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

209 lines
4.4 KiB
C#

using System.Collections.Generic;
namespace Wizard;
public class AIBarrierInfoCollection
{
private int _shieldAllCount;
private int _shieldAttackCount;
private int _shieldSpellCount;
private int _shieldSkillCount;
public List<AIBarrierInfoBase> BarrierList { get; private set; }
public bool HasBarrier
{
get
{
if (BarrierList != null)
{
return BarrierList.Count > 0;
}
return false;
}
}
public int BarrierCount
{
get
{
if (BarrierList == null)
{
return 0;
}
return BarrierList.Count;
}
}
public bool HasShieldAll => _shieldAllCount > 0;
public bool HasShieldAttack => _shieldAttackCount > 0;
public bool HasShieldSpell
{
get
{
if (_shieldSpellCount <= 0)
{
return HasShieldSkill;
}
return true;
}
}
public bool HasShieldSkill => _shieldSkillCount > 0;
public AIBarrierInfoCollection Clone()
{
AIBarrierInfoCollection aIBarrierInfoCollection = new AIBarrierInfoCollection();
if (HasBarrier)
{
for (int i = 0; i < BarrierList.Count; i++)
{
aIBarrierInfoCollection.AddBarrierInfo(BarrierList[i].Clone());
}
}
return aIBarrierInfoCollection;
}
public AIBarrierInfoCollection GetInheritanceForNewVirtualField()
{
AIBarrierInfoCollection aIBarrierInfoCollection = new AIBarrierInfoCollection();
if (HasBarrier)
{
for (int i = 0; i < BarrierList.Count; i++)
{
AIBarrierInfoBase barrierInfo = BarrierList[i];
aIBarrierInfoCollection.AddBarrierInfo(barrierInfo);
}
}
return aIBarrierInfoCollection;
}
public void GetBarrierInfoFromPreviousField(AIBarrierInfoCollection previousBarrierCollection)
{
if (HasBarrier)
{
for (int num = BarrierList.Count - 1; num >= 0; num--)
{
_ = BarrierList[num];
BarrierList.RemoveAt(num);
}
}
if (previousBarrierCollection.HasBarrier)
{
for (int i = 0; i < previousBarrierCollection.BarrierList.Count; i++)
{
AddBarrierInfo(previousBarrierCollection.BarrierList[i].Clone());
}
}
}
public ulong GetHash()
{
ulong num = 0uL;
if (!HasBarrier)
{
return num;
}
for (int i = 0; i < BarrierList.Count; i++)
{
num += BarrierList[i].Hash;
}
return num;
}
public void AddBarrierInfo(AIBarrierInfoBase barrierInfo)
{
BarrierList = AIParamQuery.AddElementToList(barrierInfo, BarrierList);
IncrementHasShieldCount(barrierInfo);
}
public void DepriveAllBarrierOfOneTiming(AIBarrierStopTiming timing)
{
if (!HasBarrier)
{
return;
}
for (int num = BarrierList.Count - 1; num >= 0; num--)
{
AIBarrierInfoBase aIBarrierInfoBase = BarrierList[num];
if (aIBarrierInfoBase.IsMatchingStopTiming(timing))
{
BarrierList.RemoveAt(num);
DecrementHasShieldCount(aIBarrierInfoBase);
}
}
}
public void DepriveCertainBarrier(ulong depriveShieldHash, AIBarrierStopTiming timing)
{
if (!HasBarrier)
{
return;
}
for (int num = BarrierList.Count - 1; num >= 0; num--)
{
AIBarrierInfoBase aIBarrierInfoBase = BarrierList[num];
if (aIBarrierInfoBase.Hash == depriveShieldHash && aIBarrierInfoBase.IsMatchingStopTiming(timing))
{
BarrierList.RemoveAt(num);
DecrementHasShieldCount(aIBarrierInfoBase);
break;
}
}
}
public int CalcDamageAmount(AIVirtualCard owner, int damage, bool isSkillDamage, bool isSpellDamage)
{
if (BarrierList == null || BarrierList.Count <= 0)
{
return damage;
}
int num = damage;
for (int i = 0; i < BarrierList.Count; i++)
{
num = BarrierList[i].GetDamageAmount(owner, num, isSkillDamage, isSpellDamage);
}
return num;
}
private void IncrementHasShieldCount(AIBarrierInfoBase appendInfo)
{
if (appendInfo != null && appendInfo.IsShield())
{
AppendShieldCount(appendInfo.DamageType, 1);
}
}
private void DecrementHasShieldCount(AIBarrierInfoBase removedInfo)
{
if (removedInfo != null && removedInfo.IsShield())
{
AppendShieldCount(removedInfo.DamageType, -1);
}
}
private void AppendShieldCount(AIDamageType type, int appendValue)
{
switch (type)
{
case AIDamageType.All:
_shieldAllCount += appendValue;
break;
case AIDamageType.Attack:
_shieldAttackCount += appendValue;
break;
case AIDamageType.Spell:
_shieldSpellCount += appendValue;
break;
case AIDamageType.Skill:
_shieldSkillCount += appendValue;
break;
}
}
}