> costList = ownerCard.BattleCardView.GetUseCostList(ownerCard.Cost, useNomalCost: true);
bool isInHand = ownerCard.IsInHand;
sequentialVfxPlayer.Register(InstantVfx.Create(delegate
{
ownerCard.BattleCardView.UpdateCost(costList, isGenerateInHand: true, playEffect: true, isInHand);
}));
}
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(NullVfx.GetInstance());
if (ownerCard == ownerCard.LastDrawOpenCard)
{
sequentialVfxPlayer.Register(ownerCard.SelfBattlePlayer.BattleView.HandView.ShuffleHand());
}
}
return sequentialVfxPlayer;
}
}