Files
SVSimServer/SVSim.BattleEngine/Engine/InPlayCardReflection.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

173 lines
6.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.View.Vfx;
public class InPlayCardReflection : ReceivePlayActionsReflectionBase
{
protected int _playIndex;
private List<NetworkBattleReceiver.TargetData> _playActions;
private NetworkBattleDefine.PlayActionType _actionType;
public InPlayCardReflection(BattleManagerBase battleMgr, OperateMgr operateMgr)
: base(battleMgr, operateMgr)
{
}
public void ReadySetting(List<NetworkBattleReceiver.TargetData> action, NetworkBattleDefine.PlayActionType actionType, int playIndex)
{
_actionType = actionType;
_playIndex = playIndex;
if (action != null)
{
_playActions = action;
}
}
public void Play(bool isPlayer, List<int> choiceId, bool isChoice)
{
switch (_actionType)
{
case NetworkBattleDefine.PlayActionType.ATTACK:
Attack(isPlayer);
break;
case NetworkBattleDefine.PlayActionType.EVOLUTION:
case NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT:
Evol(isPlayer, choiceId, isChoice);
break;
}
}
private void Attack(bool isPlayer)
{
BattleCardBase targetCard = NetworkBattleGenericTool.LookForActionDataToTargetCard(_battleMgr, _playActions)[0];
int playIndex = _playIndex;
BattlePlayerBase battlePlayer = _battleMgr.GetBattlePlayer(isPlayer);
BattleCardBase battleCardIdx = _battleMgr.GetBattleCardIdx(battlePlayer.ClassAndInPlayCardList, playIndex);
if (isPlayer)
{
RegisterPairToAttackSelectControl(battleCardIdx, targetCard);
}
VfxBase vfx = _operateMgr.Attack(battleCardIdx, targetCard, isPlayer);
_battleMgr.VfxMgr.RegisterSequentialVfx(vfx);
}
protected virtual void RegisterPairToAttackSelectControl(BattleCardBase attackCard, BattleCardBase targetCard)
{
AttackSelectControl.AttackPair attackPair = new AttackSelectControl.AttackPair(attackCard.BattleCardView, targetCard.BattleCardView);
AttackSelectControl attackSelectControl = _battleMgr.BattlePlayer.BattleView.AttackSelectControl;
attackPair._attackTarget._isReady = !attackSelectControl.IsCardTranslatable(targetCard.BattleCardView);
attackSelectControl.RegisterAttackPair(attackPair);
}
private void Evol(bool isPlayer, List<int> choiceId, bool isChoice)
{
int playIndex = _playIndex;
BattlePlayerBase battlePlayer = _battleMgr.GetBattlePlayer(isPlayer);
BattleCardBase battleCardIdx = _battleMgr.GetBattleCardIdx(battlePlayer.ClassAndInPlayCardList, playIndex);
if (_battleMgr.GameMgr.IsReplayBattle && battleCardIdx == null)
{
return;
}
List<BattleCardBase> list = new List<BattleCardBase>();
if (_actionType == NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT)
{
list = NetworkBattleGenericTool.GetOpposingCardObjTarget(_battleMgr, _playActions);
bool flag = true;
foreach (BattleCardBase item in list)
{
if (item != null)
{
flag = false;
break;
}
}
if (flag)
{
list = null;
}
}
_battleMgr.VfxMgr.RegisterSequentialVfx(CreateEvolveVfx(battleCardIdx, list, isPlayer, choiceId, isChoice));
}
public override void RecordSelectStart(BattleCardBase receivedCard, BattleCardBase choiceTransformCard = null)
{
_actingCard = receivedCard;
_selectSkills = GetSelectSkills(receivedCard, isEvolve: true);
_currentSkill = _selectSkills.First();
_isBurialRiteSelect = _currentSkill.IsBurialRite;
List<BattleCardBase> selectableCards = GetSelectableCards(receivedCard.IsPlayer);
_isBurialRiteSelect = false;
_operateMgr.StartSelectCard(receivedCard, isEvolve: true, selectableCards, isChoiceBrave: false);
}
public override void RecordSelectCard(BattleCardBase targetCard, bool isBurialRiteSelect)
{
_operateMgr.SelectCard(targetCard, isEvolve: true, _actingCard, isChoiceBrave: false, isBurialRiteSelect);
_selectSkills.Remove(_currentSkill);
_currentSkill = _selectSkills.First();
_selectedCards.Add(targetCard);
int num = _actingCard.EvolutionSkills.Where((SkillBase s) => s.IsBurialRite).Count();
_isBurialRiteSelect = _currentSkill.IsBurialRite && _selectedCards.Count < num;
List<BattleCardBase> selectableCards = GetSelectableCards(_actingCard.IsPlayer, null, _selectedCards);
_isBurialRiteSelect = false;
_operateMgr.StartMultipleSelectCard(_actingCard, isEvolve: true, selectableCards, isChoiceBrave: false);
}
public override void RecordCompleteSelect(BattleCardBase targetCard, bool isBurialRiteSelect, bool isChoiceBraveSelect)
{
_operateMgr.CompleteSelectCard(targetCard, isEvolve: true, _actingCard, isChoiceBraveSelect, isBurialRiteSelect);
ClearData();
}
public override void RecordCancelSelect()
{
if (_actingCard != null)
{
_operateMgr.CancelSelect(_actingCard, isEvolve: true, _actingCard.Index == 0);
}
ClearData();
}
public override void RecordStartChoiceSelect(BattleCardBase playedCard)
{
_actingCard = playedCard;
_currentSkill = GetSelectSkills(playedCard, isEvolve: true).FirstOrDefault();
List<BattleCardBase> choiceCards = _currentSkill.GetSelectableCards(new BattlePlayerReadOnlyInfoPair(_currentSkill.SkillPrm.selfBattlePlayer, _currentSkill.SkillPrm.opponentBattlePlayer), new SkillConditionCheckerOption()).ToList();
_operateMgr.StartChoiceCard(playedCard, isEvolve: true, choiceCards, isChoiceBrave: false);
}
public override void RecordCompleteChoiceSelect(List<int> choiceIdList)
{
List<int> choiceTokenIds = (from i in SkillOptionValue.ParseOptionTokenID(_currentSkill.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.card_id, "_OPT_NULL_"))
select (!_actingCard.BaseParameter.IsFoil) ? i : (i + 1)).ToList();
_operateMgr.CompleteChoiceCard(null, isEvolve: true, new List<BattleCardBase>(), _actingCard, choiceIdList.Select((int i) => choiceTokenIds.IndexOf(i)).ToList(), hasSelectionSkill: false, isChoiceBrave: false);
}
public override void RecordCancelChoice()
{
if (_actingCard != null)
{
_operateMgr.CancelChoice(_actingCard, isEvolve: true, isChoiceBrave: false);
}
ClearData();
}
protected virtual VfxBase CreateEvolveVfx(BattleCardBase evolvedCard, List<BattleCardBase> targetCards, bool isPlayer, List<int> choiceId, bool isChoice)
{
if (isChoice && (choiceId == null || choiceId.Count <= 0))
{
choiceId = new List<int>();
choiceId.Add(100011010);
}
return _operateMgr.EvolutionCard(evolvedCard, isPlayer, targetCards, choiceId);
}
protected override VfxBase CreateAfterSelectVfx(BattleCardBase actingCard, List<int> selectedChoiceCardIds, bool isPlayer = true, bool isChoiceBrave = false)
{
return NullVfx.GetInstance();
}
}