Files
SVSimServer/SVSim.BattleEngine/Engine/SingleBattleMgr.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

434 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.Recovery;
using Wizard.Battle.View.Vfx;
using Wizard.BattleMgr;
public class SingleBattleMgr : BattleManagerBase
{
private bool? _isPlayerFirstTurn;
public AIBattleInfoReceiver BattleInfoReceiver { get; protected set; }
public event Action OnBattleRetire;
public SingleBattleMgr(IBattleMgrContentsCreator contentsCreator)
: base(contentsCreator)
{
}
// Phase-5 chunk 45: overload accepting a pre-seeded GameMgr so test fixtures can construct
// with a chara-id/net-user-seeded GameMgr without going through the ambient bridge.
public SingleBattleMgr(IBattleMgrContentsCreator contentsCreator, GameMgr gameMgr)
: base(contentsCreator, gameMgr)
{
}
public override IInnerOptionsBuilder CreateEnemyInnerOptionsBuilder()
{
return new EnemyAIInnerOptionsBuilder();
}
protected override void SetupEvent()
{
base.SetupEvent();
BattlePlayer.OnShortageDeck += () => OnShortageDeck(BattlePlayer);
BattleEnemy.OnShortageDeck += () => OnShortageDeck(BattleEnemy);
BattlePlayer.OnTurnEndFinish += delegate
{
base.IsTurnEnd = false;
VfxBase result = ControlTurnStartOpponent();
base.IsTurnEnd = true;
return result;
};
BattleEnemy.OnTurnEndFinish += delegate
{
base.IsTurnEnd = false;
VfxBase result = ControlTurnStartPlayer();
base.IsTurnEnd = true;
return result;
};
}
public override void SetupBattlePlayersEvent()
{
base.SetupBattlePlayersEvent();
if (BattlePlayer.PlayerEmotion.IsContainsEmotionType(ClassCharaPrm.EmotionType.NEGOTIATION_1))
{
SetUpStoryNegotiationsEmote();
}
if (BattlePlayer.PlayerEmotion.IsContainsEmotionType(ClassCharaPrm.EmotionType.PLAYER_TURN_START_1))
{
SetUpStoryPlayerTurnStartEmote();
}
switch (this.GameMgr.GetDataMgr().m_BattleType)
{
case DataMgr.BattleType.BossRushQuest:
case DataMgr.BattleType.SecretBossQuest:
SetUpBossRushSpecialSkill();
break;
case DataMgr.BattleType.Story:
case DataMgr.BattleType.Quest:
SetUpStorySpecialBattle();
break;
}
}
private void SetUpBossRushSpecialSkill()
{
DataMgr dataMgr = this.GameMgr.GetDataMgr();
DataMgr.SpecialBattleSetting specialBattleSettingInfo = dataMgr.SpecialBattleSettingInfo;
BossRushBattleData bossRushBattleData = dataMgr.BossRushBattleData;
if (specialBattleSettingInfo == null || bossRushBattleData == null)
{
return;
}
_isPlayerFirstTurn = specialBattleSettingInfo.IsPlayerFirstTurn;
BattlePlayer.PpTotal = specialBattleSettingInfo.PlayerStartPp;
BattleEnemy.PpTotal = specialBattleSettingInfo.EnemyStartPp;
BattlePlayer.SetPpTotal(BattlePlayer.PpTotal, isUpdatePp: true, null);
BattleEnemy.SetPpTotal(BattleEnemy.PpTotal, isUpdatePp: true, null);
string[] playerAttachSkills = specialBattleSettingInfo.PlayerAttachSkills;
string[] enemyAttachSkills = specialBattleSettingInfo.EnemyAttachSkills;
List<BossRushSpecialSkill> list = new List<BossRushSpecialSkill>();
if (bossRushBattleData.PlayerSkillList != null)
{
list.AddRange(bossRushBattleData.PlayerSkillList);
}
if (bossRushBattleData.EnemySkill != null)
{
list.Add(bossRushBattleData.EnemySkill);
}
List<BossRushSpecialSkill> list2 = new List<BossRushSpecialSkill>();
for (int i = 0; i < list.Count(); i++)
{
for (int num = 0; num < list.ElementAt(i).SkillText.Split(',').Length; num++)
{
list2.Add(list.ElementAt(i));
}
}
List<AttachInfo> source = SetUpAttachSkill(playerAttachSkills, enemyAttachSkills);
for (int j = 0; j < source.Count(); j++)
{
AttachInfo attachInfo = source.ElementAt(j);
BossRushSpecialSkill bossRushSpecialSkill = list2.ElementAt(j);
if (attachInfo._classCard.SelfBattlePlayer.IsPlayer)
{
