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>
91 lines
2.3 KiB
C#
91 lines
2.3 KiB
C#
using System.Collections.Generic;
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using Wizard.Battle;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class NullBattleCard : BattleCardBase
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{
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private static BuildInfo _dummyBuildInfo;
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private static NullSkillApplyInformation _dummySkillApplyInfo;
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private static BattleCardView.BuildInfo _dummyViewBuildInfo;
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private static NullBattleCardView _dummyView;
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public override int Index => -1;
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public override List<CardBasePrm.TribeType> Tribe => CardBasePrm.DefaultType;
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public override bool IsInHand => false;
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public override bool IsInplay => false;
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public override bool IsInDeck => false;
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public override bool IsInCemetery => true;
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public static void ReleaseSharedDummy()
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{
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_dummyBuildInfo = null;
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_dummySkillApplyInfo = null;
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_dummyViewBuildInfo = null;
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_dummyView = null;
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}
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public static NullBattleCard Create()
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{
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if (_dummyBuildInfo == null)
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{
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_dummyBuildInfo = new BuildInfo(null, -1, null, null, null, null, null, _isPlayer: true, 0, NullInnerOptionsBuilder.GetInstance().CreateCardOptions(), null, null);
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}
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NullBattleCard nullBattleCard = new NullBattleCard(_dummyBuildInfo);
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nullBattleCard.Setup(createNullView: true);
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return nullBattleCard;
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}
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protected override void InitSkillCollection()
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{
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_normalSkillCollection = null;
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_evolveSkillCollection = null;
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}
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private NullBattleCard(BuildInfo buildInfo)
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: base(buildInfo)
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{
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}
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public override BattleCardBase VirtualClone(BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer)
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{
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return this;
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}
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protected override BattleCardView.BuildInfo CreateViewBuildInfo(BuildInfo baseBuildInfo)
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{
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if (_dummyViewBuildInfo == null)
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{
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_dummyViewBuildInfo = new BattleCardView.BuildInfo(this, null, null, null, null, null, null, null, null, null, null, null, null, null);
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}
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return _dummyViewBuildInfo;
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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 (_dummyView == null)
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{
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_dummyView = new NullBattleCardView(buildInfo);
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}
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return _dummyView;
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}
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protected override ISkillApplyInformation CreateSkillApplyInformation(BattleCardBase card)
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{
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if (_dummySkillApplyInfo == null)
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{
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_dummySkillApplyInfo = new NullSkillApplyInformation();
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}
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return _dummySkillApplyInfo;
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}
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}
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