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>
117 lines
2.8 KiB
C#
117 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using LitJson;
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using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
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using Wizard.Scripts.Network.Data.TaskData.Arena.TwoPick;
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namespace Wizard.Scripts.Network.Data.TaskData.Arena;
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public class TwoPickInfo
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{
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public enum PREPARE_STATE
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{
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}
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public EntryInfo entryInfo;
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public CandidateClass classInfo;
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public CandidateChaos chaosInfo;
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public CandidateCardInfo candidateCardInfo;
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public Deck deckInfo;
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public BattleResult battleResult = new BattleResult();
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public CampaignBattleWin TreasureCP = new CampaignBattleWin();
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public TwoPickInfo()
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{
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}
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public TwoPickInfo(JsonData data, JsonData headerData)
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{
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SetEntryInfo(data["entry_info"]);
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if (data.Keys.Contains("class_info"))
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{
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SetClassInfo(data["class_info"]);
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}
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if (data.Keys.Contains("chaos_info") && data["chaos_info"] != null)
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{
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if (data.Keys.Contains("candidate_chaos_ids"))
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{
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SetChaosInfoFormEntry(data["chaos_info"], data["candidate_chaos_ids"]);
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}
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else
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{
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SetChaosInfo(data["chaos_info"], data["class_info"]);
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}
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}
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if (data.Keys.Contains("deck_info"))
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{
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SetDeckInfo(data["deck_info"]);
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}
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if (data.Keys.Contains("candidate_card_list"))
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{
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SetCandidateCardList(data["candidate_card_list"]);
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}
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if (data.Keys.Contains("battle_results"))
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{
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SetBattleResult(data["battle_results"]);
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}
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if (data.Keys.Contains("leader_skin_id"))
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{
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/* Pre-Phase-5b: ClassPrm.SetCurrentCharaId not reachable headless (no chara master) */
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}
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if (data.TryGetValue("treasure_info", out var value))
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{
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TreasureCP.Parse(value);
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}
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if (data.TryGetValue("upgrade_treasure_box_info", out var value2))
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{
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Wizard.Data.TreasureBoxCp.Parse(value2, headerData);
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}
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}
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public void SetEntryInfo(JsonData entryInfoData)
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{
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entryInfo = new EntryInfo(entryInfoData);
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}
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public void SetClassInfo(JsonData classInfoData)
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{
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classInfo = new CandidateClass(classInfoData);
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}
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public void SetChaosInfo(JsonData chaosInfoData, JsonData classInfoData)
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{
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chaosInfo = new CandidateChaos(chaosInfoData, classInfoData);
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}
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public void SetChaosInfoFormEntry(JsonData chaosInfoData, JsonData classIds)
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{
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List<string> list = new List<string>();
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foreach (object item in (IEnumerable)classIds)
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{
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list.Add(item.ToString());
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}
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chaosInfo = new CandidateChaos(chaosInfoData, list);
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}
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public void SetDeckInfo(JsonData deckInfoData)
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{
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deckInfo = new Deck(deckInfoData);
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}
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public void SetCandidateCardList(JsonData candidateCardListData)
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{
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candidateCardInfo = new CandidateCardInfo(candidateCardListData);
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}
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public void SetBattleResult(JsonData battleResultInfoData)
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{
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battleResult = new BattleResult(battleResultInfoData);
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}
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}
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