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>
85 lines
2.1 KiB
C#
85 lines
2.1 KiB
C#
using System.Collections.Generic;
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using LitJson;
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using UnityEngine;
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using Wizard.Battle;
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using Wizard.Battle.Operation;
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namespace Wizard.AutoTest;
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public static class AutoTestBattleMgr
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{
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public class CardInfo : IBattleCardUniqueID
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{
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public string Name { get; private set; }
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public bool IsPlayer { get; private set; }
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public int Index { get; private set; }
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public int CardId { get; private set; }
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public int Cost { get; private set; }
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public int AddAtk { get; set; }
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public int AddLife { get; set; }
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public int ChangeClan { get; set; }
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public CardInfo(string cardName, int cardId = 0, int cost = -1, int addAtk = 0, int addLife = 0, int clan = 0)
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{
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Name = cardName;
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IsPlayer = cardName[0] == 'p';
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Index = int.Parse(cardName.Substring(1));
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CardId = cardId;
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Cost = cost;
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AddAtk = addAtk;
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AddLife = addLife;
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ChangeClan = clan;
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}
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public CardInfo(IReadOnlyBattleCardInfo cardInfo)
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{
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IsPlayer = cardInfo.IsPlayer;
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Index = cardInfo.Index;
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Name = cardInfo.GetName();
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CardId = cardInfo.CardId;
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Cost = cardInfo.Cost;
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}
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}
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public static IEnumerable<IOperationCommand> CreateOperationCommands(IEnumerable<JsonData> actionJsonDatas, bool startTurnIsPlayer)
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{
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bool currentTurnIsPlayer = startTurnIsPlayer;
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foreach (JsonData actionJsonData in actionJsonDatas)
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{
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string text = actionJsonData["ope"].ToString();
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switch (text)
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{
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case "play":
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yield return new PlayOperationCommand(actionJsonData);
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break;
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case "attack":
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yield return new AttackOperationCommand(actionJsonData);
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break;
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case "evolve":
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yield return new EvolveOperationCommand(actionJsonData);
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break;
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case "turn_end":
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yield return new TurnEndOperationCommand(currentTurnIsPlayer);
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currentTurnIsPlayer = !currentTurnIsPlayer;
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break;
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case "change_ai":
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yield return new ChangeAIOperationCommand(actionJsonData);
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break;
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case "comp_fusion":
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yield return new FusionOperationCommand(actionJsonData);
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break;
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default:
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Debug.LogError("Auto test \"" + text + "\" is not supported.");
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break;
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}
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}
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}
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}
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