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>
105 lines
3.3 KiB
C#
105 lines
3.3 KiB
C#
using Wizard.Battle.Card;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class FieldBattleCard : BattleCardBase
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{
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private static SkillCreator.SkillBuildInfo _sharedChantBuildInfo;
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public override bool IsEvolution => false;
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public override bool IsField => true;
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public override bool BaseMovable => base.Movable();
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public override bool Attackable => false;
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public override bool IsDead => base.IsDestroyedBySkill;
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public override bool IsCantActivateFanfare => base.SelfBattlePlayer.Class.SkillApplyInformation.IsCantActivateFanfareField;
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public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
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{
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type = IsCheckActiveMutationSkill;
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if (!base.Movable(isCheckOnDraw, isSkipSelecting, type, isRecording))
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{
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return false;
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}
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return IsMutationMovable(type);
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}
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public FieldBattleCard(BuildInfo buildInfo)
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: base(buildInfo)
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{
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}
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public override void Setup(bool createNullView = false, bool isRecreate = false)
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{
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base.Setup(createNullView, isRecreate);
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base.BattleCardView.SetupIconAnimations(this, base.Skills);
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}
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public override VfxBase SetUpInplay()
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(base.SetUpInplay());
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return parallelVfxPlayer;
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}
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protected SkillCreator.SkillBuildInfo ChantSkillInfoCreate()
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{
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if (_sharedChantBuildInfo == null)
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{
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_sharedChantBuildInfo = new SkillCreator.SkillBuildInfo("chant_count_change", "self_turn_start", "{me.inplay_self.count}>0", "character=me&card_type=field&target=self", "gain_chant=1", "none");
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}
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return _sharedChantBuildInfo;
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}
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protected void SetChantSkill(SkillBase skill)
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{
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if (skill is Skill_chant_count_change skill_chant_count_change)
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{
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skill_chant_count_change.IsSelfChantSkill = true;
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}
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}
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protected override VfxBase StartPlayCard()
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{
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base.StartPlayCard();
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base.SelfBattlePlayer.HandCardToField(this);
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return NullVfx.GetInstance();
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}
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protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
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{
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if (isNullView)
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{
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return new NullFieldBattleCardView(buildInfo);
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}
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return new FieldBattleCardView(buildInfo);
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}
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public override VfxBase RecoveryInPlay(int inPlayIndex, bool newReplayMoveTurn = false)
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{
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return ParallelVfxPlayer.Create(base.RecoveryInPlay(inPlayIndex, newReplayMoveTurn), NullVfx.GetInstance());
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
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{
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VirtualFieldBattleCard virtualFieldBattleCard = new VirtualFieldBattleCard(_buildInfo.VirtualClone(selfBattlePlayer, opponentBattlePlayer));
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CopyToVirtualCardBase(virtualFieldBattleCard);
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return virtualFieldBattleCard;
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}
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public override VfxBase ReturnCard(SkillProcessor skillProcessor)
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.SkillApplyInformation.AllSkillEffectStop());
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InitializeParameterOnWhenReturn();
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VfxBase vfx = base.ReturnCard(skillProcessor);
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sequentialVfxPlayer.Register(vfx);
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return sequentialVfxPlayer;
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}
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}
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