Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessTimesPerTurn.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

99 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessTimesPerTurn : SkillPreprocessTimesPerBase
{
private BattleCardBase _owner;
public bool IsSameBaseCardId { get; private set; }
public SkillPreprocessTimesPerTurn(BattleCardBase card, string option)
: base(int.Parse(option.Split(':')[0]))
{
_owner = card;
string[] array = option.Split(':');
IsSameBaseCardId = array.Any((string o) => o == "same_base_card_id");
if (!IsSameBaseCardId && array.Count() > 1)
{
base.BanId = array[1];
}
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (!base.IsRight(playerInfoPair, option, PreexecutionCheck))
{
return false;
}
if (base.BanId != string.Empty)
{
return GetSkillNumInvokeCount(_owner, base.BanId) < _limitCount;
}
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
base.Start(playerPair, skill, skillProcessor, optionValue, checkerOption);
if (_invokeCount == 1)
{
BattlePlayerBase onTurnPlayer = (playerPair.Self.IsSelfTurn ? playerPair.Self : playerPair.Opponent);
Func<SkillProcessor, VfxBase> callStopOneTime = null;
callStopOneTime = delegate
{
_invokeCount = 0;
onTurnPlayer.OnTurnEnd -= callStopOneTime;
return NullVfx.GetInstance();
};
onTurnPlayer.OnTurnEnd += callStopOneTime;
}
return NullVfx.GetInstance();
}
public override void Clone(SkillPreprocessBase source, SkillBase skill)
{
base.Clone(source, skill);
if (source is SkillPreprocessTimesPerTurn skillPreprocessTimesPerTurn)
{
_owner = skillPreprocessTimesPerTurn._owner;
base.BanId = skillPreprocessTimesPerTurn.BanId;
}
}
public int GetInvokeCount()
{
return _invokeCount;
}
public void ResetInvokeCount()
{
_invokeCount = 0;
}
private int GetSkillNumInvokeCount(BattleCardBase card, string banId)
{
return GetSkillNumInvokeCount(card.NormalSkills, banId) + GetSkillNumInvokeCount(card.EvolutionSkills, banId);
}
private int GetSkillNumInvokeCount(SkillCollectionBase skills, string banId)
{
int num = 0;
for (int i = 0; i < skills.Count(); i++)
{
List<SkillPreprocessBase> preprocessList = skills.ElementAt(i).PreprocessList;
for (int j = 0; j < preprocessList.Count(); j++)
{
if (preprocessList[j] is SkillPreprocessTimesPerTurn && preprocessList[j].BanId == banId)
{
num += (preprocessList[j] as SkillPreprocessTimesPerTurn).GetInvokeCount();
}
}
}
return num;
}
}