Files
SVSimServer/SVSim.BattleEngine/Engine/Wizard.Battle.Operation/SkillOperationCommandBase.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

112 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using LitJson;
using Wizard.AutoTest;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Operation;
public abstract class SkillOperationCommandBase : IOperationCommand
{
protected AutoTestBattleMgr.CardInfo _cardInfo;
protected readonly List<SkillTargetInfo> _skillTargetInfoList = new List<SkillTargetInfo>();
public SkillOperationCommandBase(JsonData actionJsonData)
{
_cardInfo = parseSkillInfo(actionJsonData);
if (!actionJsonData.HasKey("reaction"))
{
return;
}
JsonData jsonData = actionJsonData["reaction"];
if (jsonData.IsObject)
{
parseSkillInfo(jsonData);
return;
}
foreach (JsonData item in jsonData.ToJsonDataCollection("reaction"))
{
parseSkillInfo(item);
}
}
private AutoTestBattleMgr.CardInfo parseSkillInfo(JsonData jsonData)
{
string cardName = jsonData["index"].ToString();
int cardId = jsonData.ToIntOrDefault("id", 0);
int cost = jsonData.ToIntOrDefault("cost", -1);
AutoTestBattleMgr.CardInfo cardInfo = new AutoTestBattleMgr.CardInfo(cardName, cardId, cost);
IEnumerable<JsonData> enumerable = jsonData.ToJsonDataCollection("skill_target");
if (enumerable != null)
{
foreach (JsonData item in enumerable)
{
_skillTargetInfoList.Add(new SkillTargetInfo(cardInfo, item.ToString()));
}
}
return cardInfo;
}
protected void SetupSkillSummon()
{
}
public abstract void Operation(BattleManagerBase battleMgr);
protected VfxWith<List<BattleCardBase>> GetSkillSelectedCardsWithVfx(BattleCardBase card, bool isEvolution, Func<bool, VfxBase> func = null)
{
BattleManagerBase ins = card.GetBuildInfo.BattleMgr; // Pre-Phase-5b: mgr via card's build info
List<SkillBase> list = card.GetSelectTypeSkill(isEvolution).ToList();
SkillCollectionBase source = (isEvolution ? card.EvolutionSkills : card.NormalSkills);
VfxBase vfx = NullVfx.GetInstance();
if (list.Count == 0 && !isEvolution && source.Any(delegate(SkillBase s)
{
if (!(s is Skill_pp_fixeduse skill_pp_fixeduse))
{
return false;
}
return skill_pp_fixeduse.IsMutationFixedUseCost && s.CheckCondition(new BattlePlayerReadOnlyInfoPair(s.SkillPrm.selfBattlePlayer, s.SkillPrm.opponentBattlePlayer), new SkillConditionCheckerOption(), isPrePlay: true);
}) && source.Any((SkillBase s) => s is Skill_transform))
{
Skill_transform accelerateOrCrystallizeTransformSkill = card.GetAccelerateOrCrystallizeTransformSkill();
if (accelerateOrCrystallizeTransformSkill != null)
{
list = ins.CreateTransformCardRegisterVfx(accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard, accelerateOrCrystallizeTransformSkill.TransformId, accelerateOrCrystallizeTransformSkill.SkillPrm.ownerCard.IsPlayer).GetSelectTypeSkill(isEvolution).ToList();
}
}
bool flag = list.Count > 0 && _skillTargetInfoList.Any();
if (func != null)
{
vfx = func.Call(flag);
}
IEnumerable<SkillBase> enumerable = list.Where((SkillBase s) => s.IsChoiceType);
bool flag2 = enumerable != null && enumerable.Count() > 0;
int num = 0;
foreach (SkillBase item3 in enumerable)
{
num = ((!(item3.ApplySelectFilter is SkillChoiceSelectFilter)) ? (num + 1) : (num + ((SkillChoiceSelectFilter)item3.ApplySelectFilter).Count));
}
List<BattleCardBase> list2 = new List<BattleCardBase>();
if (flag)
{
foreach (SkillTargetInfo skillTargetInfo in _skillTargetInfoList)
{
if (flag2 && num > 0)
{
BattleCardBase item = ins.CreateTransformCardRegisterVfx(card, skillTargetInfo.TargetCard.Index, _cardInfo.IsPlayer);
list2.Add(item);
num--;
continue;
}
AutoTestBattleMgr.CardInfo targetCardInfo = skillTargetInfo.TargetCard;
BattleCardBase item2 = ins.GetBattlePlayer(targetCardInfo.IsPlayer).AllCards.Single((BattleCardBase c) => c.Index == targetCardInfo.Index);
list2.Add(item2);
}
}
return new VfxWith<List<BattleCardBase>>(vfx, list2);
}
}