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
3.5 KiB
C#
91 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Wizard;
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using Wizard.Battle;
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public class ApplySkillTargetFilterCollection : SkillFilterCollectionBase
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{
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public List<ISkillCustomSelectFilter> ApplyCustomSelectFilterList { get; set; }
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public List<ISkillExclutionFilter> ApplyExclutionFilterList { get; private set; }
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public ISkillSelectFilter ApplySelectFilter { get; set; }
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public List<ApplySkillTargetFilterCollection> ApplyAndFilter { get; set; }
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public ApplySkillTargetFilterCollection()
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{
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ApplyCustomSelectFilterList = new List<ISkillCustomSelectFilter>();
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ApplyExclutionFilterList = new List<ISkillExclutionFilter>();
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ApplyAndFilter = new List<ApplySkillTargetFilterCollection>();
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}
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public List<IReadOnlyBattleCardInfo> Filtering(BattlePlayerReadOnlyInfoPair pair, SkillConditionCheckerOption checkerOption, SkillOptionValue optionValue)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo>();
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List<IReadOnlyBattleCardInfo> AndFilterTargets = new List<IReadOnlyBattleCardInfo>();
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IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos = null;
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if (ApplyAndFilter.Count <= 0)
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{
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if (base.BattlePlayerFilter != null)
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{
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battlePlayerInfos = base.BattlePlayerFilter.Filtering(pair);
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}
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if (base.TargetFilter != null)
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{
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list = base.TargetFilter.Filtering(battlePlayerInfos, checkerOption).ToList();
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if (false /* Pre-Phase-5b: XorShiftRandom is a mgr-instance feature; guard collapses to false */)
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{
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return list;
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}
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}
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foreach (ISkillCardFilter cardFilter in base.CardFilterList)
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{
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list = cardFilter.Filtering(list, optionValue).ToList();
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}
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int i = 0;
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for (int count = ApplyCustomSelectFilterList.Count; i < count; i++)
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{
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list = ApplyCustomSelectFilterList[i].Filtering(list, battlePlayerInfos, checkerOption).ToList();
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}
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for (int j = 0; j < ApplyExclutionFilterList.Count; j++)
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{
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list = ApplyExclutionFilterList[j].Filtering(list, battlePlayerInfos, checkerOption, optionValue).ToList();
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}
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}
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else
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{
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for (int k = 0; k < ApplyAndFilter.Count; k++)
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{
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List<BattleCardBase> cards = ApplyAndFilter[k].Filtering(pair, checkerOption, optionValue).Cast<BattleCardBase>().ToList();
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List<IReadOnlyBattleCardInfo> collection = (from IReadOnlyBattleCardInfo x in ApplyAndFilter[k].SelectFilter.Filtering(cards, optionValue, checkerOption)
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where !AndFilterTargets.Contains(x)
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select x).ToList();
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AndFilterTargets.AddRange(collection);
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}
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}
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List<IReadOnlyBattleCardInfo> list2 = list.ToList();
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list2.AddRange(AndFilterTargets);
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return list2;
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}
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public bool SimpleFiltering(IReadOnlyBattleCardInfo targetCard, BattlePlayerReadOnlyInfoPair pair, SkillConditionCheckerOption checkerOption, SkillOptionValue optionValue)
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{
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List<IReadOnlyBattleCardInfo> list = new List<IReadOnlyBattleCardInfo> { targetCard };
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IEnumerable<IBattlePlayerReadOnlyInfo> battlePlayerInfos = base.BattlePlayerFilter.Filtering(pair);
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for (int i = 0; i < base.CardFilterList.Count; i++)
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{
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list = base.CardFilterList[i].Filtering(list, optionValue).ToList();
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}
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for (int j = 0; j < ApplyCustomSelectFilterList.Count; j++)
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{
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list = ApplyCustomSelectFilterList[j].Filtering(list, battlePlayerInfos, checkerOption).ToList();
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}
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for (int k = 0; k < ApplyExclutionFilterList.Count; k++)
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{
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list = ApplyExclutionFilterList[k].Filtering(list, battlePlayerInfos, checkerOption, optionValue).ToList();
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}
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return list.Count() > 0;
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}
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}
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