attachInfo._attachSkill.SkillPrm.ownerCard = CardCreatorBase.CreateSpecialSkillCard(bossRushSpecialSkill.OriginalCardId, attachInfo._classCard.SelfBattlePlayer.IsPlayer, 0, SBattleLoad, this, base.BattleResourceMgr, NullInnerOptionsBuilder.GetInstance(), list2.ElementAt(j));
}
attachInfo._classCard.SelfBattlePlayer.BossRushSpecialSkillList.Add(bossRushSpecialSkill);
BuffInfo buffInfo = new BuffInfo(attachInfo._attachSkill.SkillPrm.ownerCard.BaseParameter.BaseCardId, attachInfo._attachSkill.SkillPrm.ownerCard.BaseParameter.BaseCardId, attachInfo._attachSkill);
buffInfo.SpecialSkillInfo = bossRushSpecialSkill;
buffInfo.SkillFrom.SkillPrm.ownerCard = attachInfo._attachSkill.SkillPrm.ownerCard;
attachInfo._classCard.AddBuffInfo(buffInfo);
}
}
protected virtual void SetUpStoryNegotiationsEmote()
{
Func<SkillProcessor, VfxBase> callOneTime = null;
if (BattleEnemy.Turn == 0)
{
callOneTime = delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
{
BattleEnemy.OnTurnStartBeforeDraw -= callOneTime;
sequentialVfxPlayer.Register(BattleEnemy.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_1, 0f));
sequentialVfxPlayer.Register(new OpeningVfx.WaitVoiceEndVfx());
sequentialVfxPlayer.Register(BattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_1, 0f));
SetUpStoryNegotiationsEmote();
}
return sequentialVfxPlayer;
};
BattleEnemy.OnTurnStartBeforeDraw += callOneTime;
}
else if (BattleEnemy.Turn == 1)
{
callOneTime = delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
{
BattleEnemy.OnTurnStartBeforeDraw -= callOneTime;
sequentialVfxPlayer.Register(BattleEnemy.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_2, 0f));
sequentialVfxPlayer.Register(new OpeningVfx.WaitVoiceEndVfx());
sequentialVfxPlayer.Register(BattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_2, 0f));
SetUpStoryNegotiationsEmote();
}
return sequentialVfxPlayer;
};
BattleEnemy.OnTurnStartBeforeDraw += callOneTime;
}
else
{
if (BattleEnemy.Turn != 2)
{
return;
}
callOneTime = delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_OTHER_PLAYER_EMOTE))
{
BattleEnemy.OnTurnStartBeforeDraw -= callOneTime;
sequentialVfxPlayer.Register(BattleEnemy.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_3, 0f));
sequentialVfxPlayer.Register(new OpeningVfx.WaitVoiceEndVfx());
sequentialVfxPlayer.Register(BattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.NEGOTIATION_3, 0f));
SetUpStoryNegotiationsEmote();
}
return sequentialVfxPlayer;
};
BattleEnemy.OnTurnStartBeforeDraw += callOneTime;
}
}
private void SetUpStoryPlayerTurnStartEmote()
{
Func<SkillProcessor, VfxBase> callOneTime = null;
if (BattlePlayer.Turn == 0)
{
callOneTime = delegate
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
BattlePlayer.OnTurnStartBeforeDraw -= callOneTime;
sequentialVfxPlayer.Register(BattlePlayer.Emotion.PlayEmotion(ClassCharaPrm.EmotionType.PLAYER_TURN_START_1, 0f));
sequentialVfxPlayer.Register(new OpeningVfx.WaitVoiceEndVfx());
return sequentialVfxPlayer;
};
BattlePlayer.OnTurnStartBeforeDraw += callOneTime;
}
}
private void SetUpStorySpecialBattle()
{
DataMgr.SpecialBattleSetting specialBattleSettingInfo = this.GameMgr.GetDataMgr().SpecialBattleSettingInfo;
if (specialBattleSettingInfo != null)
{
_isPlayerFirstTurn = specialBattleSettingInfo.IsPlayerFirstTurn;
SetUpAttachSkill(specialBattleSettingInfo.PlayerAttachSkills, specialBattleSettingInfo.EnemyAttachSkills);
BattlePlayer.PpTotal = specialBattleSettingInfo.PlayerStartPp;
BattleEnemy.PpTotal = specialBattleSettingInfo.EnemyStartPp;
BattlePlayer.SetPpTotal(BattlePlayer.PpTotal, isUpdatePp: true, null);
BattleEnemy.SetPpTotal(BattleEnemy.PpTotal, isUpdatePp: true, null);
}
}
private List<AttachInfo> SetUpAttachSkill(string[] playerAttachSkills, string[] enemyAttachSkills)
