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>
43 lines
2.8 KiB
C#
43 lines
2.8 KiB
C#
// TODO(engine-cleanup-pass2): 12 of 14 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessVoiceInfo
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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// HEADLESS-FIX (M7): a non-null IReadOnlyVoiceInfo singleton for the headless death-voice tail.
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//
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// SkillProcessor.SelectCardToHaveDestroyVoicePlay (the cosmetic post-Process step that picks which
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// destroyed card plays its death voice) unconditionally dereferences
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// `card.BattleCardView.VoiceInfo.GetDestroyVoice(...).Voice` AND, when IsRecovery is set,
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// `CardVoiceInfoCache.GetCardVoiceInfoForBattle(id).GetDestroyVoice(...).Voice`. Both seams are
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// M1 `default!` shadows headless (BattleCardView is a null view; the voice cache is never primed),
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// so the left operand of that `||` NREs before board-removal can be asserted. The destroy itself
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// (board removal + cemetery move) already committed in the authoritative part of PlayCard upstream;
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// this is purely the audio tail.
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//
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// The real ReadOnlyVoiceInfo can't be reused here: m1_stub_gen dropped its `: IReadOnlyVoiceInfo`
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// base (interfaces are stripped to avoid CS0535 on the no-op stub) and its Get*Voice still return
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// null. So this hand singleton implements the interface directly, returning the engine's own
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// VoiceAndWaitTime._nullVoice sentinel (Voice == "") from every voice getter — the faithful
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// "no voice configured" result for a headless run with no audio. With Voice == "" both operands of
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// the IsNullOrEmpty check are false, the selector returns null, and no voice plays.
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public sealed class HeadlessVoiceInfo : IReadOnlyVoiceInfo
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{
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public static readonly HeadlessVoiceInfo Instance = new HeadlessVoiceInfo();
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public bool HasSummonTokenVoice { get; set; }
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public string VoiceId { get; set; } = "";
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public VoiceAndWaitTime GetPlayVoice(IReadOnlyBattleCardInfo cardInfo, BattlePlayerReadOnlyInfoPair playerPair, int executedFixedUseCostIndex, int skillVoiceIndex) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetSummonTokenVoice() => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetEvolutionVoice() => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetAttackVoice(bool isEvolution) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetDestroyVoice(bool isEvolution, bool isExecutedWhiteRitual) => VoiceAndWaitTime._nullVoice;
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public VoiceAndWaitTime GetSkillVoice(bool isEvolution, int skillIndex) => VoiceAndWaitTime._nullVoice;
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public int GetSkillVoiceCount(bool isEvolution) => 0;
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public void SetDestroyCardId(int id) { }
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public int AddAttachSkillVoice(string id) => 0;
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public string GetAttachSkillVoice(int index) => "";
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}
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}
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