Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/GenerateDeckCodeTask.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

100 lines
2.7 KiB
C#

using Cute;
namespace Wizard;
public class GenerateDeckCodeTask : BaseTask
{
public enum SubmitDeckType
{
NORMAL = 1,
SEALED = 4,
Crossover = 6,
MY_ROTATION = 7
}
public class GenerateDeckCodeTaskParam : BaseParam
{
public int clan;
public int deck_format;
public int[] cardID;
public int[] phantomCardID;
}
public class GenerateDeckCodeTaskUseSubClassParam : BaseParam
{
public int clan;
public int sub_clan;
public int deck_format;
public int[] cardID;
public int[] phantomCardID;
}
public class GenerateDeckCodeTaskMyRotation : BaseParam
{
public int clan;
public int deck_format;
public int[] cardID;
public string rotation_id;
}
public override string Url => $"{CustomPreference.GetDeckBuilderServerURL()}{ApiType.ApiList[base.type]}";
public GenerateDeckCodeTask()
{
base.type = ApiType.Type.GenerateDeckCode;
}
public void SetParameter(int clan_id, SubmitDeckType type, int[] card_id_array, int[] phantomCardIdList = null)
{
GenerateDeckCodeTaskParam generateDeckCodeTaskParam = new GenerateDeckCodeTaskParam();
generateDeckCodeTaskParam.clan = clan_id;
generateDeckCodeTaskParam.deck_format = (int)type;
generateDeckCodeTaskParam.cardID = card_id_array;
generateDeckCodeTaskParam.phantomCardID = phantomCardIdList;
base.Params = generateDeckCodeTaskParam;
}
public void SetParameterMyRotation(DeckData deck, SubmitDeckType type)
{
GenerateDeckCodeTaskMyRotation generateDeckCodeTaskMyRotation = new GenerateDeckCodeTaskMyRotation();
generateDeckCodeTaskMyRotation.clan = deck.GetDeckClassID();
generateDeckCodeTaskMyRotation.deck_format = (int)type;
generateDeckCodeTaskMyRotation.cardID = deck.GetCardIdList().ToArray();
generateDeckCodeTaskMyRotation.rotation_id = deck.MyRotationId;
base.Params = generateDeckCodeTaskMyRotation;
}
public void SetParameter(int clan_id, int sub_clan, SubmitDeckType type, int[] card_id_array, int[] phantomCardIdList = null)
{
GenerateDeckCodeTaskUseSubClassParam generateDeckCodeTaskUseSubClassParam = new GenerateDeckCodeTaskUseSubClassParam();
generateDeckCodeTaskUseSubClassParam.clan = clan_id;
generateDeckCodeTaskUseSubClassParam.sub_clan = sub_clan;
generateDeckCodeTaskUseSubClassParam.deck_format = (int)type;
generateDeckCodeTaskUseSubClassParam.cardID = card_id_array;
generateDeckCodeTaskUseSubClassParam.phantomCardID = phantomCardIdList;
base.Params = generateDeckCodeTaskUseSubClassParam;
}
protected override int Parse()
{
int num = base.Parse();
if (num != 1)
{
return num;
}
string deck_code = (string)base.ResponseData["data"]["deck_code"];
Data.GenerateDeckCode.deck_code = deck_code;
return num;
}
}