{
List<AttachInfo> list = new List<AttachInfo>();
for (int i = 0; i < playerAttachSkills.Length; i++)
{
AttachInfo attachInfo = AddAttachSkillToClass(isPlayer: true, playerAttachSkills[i]);
if (attachInfo != null)
{
list.Add(attachInfo);
}
}
for (int j = 0; j < enemyAttachSkills.Length; j++)
{
AttachInfo attachInfo2 = AddAttachSkillToClass(isPlayer: false, enemyAttachSkills[j]);
if (attachInfo2 != null)
{
list.Add(attachInfo2);
}
}
for (int k = 0; k < list.Count; k++)
{
AttachInfo attachInfo3 = list[k];
SkillBase skillBase = Skill_attach_skill.CreateAndAttachSkill(attachInfo3._classCard, attachInfo3._attachSkill, attachInfo3._targetSkillBuildInfo);
string assetTypePath = Toolbox.ResourcesManager.GetAssetTypePath(skillBase.SkillPrm.buildInfo._effectPath, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true);
skillBase.SkillPrm.resourceMgr.LoadEffectBattle(assetTypePath, skillBase.SkillPrm.buildInfo._effectPath, skillBase.SkillPrm.buildInfo._sePath);
}
return list;
}
protected override void FirstRecoverySetting()
{
EmotionDataSetting();
}
private void EmotionDataSetting()
{
DataMgr dataMgr = this.GameMgr.GetDataMgr();
if (dataMgr.m_BattleType != DataMgr.BattleType.Story)
{
if (dataMgr.m_BattleType == DataMgr.BattleType.Quest)
{
string playerEmotionId = ((dataMgr.QuestBattleData != null && dataMgr.QuestBattleData.PlayerEmotionOverride != 0) ? dataMgr.QuestBattleData.PlayerEmotionOverride.ToString() : string.Empty);
dataMgr.SetPlayerEmotionId(playerEmotionId);
}
else if (dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest || dataMgr.m_BattleType == DataMgr.BattleType.SecretBossQuest)
{
string playerEmotionId2 = ((dataMgr.BossRushBattleData != null && dataMgr.BossRushBattleData.PlayerEmotionOverride != 0) ? dataMgr.BossRushBattleData.PlayerEmotionOverride.ToString() : string.Empty);
dataMgr.SetPlayerEmotionId(playerEmotionId2);
}
else
{
dataMgr.SetPlayerEmotionId("");
}
}
if (dataMgr.m_BattleType != DataMgr.BattleType.Story)
{
if (dataMgr.m_BattleType == DataMgr.BattleType.Quest)
{
string enemyEmotionId = ((dataMgr.QuestBattleData != null && dataMgr.QuestBattleData.EnemyEmotionOverride != 0) ? dataMgr.QuestBattleData.EnemyEmotionOverride.ToString() : string.Empty);
dataMgr.SetEnemyEmotionId(enemyEmotionId);
}
else if (dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest || dataMgr.m_BattleType == DataMgr.BattleType.SecretBossQuest)
{
string enemyEmotionId2 = ((dataMgr.BossRushBattleData != null && dataMgr.BossRushBattleData.EnemyEmotionOverride != 0) ? dataMgr.BossRushBattleData.EnemyEmotionOverride.ToString() : string.Empty);
dataMgr.SetEnemyEmotionId(enemyEmotionId2);
}
else
{
dataMgr.SetEnemyEmotionId("");
}
}
}
protected override int GetFirstAttack(int FirstAttack)
{
bool? didPlayerGoFirst = _contentsCreator.RecoveryManager.DidPlayerGoFirst;
if (didPlayerGoFirst.HasValue)
{
if (!didPlayerGoFirst.Value)
{
return 1;
}
return 0;
}
if (_isPlayerFirstTurn.HasValue)
{
if (_isPlayerFirstTurn == true)
{
return 0;
}
return 1;
}
return base.GetFirstAttack(FirstAttack);
}
public override void SetupEnemyAI()
{
EnemyAI enemyAI = new SoloBattleEnemyAI(this);
enemyAI.LoadBufferedBattleState();
EnemyAI = enemyAI;
BattleInfoReceiver = new AIBattleInfoReceiver(EnemyAI);
EnemyAI.InitOnGame(BattleEnemy, BattlePlayer);
if (!enemyAI.IsRankMatchAI)
{
enemyAI.EmoteCtrl().SetUpEmoteEvent(BattleEnemy, BattlePlayer, OperateMgr);
}
BattleEnemy.EnableEnemyAI = true;
}
public override void SetupInitialGameState(bool isPlayerFirstTurn, bool isRandomDraw, int playerMaxLife, int enemyMaxLife)
{
DataMgr dataMgr = this.GameMgr.GetDataMgr();
enemyMaxLife = dataMgr.m_EnemyAIMaxLife;
