Files
SVSimServer/SVSim.Database/Repositories/Pack/PackRepository.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

75 lines
2.8 KiB
C#

using Microsoft.EntityFrameworkCore;
using SVSim.Database.Models;
namespace SVSim.Database.Repositories.Pack;
public class PackRepository : IPackRepository
{
private readonly SVSimDbContext _db;
public PackRepository(SVSimDbContext db) { _db = db; }
public async Task<List<PackConfigEntry>> GetActivePacks(DateTime now) =>
await _db.Packs
.AsSplitQuery()
.Include(p => p.ChildGachas)
.Include(p => p.Banners)
.Where(p => p.IsEnabled && p.CommenceDate <= now && p.CompleteDate >= now)
// parent_gacha_id DESC matches the prod /pack/info wire order. The tutorial pack
// UI runs with controls locked and auto-selects the FIRST entry in
// pack_config_list, so the legendary starter pack (99047) MUST be index 0 for the
// tutorial to progress. Verified against data_dumps/captures/traffic_prod_tutorial.ndjson —
// prod emits [99047, 92001, 80047, 16015..16011, 10032..10001].
.OrderByDescending(p => p.Id)
.ToListAsync();
public async Task<PackConfigEntry?> GetPack(int parentGachaId) =>
await _db.Packs
.AsSplitQuery()
.Include(p => p.ChildGachas)
.Include(p => p.Banners)
.FirstOrDefaultAsync(p => p.Id == parentGachaId);
public async Task<Dictionary<int, ViewerPackOpenCount>> GetOpenCountsForViewer(long viewerId)
{
var viewer = await _db.Viewers
.Include(v => v.PackOpenCounts)
.FirstOrDefaultAsync(v => v.Id == viewerId);
return viewer?.PackOpenCounts.ToDictionary(p => p.PackId) ?? new();
}
public async Task IncrementOpenCount(long viewerId, int parentGachaId, int by)
{
var viewer = await _db.Viewers
.Include(v => v.PackOpenCounts)
.FirstAsync(v => v.Id == viewerId);
var row = viewer.PackOpenCounts.FirstOrDefault(p => p.PackId == parentGachaId);
if (row is null)
{
viewer.PackOpenCounts.Add(new ViewerPackOpenCount { PackId = parentGachaId, OpenCount = by });
}
else
{
row.OpenCount += by;
}
await _db.SaveChangesAsync();
}
public async Task MarkDailyFreeUsed(long viewerId, int parentGachaId, DateTime when)
{
var viewer = await _db.Viewers
.Include(v => v.PackOpenCounts)
.FirstAsync(v => v.Id == viewerId);
var row = viewer.PackOpenCounts.FirstOrDefault(p => p.PackId == parentGachaId);
if (row is null)
{
viewer.PackOpenCounts.Add(new ViewerPackOpenCount { PackId = parentGachaId, OpenCount = 0, LastDailyFreeAt = when });
}
else
{
row.LastDailyFreeAt = when;
}
await _db.SaveChangesAsync();
}
}