Files
SVSimServer/SVSim.BattleEngine/Engine/VoiceDictionary.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

253 lines
6.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
public class VoiceDictionary
{
private VoiceAndWaitTime[] _parsedVoice;
private string[] _allVoiceID;
private VoiceAndWaitTime _normalVoice;
private List<VoiceAndWaitTime> _fixedUseCostVoice = new List<VoiceAndWaitTime>();
private List<VoiceAndWaitTime> _unionBurstVoice = new List<VoiceAndWaitTime>();
private List<VoiceAndWaitTime> _skyboundArtVoice = new List<VoiceAndWaitTime>();
private List<VoiceAndWaitTime> _superSkyboundArtVoice = new List<VoiceAndWaitTime>();
private VoiceAndWaitTime _earthRiteVoice;
private VoiceAndWaitTime _summonTokenVoice;
public List<int> EnemyComvoList { get; private set; }
public List<int> AllyComvoList { get; private set; }
public VoiceDictionary(string voice)
{
EnemyComvoList = new List<int>();
AllyComvoList = new List<int>();
_parsedVoice = new VoiceAndWaitTime[0];
_allVoiceID = new string[0];
Initialize(voice);
}
private void Initialize(string voiceStr)
{
if (string.IsNullOrEmpty(voiceStr))
{
return;
}
string[] array = voiceStr.Split(new string[1] { "," }, StringSplitOptions.None);
_parsedVoice = new VoiceAndWaitTime[array.Count()];
_allVoiceID = new string[array.Count()];
string text = "";
int i = 0;
for (int num = array.Length; i < num; i++)
{
text = array[i];
_parsedVoice[i] = ExtractionVoice(text);
_allVoiceID[i] = _parsedVoice[i].Voice;
if (IsConvVoice(text))
{
string[] array2 = text.Split(new string[1] { "_" }, StringSplitOptions.None);
int num2 = array2.Length - 1;
int item = int.Parse(array2[num2]);
if (text.Contains("_4_") || text.Contains("_7_"))
{
EnemyComvoList.Add(item);
}
else
{
AllyComvoList.Add(item);
}
}
if (_normalVoice == null && IsNormalVoice(text))
{
_normalVoice = _parsedVoice[i];
}
if (_unionBurstVoice != null && IsUnionBurstVoice(text))
{
_unionBurstVoice.Add(_parsedVoice[i]);
}
if (_skyboundArtVoice != null && IsSkyboundArtVoice(text))
{
_skyboundArtVoice.Add(_parsedVoice[i]);
}
if (_superSkyboundArtVoice != null && IsSuperSkyboundArtVoice(text))
{
_superSkyboundArtVoice.Add(_parsedVoice[i]);
}
if (IsFixedUseCostVoice(text))
{
_fixedUseCostVoice.Add(_parsedVoice[i]);
}
if (_earthRiteVoice == null && IsEarthRiteVoice(text))
{
_earthRiteVoice = _parsedVoice[i];
}
if (_summonTokenVoice == null && IsSummonTokenVoice(text))
{
_summonTokenVoice = _parsedVoice[i];
}
}
}
public static void SettingVoiceData(ref VoiceDictionary normal, ref VoiceDictionary evolution, string voice)
{
List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
if (list.Count > 1)
{
normal = new VoiceDictionary(list[0]);
evolution = new VoiceDictionary(list[1]);
}
else if (list.Count == 1 && list[0] != "")
{
normal = new VoiceDictionary(list[0]);
evolution = new VoiceDictionary(string.Empty);
}
else
{
normal = new VoiceDictionary(string.Empty);
evolution = new VoiceDictionary(string.Empty);
}
}
public static void SettingVoiceDataList(out List<VoiceDictionary> normal, out List<VoiceDictionary> evolution, string voice)
{
if (voice.IndexOf("//") == 0)
{
voice.Insert(0, "none");
}
List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
if (list.Count > 1)
{
normal = CreateVoiceDataList(list[0]);
evolution = CreateVoiceDataList(list[1]);
}
else if (list.Count == 1 && list[0] != "")
{
normal = CreateVoiceDataList(list[0]);
evolution = CreateVoiceDataList(string.Empty);
}
else
{
normal = CreateVoiceDataList(string.Empty);
evolution = CreateVoiceDataList(string.Empty);
}
}
private static List<VoiceDictionary> CreateVoiceDataList(string voice)
{
if (voice == string.Empty)
{
return null;
}
List<string> list = voice.Split(new string[1] { "," }, StringSplitOptions.None).ToList();
List<VoiceDictionary> list2 = null;
if (list.Count > 0)
{
list2 = new List<VoiceDictionary>();
for (int i = 0; i < list.Count; i++)
{
list2.Add(new VoiceDictionary(list[i]));
}
}
return list2;
}
public static void SettingVoiceData(ref VoiceDictionary normal, string voice)
{
List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
if (list.Count >= 1 && list[0] != "")
{
normal = new VoiceDictionary(list[0]);
}
else
{
normal = new VoiceDictionary(string.Empty);
}
}
public string[] GetAllVoiceList()
{
return _allVoiceID;
}
private bool IsNormalVoice(string voiceName)
{
if (!IsConvVoice(voiceName) && !IsFixedUseCostVoice(voiceName) && !IsUnionBurstVoice(voiceName) && !IsSkyboundArtVoice(voiceName) && !IsSuperSkyboundArtVoice(voiceName) && !IsEarthRiteVoice(voiceName))
{
return !IsSummonTokenVoice(voiceName);
}
return false;
}
private bool IsConvVoice(string voiceName)
{
if (voiceName.Contains("_4_"))
{
string[] array = voiceName.Split(new string[1] { "_" }, StringSplitOptions.None);
int result = 0;
int num = array.Length - 1;
if (array.Length > 2 && array[num].Length == 9)
{
return int.TryParse(array[num], out result);
}
return false;
}
if (!voiceName.Contains("_8_"))
{
return voiceName.Contains("_7_");
}
return true;
}
private bool IsFixedUseCostVoice(string voiceName)
{
return voiceName.Contains("_enh");
}
private bool IsUnionBurstVoice(string voiceName)
{
return voiceName.Contains("_ub");
}
private bool IsSkyboundArtVoice(string voiceName)
{
return voiceName.Contains("_sb");
}
private bool IsSuperSkyboundArtVoice(string voiceName)
{
return voiceName.Contains("_ssb");
}
private bool IsEarthRiteVoice(string voiceName)
{
return voiceName.Contains("_ear");
}
private bool IsSummonTokenVoice(string voiceName)
{
return voiceName.EndsWith("_11");
}
private VoiceAndWaitTime ExtractionVoice(string order)
{
string text = order;
float waitTime = 0f;
if (text.Contains("{"))
{
List<string> list = text.Split(new string[1] { "{" }, StringSplitOptions.None).ToList();
waitTime = float.Parse(list[1].Replace("}", ""));
text = list[0];
}
return new VoiceAndWaitTime(text, waitTime);
}
}