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>
79 lines
4.6 KiB
XML
79 lines
4.6 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
|
|
|
|
<PropertyGroup>
|
|
<TargetFramework>net8.0</TargetFramework>
|
|
<ImplicitUsings>enable</ImplicitUsings>
|
|
<Nullable>enable</Nullable>
|
|
|
|
<IsPackable>false</IsPackable>
|
|
<IsTestProject>true</IsTestProject>
|
|
</PropertyGroup>
|
|
|
|
<ItemGroup>
|
|
<PackageReference Include="Microsoft.Extensions.TimeProvider.Testing" Version="8.0.0" />
|
|
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.6.0" />
|
|
<PackageReference Include="NUnit" Version="3.13.3" />
|
|
<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
|
|
<PackageReference Include="NUnit.Analyzers" Version="3.6.1" />
|
|
<PackageReference Include="coverlet.collector" Version="6.0.0" />
|
|
<PackageReference Include="Microsoft.AspNetCore.Mvc.Testing" Version="8.0.8" />
|
|
<PackageReference Include="Microsoft.EntityFrameworkCore.InMemory" Version="8.0.8" />
|
|
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="8.0.8" />
|
|
<PackageReference Include="Moq" Version="4.20.70" />
|
|
</ItemGroup>
|
|
|
|
<ItemGroup>
|
|
<ProjectReference Include="..\SVSim.EmulatedEntrypoint\SVSim.EmulatedEntrypoint.csproj" />
|
|
</ItemGroup>
|
|
|
|
<ItemGroup>
|
|
<ProjectReference Include="..\SVSim.Bootstrap\SVSim.Bootstrap.csproj" />
|
|
<ProjectReference Include="..\SVSim.BattleNode\SVSim.BattleNode.csproj" />
|
|
</ItemGroup>
|
|
|
|
<ItemGroup>
|
|
<!-- ReferenceDataImporter / CardCosmeticRewardImporter read CSVs from the runtime "Data"
|
|
folder; mirror Bootstrap's copies into the test output so SVSimTestFactory can call
|
|
the importers after EnsureCreated to populate reference tables. -->
|
|
<Content Include="..\SVSim.Bootstrap\Data\*.csv" Link="Data\%(Filename)%(Extension)">
|
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
</Content>
|
|
<!-- Production per-table seed JSON for the per-domain importer pipeline. Same files
|
|
consumed by SVSim.Bootstrap; mirrored here so SeedGlobalsAsync sees them. -->
|
|
<Content Include="..\SVSim.Bootstrap\Data\seeds\**\*.json" Link="Data\seeds\%(RecursiveDir)%(Filename)%(Extension)">
|
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
</Content>
|
|
<!-- Test-only fixture seeds overlay the production seeds. Placed AFTER the production glob
|
|
so MSBuild's "last Link wins" rule routes the fixture file into the same test output
|
|
path as the production seed of the same name. Use for per-table fixtures (e.g. packs)
|
|
where the production seed is too large to drive focused integration tests.
|
|
MUST be Always (not PreserveNewest): PreserveNewest skips the fixture when the
|
|
production seed already in the output dir has a newer mtime (e.g. after a branch
|
|
switch). Always guarantees the fixture copy runs after the production copy and wins. -->
|
|
<Content Include="..\SVSim.Bootstrap\Data\test-fixtures\seeds\*.json" Link="Data\seeds\%(Filename)%(Extension)">
|
|
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
|
</Content>
|
|
<!-- StoryImporter integration test fixtures — copied to Story\Fixtures\ in test output. -->
|
|
<Content Include="Story\Fixtures\*.json">
|
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
</Content>
|
|
<!-- BuildDeckImporter reads CSVs from a build-deck/ subdirectory; the top-level Data\*.csv
|
|
glob only covers the root. Link both files explicitly so they land in the same relative
|
|
path the importer uses at runtime. -->
|
|
<Content Include="..\SVSim.Bootstrap\Data\build-deck\build_deck_package_master.csv">
|
|
<Link>Data\build-deck\build_deck_package_master.csv</Link>
|
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
</Content>
|
|
<Content Include="..\SVSim.Bootstrap\Data\build-deck\build_deck_series_master.csv">
|
|
<Link>Data\build-deck\build_deck_series_master.csv</Link>
|
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
|
</Content>
|
|
<!-- CardMasterPayloadProvider reads from AppContext.BaseDirectory + Data/. Content does
|
|
NOT flow across a ProjectReference, so link the blob explicitly here as a defensive
|
|
mirror of the host csproj's own link (today SDK behavior happens to copy it, but a
|
|
future cleanup could break that implicit flow and tests would 500 silently). -->
|
|
<None Include="..\SVSim.EmulatedEntrypoint\Data\card_master_2026-06-03.txt" Link="Data\card_master_2026-06-03.txt" CopyToOutputDirectory="PreserveNewest" />
|
|
</ItemGroup>
|
|
|
|
</Project>
|