Files
SVSimServer/SVSim.BattleEngine/Engine/NetworkSkill_generic_value_modifier.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
4.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using Wizard;
public class NetworkSkill_generic_value_modifier : Skill_generic_value_modifier
{
private List<BattleCardBase> genericValueCards;
private List<ApplySkillTargetFilterCollection> _filters;
private bool IsNeedExtract => _setOptionText.Contains("last_target.charge_count");
public NetworkSkill_generic_value_modifier(NetworkBattleManagerBase battleManager, SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
NetworkSkill_generic_value_modifier networkSkill_generic_value_modifier = this;
genericValueCards = new List<BattleCardBase>();
_filters = new List<ApplySkillTargetFilterCollection>();
string text = _setOptionText.Split(':')[0];
ConvertAndSetConditionsToTargetText(text);
if (base.SkillPrm.ownerCard.IsPlayer)
{
return;
}
base.OnSkillStart += delegate(SkillBase skill, List<BattleCardBase> targetsCard, SkillConditionCheckerOption checkeroption)
{
networkSkill_generic_value_modifier.genericValueCards = networkSkill_generic_value_modifier.GetGenericValueCards(checkeroption);
if (networkSkill_generic_value_modifier.IsNeedExtract && networkSkill_generic_value_modifier.genericValueCards.Count > 0)
{
RegisterExtract register = new RegisterExtract(networkSkill_generic_value_modifier.SkillPrm.ownerCard.IsPlayer, networkSkill_generic_value_modifier.genericValueCards, RegisterActionBase.ActionBaseParameter.cost.ToString(), isBase: true);
battleManager._networkBattleSetupCardEventBase.AddRegisterActionManager(register);
}
};
}
public override void InsertTargetInfo(CallParameter parameter)
{
if (base.SkillPrm.ownerCard.IsPlayer && !SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsWatchBattle)
{
base.InsertTargetInfo(parameter);
return;
}
int[] skillGenericArray = new int[0];
foreach (BattleCardBase targetCard in parameter.targetCards)
{
targetCard.SkillApplyInformation.SetSkillGenericArray(skillGenericArray);
}
}
private void ConvertAndSetConditionsToTargetText(string text)
{
if (text.Contains('{'))
{
string[] array = text.Split('{');
for (int i = 1; i < array.Length; i++)
{
ConvertAndSetConditionToTargetText(array[i].Split('}')[0]);
}
}
else
{
ConvertAndSetConditionToTargetText(text);
}
}
private void ConvertAndSetConditionToTargetText(string text)
{
string[] array = text.Split('.');
ApplySkillTargetFilterCollection applySkillTargetFilterCollection = new ApplySkillTargetFilterCollection();
for (int i = 0; i < array.Count(); i++)
{
SkillFilterCreator.ContentKeyword keyword = SkillFilterCreator.Str2ContentKeyword(array[i]);
if (SkillFilterCreator.PLAYER_FILTER_NAMES.Contains(array[i]))
{
applySkillTargetFilterCollection.BattlePlayerFilter = SkillFilterCreator.CreateBattlePlayerFilter(keyword);
continue;
}
if (SkillFilterCreator.PLAYER_TARGET_FILTER_NAMES.Contains(array[i]))
{
SkillFilterCreator.ParseContentInfo(array[i], out var retParsedInfo);
applySkillTargetFilterCollection.TargetFilter = SkillFilterCreator.CreatePlayerTargetFilter(retParsedInfo, keyword, base.SkillPrm.ownerCard, this);
}
if (SkillFilterCreator.CARD_TYPE_FILTER_NAMES.Contains(text))
{
applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardTypeFilter(keyword));
}
else if (SkillFilterCreator.CARD_CONDITION_FILTER_NAMES.Any(text.StartsWith))
{
applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardConditionFilter(text, base.SkillPrm.ownerCard));
}
else if (SkillFilterCreator.CARD_SELECT_FILTER_NAMES.Any(text.StartsWith))
{
applySkillTargetFilterCollection.SelectFilter = SkillFilterCreator.CreateCardSelectFilter(text);
}
else if (SkillFilterCreator.CARD_PARAMETER_COMPARE_FILTER_NAMES.Any((string n) => Regex.IsMatch(text, "^" + n + "[<>!:=]=?")))
{
applySkillTargetFilterCollection.CardFilterList.Add(SkillFilterCreator.CreateCardParameterCompareFilter(text, base.SkillPrm.ownerCard));
}
}
_filters.Add(applySkillTargetFilterCollection);
}
private List<BattleCardBase> GetGenericValueCards(SkillConditionCheckerOption option)
{
List<BattleCardBase> list = new List<BattleCardBase>();
for (int i = 0; i < _filters.Count; i++)
{
IEnumerable<BattleCardBase> source = _filters[i].Filtering(new BattlePlayerReadOnlyInfoPair(base.SkillPrm.selfBattlePlayer, base.SkillPrm.opponentBattlePlayer), option, null).Cast<BattleCardBase>();
for (int j = 0; j < source.Count(); j++)
{
if (!list.Contains(source.ElementAt(j)))
{
list.Add(source.ElementAt(j));
}
}
}
return list;
}
}