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>
114 lines
2.5 KiB
C#
114 lines
2.5 KiB
C#
using System;
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using System.Globalization;
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using System.Security.Cryptography;
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using System.Text;
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namespace Cute;
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public class Cryptographer
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{
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private static string encode_buf;
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private static Random cRandom = new Random();
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private static int random()
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{
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return cRandom.Next(1, 9);
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}
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public static string generateIvString()
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{
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string text = "";
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for (int i = 0; i < 32; i++)
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{
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text += $"{random()}";
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}
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return text;
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}
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public static string generateKeyString()
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{
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string text = "";
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for (int i = 0; i < 32; i++)
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{
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text += $"{cRandom.Next(0, 65535):x}";
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}
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return Convert.ToBase64String(Encoding.ASCII.GetBytes(text.ToString())).Substring(0, 32);
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}
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public static string encode(string dat)
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{
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int length = dat.Length;
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encode_buf = $"{length:x4}";
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foreach (char value in dat)
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{
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encode_buf += $"{random(),1:x}";
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encode_buf += $"{random(),1:x}";
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encode_buf += (char)(Convert.ToInt32(value) + 10);
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encode_buf += $"{random(),1:x}";
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}
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encode_buf += generateIvString();
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return encode_buf;
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}
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public static string decode(string dat)
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{
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if (dat == null || dat.Length < 4)
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{
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return dat;
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}
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int num = int.Parse(dat.Substring(0, 4), NumberStyles.AllowHexSpecifier);
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string text = "";
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int num2 = 2;
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string text2 = dat.Substring(4, dat.Length - 4);
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foreach (char value in text2)
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{
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if (num2 % 4 == 0)
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{
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text += (char)(Convert.ToInt32(value) - 10);
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}
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num2++;
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if (text.Length >= num)
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{
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break;
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}
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}
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return text;
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}
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public static string ComputeHash(string data)
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{
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if (string.IsNullOrEmpty(data))
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{
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return null;
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}
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SHA1CryptoServiceProvider sHA1CryptoServiceProvider = new SHA1CryptoServiceProvider();
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byte[] bytes = Encoding.UTF8.GetBytes(data);
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byte[] array = sHA1CryptoServiceProvider.ComputeHash(bytes);
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string text = "";
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byte[] array2 = array;
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foreach (byte b in array2)
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{
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text += $"{b:x2}";
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}
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sHA1CryptoServiceProvider.Clear();
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return text;
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}
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public static string MakeMd5(string input)
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{
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MD5CryptoServiceProvider mD5CryptoServiceProvider = new MD5CryptoServiceProvider();
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byte[] bytes = Encoding.UTF8.GetBytes(input + "r!I@ws8e5i=");
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byte[] array = mD5CryptoServiceProvider.ComputeHash(bytes);
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string text = "";
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byte[] array2 = array;
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foreach (byte b in array2)
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{
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text += b.ToString("x2");
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}
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mD5CryptoServiceProvider.Clear();
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return text;
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}
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}
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