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