Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_unite.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

103 lines
4.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_unite : SkillBaseSummon
{
public class UniteCardPair
{
public List<BattleCardBase> _materialCards;
public List<BattleCardBase> _uniteCards;
public UniteCardPair(List<BattleCardBase> materialCards, List<BattleCardBase> uniteCards)
{
_materialCards = materialCards;
_uniteCards = uniteCards;
}
}
protected UniteCardPair _uniteCardPair;
public Skill_unite(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
bool flag = false;
_uniteCardPair = null;
List<BattleCardBase> list = new List<BattleCardBase>();
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type, "combine");
string option = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.summon_token, "_OPT_NULL_");
string option2 = base.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.base_card_id, "_OPT_NULL_");
IEnumerable<int> enumerable = SkillOptionValue.ParseOptionTokenID(option);
IEnumerable<int> source = SkillOptionValue.ParseOptionTokenID(option2);
if (parameter.targetCards.Where((BattleCardBase c) => !c.IsDead).Count() < source.Count())
{
return NullVfxWithLoading.GetInstance();
}
for (int num = 0; num < parameter.targetCards.Count(); num++)
{
BattleCardBase card = parameter.targetCards.ElementAt(num);
int num2 = source.Where((int x) => x == card.BaseParameter.BaseCardId).Count();
int num3 = list.Where((BattleCardBase x) => x.BaseParameter.BaseCardId == card.BaseParameter.BaseCardId).Count();
if (num2 - num3 > 0 && !card.IsDead)
{
list.Add(card);
}
}
if (text == "combine" && !base.SkillPrm.ownerCard.IsDead)
{
list.Add(base.SkillPrm.ownerCard);
}
if ((text == "combine" && list.Count == source.Count() + 1) || (text == "mix" && list.Count == source.Count()))
{
for (int num4 = 0; num4 < list.Count; num4++)
{
parallelVfxPlayer.Register(list[num4].UniteInPlay(parameter.skillProcessor, this));
}
flag = true;
}
if (IsMakeFoil)
{
CardMaster cardMaster = CardMaster.GetInstanceForBattle();
enumerable = from id in enumerable
select cardMaster.GetCardParameterFromId(id) into param
select param.FoilCardId;
}
if (flag)
{
VfxWithLoading vfxWithLoading = CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards);
SummonedCardsList summonedCardsList = CreateSummonedCardsList(parameter.targetCards, enumerable, base.SkillPrm.selfBattlePlayer);
_uniteCardPair = new UniteCardPair(list, summonedCardsList.ToList());
CallOnUnite();
BattlePlayerBase.SummonInfo summonInfo = new BattlePlayerBase.SummonInfo(base.SkillPrm.ownerCard.IsPlayer, summonedCardsList, SUMMON_TYPE.TOKEN);
BattlePlayerBase selfBattlePlayer = base.SkillPrm.selfBattlePlayer;
SkillProcessor skillProcessor = parameter.skillProcessor;
BattlePlayerBase.SummonInfo summonInfo2 = summonInfo;
VfxWithLoadingSequential vfxWithLoadingSequential = selfBattlePlayer.CardManagement(null, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.SUMMON, isRandom: false, null, null, this, summonInfo2) as VfxWithLoadingSequential;
base.SkillPrm.selfBattlePlayer.UpdateHandCardsPlayability();
VfxWithLoading vfxWithLoading2 = CreateSummonCardAnimation(base.SkillPrm.ownerCard.IsPlayer, summonedCardsList);
if (IsBattleLog && _uniteCardPair != null)
{
BattleLogManager.GetInstance().AddLogSkillUnite(_uniteCardPair, this);
}
VfxWithLoadingSequential vfxWithLoadingSequential2 = VfxWithLoadingSequential.Create(vfxWithLoading.MainVfx, parallelVfxPlayer, vfxWithLoading2.MainVfx, vfxWithLoadingSequential);
vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading.LoadingVfx);
vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoading2.LoadingVfx);
vfxWithLoadingSequential2.RegisterToLoadingVfx(vfxWithLoadingSequential.LoadingVfx);
return vfxWithLoadingSequential2;
}
return NullVfxWithLoading.GetInstance();
}
protected virtual void CallOnUnite()
{
}
}