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

133 lines
4.2 KiB
C#

using LitJson;
using Wizard.RoomMatch;
namespace Wizard;
public class BattleParameter
{
public NetworkDefine.ServerBattleType BattleType { get; set; }
public Format DeckFormat { get; set; }
public RoomConnectController.BattleRule Rule { get; set; }
public TwoPickFormat TwoPickFormat { get; set; }
public bool IsOpenDeckRoom { get; private set; }
public BattleParameter(NetworkDefine.ServerBattleType battleType, Format format, TwoPickFormat deckFormatType, RoomConnectController.BattleRule rule, bool isOpenDeckRoom)
{
BattleType = battleType;
DeckFormat = format;
TwoPickFormat = deckFormatType;
Rule = rule;
IsOpenDeckRoom = isOpenDeckRoom;
}
public DataMgr.BattleType ConvertClientBattleType()
{
DataMgr.BattleType result = DataMgr.BattleType.None;
switch (BattleType)
{
case NetworkDefine.ServerBattleType.Practice:
result = DataMgr.BattleType.Practice;
break;
case NetworkDefine.ServerBattleType.Story:
result = DataMgr.BattleType.Story;
break;
case NetworkDefine.ServerBattleType.Free:
result = DataMgr.BattleType.FreeBattle;
break;
case NetworkDefine.ServerBattleType.Rank:
result = DataMgr.BattleType.RankBattle;
break;
case NetworkDefine.ServerBattleType.OpenRoom:
result = DataMgr.BattleType.RoomBattle;
break;
case NetworkDefine.ServerBattleType.TwoPick:
result = DataMgr.BattleType.TwoPick;
break;
case NetworkDefine.ServerBattleType.RoomTwoPick:
switch (TwoPickFormat)
{
case TwoPickFormat.Normal:
result = DataMgr.BattleType.RoomTwoPick;
break;
case TwoPickFormat.Backdraft:
case TwoPickFormat.BackdraftCube:
case TwoPickFormat.BackdraftChaos:
result = DataMgr.BattleType.TwoPickBackdraft;
break;
case TwoPickFormat.Cube:
result = DataMgr.BattleType.RoomTwoPick;
break;
case TwoPickFormat.Chaos:
result = DataMgr.BattleType.RoomTwoPick;
break;
}
break;
case NetworkDefine.ServerBattleType.Quest:
result = DataMgr.BattleType.Quest;
break;
case NetworkDefine.ServerBattleType.BossRushQuest:
result = DataMgr.BattleType.BossRushQuest;
break;
case NetworkDefine.ServerBattleType.SecretBossQuest:
result = DataMgr.BattleType.SecretBossQuest;
break;
case NetworkDefine.ServerBattleType.Colosseum:
result = ((DeckFormat != Format.Hof) ? ((DeckFormat != Format.Windfall) ? DataMgr.BattleType.ColosseumNormal : DataMgr.BattleType.ColosseumWindFall) : DataMgr.BattleType.ColosseumHof);
break;
case NetworkDefine.ServerBattleType.ColosseumTwoPick:
result = DataMgr.BattleType.ColosseumTwoPick;
break;
case NetworkDefine.ServerBattleType.Competition:
result = DataMgr.BattleType.CompetitionNormal;
break;
case NetworkDefine.ServerBattleType.CompetitionTwoPick:
result = DataMgr.BattleType.CompetitionTwoPick;
break;
case NetworkDefine.ServerBattleType.Sealed:
result = DataMgr.BattleType.Sealed;
break;
case NetworkDefine.ServerBattleType.Gathering:
result = DataMgr.BattleType.Gathering;
break;
case NetworkDefine.ServerBattleType.OfflineEvent:
result = DataMgr.BattleType.OfflineEvent;
break;
}
return result;
}
public static BattleParameter JsonToBattleParameter(JsonData json)
{
TwoPickFormat deckFormatType = TwoPickFormat.None;
RoomConnectController.BattleRule rule = RoomConnectController.BattleRule.None;
bool isOpenDeckRoom = false;
if (json.Keys.Contains("battle_type"))
{
NetworkDefine.ServerBattleType battleType = (NetworkDefine.ServerBattleType)json["battle_type"].ToInt();
if (json.Keys.Contains("deck_format"))
{
Format format = Data.ParseApiFormat(json["deck_format"].ToInt());
if (json.Keys.Contains("two_pick_type"))
{
deckFormatType = (TwoPickFormat)json["two_pick_type"].ToInt();
}
if (json.Keys.Contains("battle_rule"))
{
rule = (RoomConnectController.BattleRule)json["battle_rule"].ToInt();
}
if (json.TryGetValue("is_deck_confirmable", out var value))
{
isOpenDeckRoom = value.ToInt() == 1;
}
return new BattleParameter(battleType, format, deckFormatType, rule, isOpenDeckRoom);
}
return null;
}
return null;
}
}