Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessSkillStopAndRemoveByWhenSummonOther.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

78 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessSkillStopAndRemoveByWhenSummonOther : SkillPreprocessBase
{
private readonly string _value;
private readonly string _key;
public SkillPreprocessSkillStopAndRemoveByWhenSummonOther(string info)
{
if (info.Length < 2 || info.First() != '(' || info.Last() != ')')
{
return;
}
info = info.Substring(1, info.Length - 2);
string[] array = info.Split(':');
for (int i = 0; i < array.Length; i++)
{
string[] array2 = array[i].Split('=');
string text = array2[0];
if (text != null && text == "me_summoned_card_unit_clan")
{
_key = array2[0];
_value = array2[1];
}
}
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
return true;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
SetUp(skill);
return NullVfx.GetInstance();
}
public override void Clone(SkillPreprocessBase source, SkillBase skill)
{
SetUp(skill);
}
private void SetUp(SkillBase skill)
{
Func<SkillProcessor, List<BattleCardBase>, VfxBase> callStopOneTime = null;
callStopOneTime = delegate(SkillProcessor skillProcessor, List<BattleCardBase> summonedList)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (_key == "me_summoned_card_unit_clan" && _value == SkillFilterCreator.ContentKeyword.all.ToStringCustom())
{
for (int i = 0; i < summonedList.Count; i++)
{
if (summonedList[i] != skill.SkillPrm.ownerCard && summonedList[i].IsPlayer == skill.SkillPrm.ownerCard.IsPlayer && summonedList[i].Clan == CardBasePrm.ClanType.ALL && summonedList[i].IsUnit)
{
skill.SkillPrm.ownerCard.SelfBattlePlayer.OnAfterSummonCardEvent -= callStopOneTime;
skill.SkillPrm.ownerCard.OpponentBattlePlayer.OnAfterSummonCardEvent -= callStopOneTime;
sequentialVfxPlayer.Register(StopSkill(skill, skillProcessor));
skill.SkillPrm.ownerCard.Skills.Remove(skill);
}
}
}
sequentialVfxPlayer.Register(skill.SkillPrm.ownerCard.BattleCardView.InitializeBattleCardIcon(skill.SkillPrm.ownerCard, skill.SkillPrm.ownerCard.Skills));
return sequentialVfxPlayer;
};
if (_key == "me_summoned_card_unit_clan" && _value == SkillFilterCreator.ContentKeyword.all.ToStringCustom())
{
skill.SkillPrm.ownerCard.SelfBattlePlayer.OnAfterSummonCardEvent += callStopOneTime;
skill.SkillPrm.ownerCard.OpponentBattlePlayer.OnAfterSummonCardEvent += callStopOneTime;
}
}
}