Files
SVSimServer/SVSim.BattleEngine/Engine/Cute/Cryptographer.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

114 lines
2.5 KiB
C#

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