Files
SVSimServer/SVSim.BattleEngine/Engine/ArenaColosseum.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

204 lines
4.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Wizard;
using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
using Wizard.Scripts.Network.Data.TaskData.Arena.TwoPick;
public class ArenaColosseum : ArenaEntryDataBase
{
public enum eRound
{
FinalNotAdvance = -1,
Undecided = 6,
Lose = 7
}
public enum eStageNo
{
}
public enum eEntryStatus
{
TwoPickClassSelect = 1,
SetUpComplete
}
public enum eRule
{
NONE = 0,
RotationBo1 = 1,
UnlimitedBo1 = 2,
TwoPick = 3,
TwoPickChaos = 4,
Crossover = 5,
MyRotation = 6,
HOF = 31,
WindFall = 33,
Avatar = 39
}
public enum eDeckIndex
{
First = 0 }
public struct Detail
{
}
public class TwoPick
{
public CandidateClass CandidateClass { get; set; }
public CandidateCardInfo CandidateCard { get; set; }
public CandidateChaos CandidateChaos { get; set; }
}
public enum eResultEffect
{
None,
GroupA,
Final,
Clear
}
private bool _isRankMatching;
public bool CanUseNonPossessionCard;
public bool IsColosseumPeriod { get; set; }
public bool IsRoundPeriod { get; set; }
public eEntryStatus EntryStatus { get; set; }
public Format DeckFormat { get; set; }
public eRule Rule { get; set; }
public bool IsNormalTwoPick { get; set; }
public int ChaosNum { get; set; }
public bool IsTwoPickRule
{
get
{
if (Rule != eRule.TwoPick)
{
return Rule == eRule.TwoPickChaos;
}
return true;
}
}
public bool NeedsFirstTips { get; set; }
public int ColosseumId { get; set; }
public int ChaoseTipsId { get; set; }
public bool IsRankMatching
{
get
{
return _isRankMatching;
}
set
{
if (_isRankMatching != value)
{
_isRankMatching = value;
if (RealTimeNetworkAgent.FinishTaskBase != null)
{
RealTimeNetworkAgent.FinishTaskBase = new ColosseumBattleFinishTask();
}
}
}
}
public List<DeckData> DeckList { get; set; }
public eRound Round { get; set; }
public int ServerRoundId { get; set; }
public eStageNo StageNo { get; set; }
public string Name { get; set; }
public List<ReceivedReward> RewardList { get; set; }
public eResultEffect ResultEffect { get; set; }
public string ColorCodeId { get; set; }
public string CardPool { get; set; }
public int RetryRemainingNum { get; set; }
public bool IsDeckEntry { get; set; }
public bool IsFreeEntry
{
get
{
return Data.MyPageNotifications.data.IsColosseumFreeEntry;
}
set
{
Data.MyPageNotifications.data.IsColosseumFreeEntry = value;
}
}
public bool IsRetry { get; set; }
public bool IsLastDay { get; set; }
public bool IsClear { get; set; }
public bool IsDeckDeleted { get; set; }
public bool IsFinalRoundTry { get; set; }
public eRound NextRound { get; set; }
public double RemainingUnixTime { get; set; }
public float RemainingSinceTime { get; set; }
public double RemainingServerUnixTime { get; set; }
public string NowRoundTimeText { get; set; }
public Detail[] DetailData { get; set; }
public List<bool> BattleResultList { get; set; }
public List<int> BoxGradeList { get; set; }
public TwoPick TwoPickData { get; set; }
public ArenaColosseum()
{
base.LootBoxType = PlayerStaticData.LootBoxType.COLOSSEUM;
DeckList = new List<DeckData>();
RewardList = new List<ReceivedReward>();
BattleResultList = new List<bool>();
BoxGradeList = new List<int>();
DetailData = new Detail[5];
Rule = eRule.TwoPick;
TwoPickData = new TwoPick();
TwoPickData.CandidateClass = new CandidateClass();
TwoPickData.CandidateCard = new CandidateCardInfo();
TwoPickData.CandidateChaos = new CandidateChaos();
}
public void ApiRuleParseAndSet(int apiRule)
{
ArenaColosseum colosseumData = Data.ArenaData.ColosseumData;
colosseumData.Rule = (eRule)apiRule;
colosseumData.DeckFormat = ArenaData.ApiDeckFormatParse(colosseumData.Rule);
}
}