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>
128 lines
4.8 KiB
C#
128 lines
4.8 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.UI;
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using Wizard.Battle.View.Vfx;
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public class Skill_chant_count_change : SkillBase
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{
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public static readonly int CHANT_NONE = -1;
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private int setChant;
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protected int gainChant;
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protected int addChant;
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public bool IsSelfChantSkill;
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public Skill_chant_count_change(SkillParameter skillPrm, string option)
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: base(skillPrm, option)
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{
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}
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public override VfxWithLoading Start(CallParameter parameter)
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{
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setChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.set_chant, CHANT_NONE);
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gainChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.gain_chant, 0);
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addChant = base.OptionValue.GetInt(SkillFilterCreator.ContentKeyword.add_chant, 0);
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VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
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vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(base.SkillPrm.resourceMgr, parameter.targetCards, isFollowInHand: false, addToLastOperation: true));
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int num = 0;
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int num2 = 0;
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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CallOnChantCountChange(parameter.targetCards.ToList());
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foreach (BattleCardBase targetCard2 in parameter.targetCards)
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{
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BattleCardBase targetCard = targetCard2;
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targetCard.OnRemoveFromInPlayAfterOneTime += (bool flg, SkillProcessor skillProcessor) => NullVfx.GetInstance();
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num = targetCard.ChantCount;
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if (setChant != CHANT_NONE)
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{
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ChantCountSet(targetCard, setChant);
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vfxWithLoadingSequential.RegisterToMainVfx(NullVfx.GetInstance());
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}
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else if (gainChant > 0)
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{
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ChantCountGain(targetCard, gainChant);
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vfxWithLoadingSequential.RegisterVfxWithLoading(NullVfxWithLoading.GetInstance());
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BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(targetCard2.SelfBattlePlayer, targetCard2.OpponentBattlePlayer);
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if (!IsSelfChantSkill && base.SkillPrm.ownerCard.IsPlayer == targetCard.IsPlayer)
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{
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parameter.skillProcessor.Register(targetCard2.Skills.CreateWhenChantCountChangeInfo(parameter.skillProcessor, playerInfoPair));
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}
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parameter.skillProcessor.Register(targetCard2.Skills.CreateWhenChantCountGainInfo(parameter.skillProcessor, playerInfoPair));
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}
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else if (addChant > 0)
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{
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ChantCountAdd(targetCard, addChant);
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vfxWithLoadingSequential.RegisterVfxWithLoading(NullVfxWithLoading.GetInstance());
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}
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parallelVfxPlayer.Register(CheckChantCountDestroy(targetCard, parameter.skillProcessor));
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num2 = targetCard.ChantCount;
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if (IsBattleLog)
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{
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if (num > 0)
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{
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BattleLogManager.GetInstance().AddLogSkillChangeChantCount(num2 - num, targetCard, this);
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}
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if (num2 <= 0)
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{
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BattleLogManager.GetInstance().AddLogDeath(targetCard);
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}
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}
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}
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if (gainChant > 0)
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{
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RegisterChantCountChangeTriggerSkill(parameter.skillProcessor, parameter.targetCards);
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}
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vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
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return vfxWithLoadingSequential;
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}
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private void ChantCountGain(BattleCardBase card, int gain)
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{
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if (gain > 0)
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{
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card.SkillApplyInformation.GiveChantCount(new ChantCountAddModifier(-gain));
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}
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}
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private void ChantCountAdd(BattleCardBase card, int add)
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{
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card.SkillApplyInformation.GiveChantCount(new ChantCountAddModifier(add));
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}
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private void ChantCountSet(BattleCardBase card, int set)
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{
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card.SkillApplyInformation.GiveChantCount(new ChantCountSetModifier(set));
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}
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protected virtual VfxBase CheckChantCountDestroy(BattleCardBase card, SkillProcessor skillProcessor)
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{
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if (card.ChantCount > 0)
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{
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return NullVfx.GetInstance();
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}
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card.FlagCardAsDestroyedBySkill();
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return card.SelfBattlePlayer.CardManagement(card, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, base.UsedRandom, null, null, this);
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}
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private void RegisterChantCountChangeTriggerSkill(SkillProcessor skillProcessor, IEnumerable<BattleCardBase> targets)
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{
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List<BattleCardBase> list = base.SkillPrm.selfBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0)).ToList();
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list.AddRange(base.SkillPrm.opponentBattlePlayer.ClassAndInPlayCardList.Where((BattleCardBase c) => c.Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0)));
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for (int num = 0; num < list.Count; num++)
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{
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if (list[num].Skills.Any((SkillBase s) => s.OnWhenChantCountGainSelfAndOther != 0))
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{
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skillProcessor.Register(list[num].Skills.CreateWhenChantCountGainSelfAndOtherInfo(targets.ToList(), skillProcessor, new BattlePlayerReadOnlyInfoPair(list[num].SelfBattlePlayer, list[num].OpponentBattlePlayer)));
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}
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}
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}
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protected virtual void CallOnChantCountChange(List<BattleCardBase> targetCards)
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{
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}
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}
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