Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard/BossRushLobbyData.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

119 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using LitJson;
namespace Wizard;
public class BossRushLobbyData
{
public enum BossRushStatus
{
BATTLE,
FINISH_WIN,
FINISH_LOSE
}
public List<BossRushLobbyBossData> BossDataList { get; }
public List<BossRushLobbyAbilityData> AbilityList { get; }
public BossRushLobbyBossData CurrentBattleBossData { get; }
public List<BossRushLobbyAbilityCandidateData> AbilityCandidateData { get; }
public List<ShopCommonRewardInfo> RewardList { get; }
public int CurrentLife { get; }
public int MaxLife { get; }
public int WinCount { get; }
public DeckData Deck { get; }
public int TreasureBoxGrade { get; }
public bool IsAlreadyGetReward { get; }
public bool NeedAbilityDecideFinish { get; }
public int NextBattleCount { get; }
public BossRushStatus Status { get; }
public string AnnounceId { get; }
public int TotalTurn { get; }
public BossRushLobbyData(JsonData json)
{
if (json["total_turns"] != null)
{
TotalTurn = Math.Min(json["total_turns"].ToInt(), 9999);
}
NeedAbilityDecideFinish = !json["is_finished_special_ability_select"].ToBoolean();
int num = json["bossrush_progress"].ToInt();
NextBattleCount = num + 1;
BossDataList = new List<BossRushLobbyBossData>();
JsonData jsonData = json["bossrush_opponent_list"];
bool flag = json["is_lose"].ToBoolean();
WinCount = 0;
for (int i = 0; i < jsonData.Count; i++)
{
BossRushLobbyBossData bossRushLobbyBossData = new BossRushLobbyBossData(jsonData[i], i, num, flag);
BossDataList.Add(bossRushLobbyBossData);
if (bossRushLobbyBossData.Status == BossRushLobbyBossData.BattleStatus.WIN)
{
int winCount = WinCount;
WinCount = winCount + 1;
}
}
Status = BossRushStatus.BATTLE;
if (WinCount == BossDataList.Count)
{
Status = BossRushStatus.FINISH_WIN;
}
if (flag)
{
Status = BossRushStatus.FINISH_LOSE;
NeedAbilityDecideFinish = false;
}
CurrentBattleBossData = BossDataList[num];
JsonData jsonData2 = json["special_ability_list"];
AbilityList = new List<BossRushLobbyAbilityData>();
for (int j = 0; j < jsonData2.Count; j++)
{
AbilityList.Add(new BossRushLobbyAbilityData(jsonData2[j]));
}
JsonData jsonData3 = json["user_bossrush_deck"][0];
Deck = new DeckData(Data.ParseApiFormat(jsonData3["deck_format"].ToInt()));
Deck.Initialize(jsonData3);
CurrentLife = json["current_life"].ToInt();
MaxLife = json["max_life"].ToInt();
AbilityCandidateData = new List<BossRushLobbyAbilityCandidateData>();
JsonData jsonData4 = json["special_ability_candidate_list"];
for (int k = 0; k < jsonData4.Count; k++)
{
BossRushLobbyAbilityCandidateData item = new BossRushLobbyAbilityCandidateData(jsonData4[k]);
AbilityCandidateData.Add(item);
}
RewardList = new List<ShopCommonRewardInfo>();
JsonData jsonData5 = json["reward_info"];
for (int l = 0; l < jsonData5.Count; l++)
{
JsonData jsonData6 = jsonData5[l];
ShopCommonRewardInfo item2 = new ShopCommonRewardInfo
{
Type = jsonData6["reward_type"].ToInt(),
UserGoodsId = jsonData6["reward_detail_id"].ToLong(),
Num = jsonData6["reward_num"].ToInt(),
IsAlreadyGet = jsonData6["is_received"].ToBoolean()
};
RewardList.Add(item2);
}
TreasureBoxGrade = json["reward_grade"].ToInt();
IsAlreadyGetReward = json["is_received_all_rewards"].ToBoolean();
AnnounceId = json.GetValueOrDefault("announce_id", string.Empty);
}
}