DataMgr.SpecialBattleSetting specialBattleSettingInfo = dataMgr.SpecialBattleSettingInfo;
if ((dataMgr.m_BattleType == DataMgr.BattleType.Story || dataMgr.IsQuestBattleType()) && specialBattleSettingInfo != null)
{
if (dataMgr.m_BattleType != DataMgr.BattleType.BossRushQuest && dataMgr.m_BattleType != DataMgr.BattleType.SecretBossQuest)
{
playerMaxLife = specialBattleSettingInfo.PlayerStartMaxLife;
}
else
{
(BattlePlayer.Class as ClassBattleCardBase).BossRushStartLife = specialBattleSettingInfo.PlayerStartMaxLife;
}
enemyMaxLife = specialBattleSettingInfo.EnemyStartMaxLife;
}
if (dataMgr.m_BattleType == DataMgr.BattleType.Practice && Data.CurrentFormat == Format.Avatar)
{
dataMgr.SetPlayerAvatarBattleInfo(dataMgr.GetPlayerCharaId().ToString());
dataMgr.ClearEnemyAvatarBattleInfo();
}
base.SetupInitialGameState(isPlayerFirstTurn, isRandomDraw, playerMaxLife, enemyMaxLife);
if ((dataMgr.m_BattleType == DataMgr.BattleType.Story || dataMgr.IsQuestBattleType()) && specialBattleSettingInfo != null)
{
if ((dataMgr.m_BattleType == DataMgr.BattleType.BossRushQuest || dataMgr.m_BattleType == DataMgr.BattleType.SecretBossQuest) && specialBattleSettingInfo.PlayerStartMaxLife > playerMaxLife)
{
BattlePlayer.Class.SkillApplyInformation.GiveCombatValueModifier(null, new MaxLifeSetModifier(specialBattleSettingInfo.PlayerStartMaxLife), null);
BattlePlayer.Class.ApplyHealing(new BattleCardBase.HealParam(specialBattleSettingInfo.PlayerStartMaxLife - BattlePlayer.Class.Life, BattlePlayer.Class, BattlePlayer.Class), null);
}
if (specialBattleSettingInfo.PlayerStartLife < specialBattleSettingInfo.PlayerStartMaxLife)
{
BattlePlayer.Class.ApplyDamage(null, new BattleCardBase.DamageParam(specialBattleSettingInfo.PlayerStartMaxLife - specialBattleSettingInfo.PlayerStartLife, BattlePlayer.Class), doesAttackerPossessKiller: false, isReflectedDamage: false, null, null);
}
}
}
public override void FinishBattle()
{
this.GameMgr.GetDataMgr().ClearSpecialBattleSettingInfo();
EnemyAI.StopEnemyAI();
}
public override void DisposeBattleGameObj()
{
base.DisposeBattleGameObj();
BattleCoroutine.GetInstance().StopAllCoroutines();
EnemyAICoroutine.GetInstance().StopAllCoroutines();
}
public void RecordChangeAI(string logicName, int operationQueueCount)
{
if (_contentsCreator.RecoveryRecordManager is SingleBattleRecoveryRecordManager singleBattleRecoveryRecordManager)
{
singleBattleRecoveryRecordManager.RecordChangeAI(logicName, operationQueueCount);
}
}
public override void PlayRetire()
{
if (RecoveryRecordManagerBase.IsExistsSingleRecoveryFile() && this.GameMgr.GetDataMgr().BossRushBattleData == null)
{
this.GameMgr.GetDataMgr().SetRecoveryData(RecoveryOperationInfo.ReadRecoveryFile(OperationRecorderBase.RecordDirectoryPath + "recovery_single.json"));
RecoveryRecordManagerBase.DeleteRecoveryFile();
}
base.PlayRetire();
this.OnBattleRetire.Call();
}
public override void Update(float dt)
{
base.Update(dt);
LifeZeroActivateLeonSkillIfNeeded();
}
public void LifeZeroActivateLeonSkillIfNeeded()
{
if (!BattleEnemy.Class.SkillApplyInformation.IsLifeZeroActivateLeonSkill)
{
return;
}
bool flag = false;
int num = BattleEnemy.Class.BaseMaxLife;
int num2 = BattleEnemy.Class.BaseMaxLife;
int count = BattleEnemy.Class.SkillApplyInformation.LifeModifierList.Count;
for (int i = 0; i < count; i++)
{
ICardLifeModifier cardLifeModifier = BattleEnemy.Class.SkillApplyInformation.LifeModifierList[i];
num2 = cardLifeModifier.CalcMaxLife(num2);
num = cardLifeModifier.CalcLife(num);
num = Math.Min(num, num2);
if (num <= 0)
{
flag = true;
break;
}
}
if (BattleEnemy.Class.Life <= 0 || flag)
{
base.VfxMgr.RegisterSequentialVfx(((ClassBattleCardBase)BattleEnemy.Class).LifeZeroActivateLeonSkill());
}
}
}