Files
SVSimServer/SVSim.BattleEngine/Engine/SkillFilterCollectionBase.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

100 lines
3.6 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle;
public class SkillFilterCollectionBase
{
private bool _isSkipPrivateCardCheck;
public ISkillBattlePlayerFilter BattlePlayerFilter { get; set; }
public ISkillTargetFilter TargetFilter { get; set; }
public List<ISkillCardFilter> CardFilterList { get; private set; }
public ISkillSelectFilter SelectFilter { get; set; }
protected bool IsPrivateCard(BattlePlayerReadOnlyInfoPair playerInfoPair, IEnumerable<IReadOnlyBattleCardInfo> cardInfos, SkillConditionCheckerOption checkerOption)
{
if (_isSkipPrivateCardCheck)
{
return false;
}
if (playerInfoPair.ReadOnlySelf.IsPlayer)
{
return false;
}
if (TargetFilter is SkillTargetGameLeftCardsFilter || TargetFilter is SkillTargetLeftThisTurnCardListFilter)
{
return false;
}
if (TargetFilter is SkillTargetInplayBuffingCardsFilter || TargetFilter is SkillTargetInplayDebuffingCardsFilter)
{
return false;
}
if (CardFilterList.Any((ISkillCardFilter f) => f is SkillFusionIngredientCardListFilter || f is SkillTargetDrewSkillFilter) || TargetFilter is SkillTargetFusionIngredientedCardListIncludeThisFusion || TargetFilter is SkillTargetFusionThisTurnCardList)
{
return false;
}
if (TargetFilter is SkillTargetGamePlayCardsOtherSelfFilter || TargetFilter is SkillTargetTurnPlayCardsOtherSelfFilter || TargetFilter is SkillTargetTurnSummonCardsFilter || TargetFilter is SkillTargetGameSummonCardsFilter || TargetFilter is SkillTargetGameSummonCardsOtherFilter)
{
return false;
}
if (TargetFilter is SkillTargetSelfFilter && CardFilterList.Any((ISkillCardFilter f) => f is SkillParameterLifeFilter))
{
return false;
}
if (TargetFilter is SkillTargetBurialRiteCardFilter)
{
return false;
}
BattleManagerBase _mgr = cardInfos.FirstOrDefault()?.SelfBattlePlayer?.BattleMgr;
if (_mgr != null && _mgr.XorShiftRandom(isSelf: true) != null && _mgr.XorShiftRandom(isSelf: false) == null)
{
if (!cardInfos.All((IReadOnlyBattleCardInfo s) => (s.IsInHand && (checkerOption.LeftCards == null || checkerOption.LeftCards.IndexOf(s) == -1)) || s.IsInDeck))
{
return TargetFilter is SkillTargetBattleStartDeckFilter;
}
return true;
}
return false;
}
public SkillFilterCollectionBase(bool isSkipPrivateCardCheck = false)
{
CardFilterList = new List<ISkillCardFilter>(6);
SelectFilter = new SkillSelectAllFilter();
_isSkipPrivateCardCheck = isSkipPrivateCardCheck;
}
protected IEnumerable<IReadOnlyBattleCardInfo> FilteringBase(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption checkerOption, SkillOptionValue optionValue, bool isSkipPrivateCheck = false)
{
IEnumerable<IReadOnlyBattleCardInfo> enumerable = null;
if (BattlePlayerFilter == null)
{
enumerable = TargetFilter.Filtering(null, checkerOption);
}
else if (TargetFilter != null)
{
IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos = BattlePlayerFilter.Filtering(playerInfoPair);
enumerable = TargetFilter.Filtering(battlePlayerInfos, checkerOption);
if (IsPrivateCard(playerInfoPair, enumerable, checkerOption) || isSkipPrivateCheck)
{
return enumerable;
}
}
foreach (ISkillCardFilter cardFilter in CardFilterList)
{
enumerable = cardFilter.Filtering(enumerable, optionValue);
}
if (enumerable != null)
{
IEnumerable<BattleCardBase> cards = enumerable.Cast<BattleCardBase>();
enumerable = SelectFilter.Filtering(cards, optionValue, checkerOption).Cast<IReadOnlyBattleCardInfo>();
}
return enumerable;
}
}