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>
76 lines
3.3 KiB
C#
76 lines
3.3 KiB
C#
using SVSim.EmulatedEntrypoint.Constants;
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using SVSim.EmulatedEntrypoint.Security;
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using SVSim.EmulatedEntrypoint.Services;
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namespace SVSim.EmulatedEntrypoint.Middlewares;
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/// <summary>
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/// Maps an incoming request's session id to a udid if both are present.
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/// </summary>
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public class SessionidMappingMiddleware : IMiddleware
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{
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private readonly ShadowverseSessionService _shadowverseSessionService;
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private readonly ILogger<SessionidMappingMiddleware> _logger;
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public SessionidMappingMiddleware(
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ShadowverseSessionService shadowverseSessionService,
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ILogger<SessionidMappingMiddleware> logger)
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{
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_shadowverseSessionService = shadowverseSessionService;
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_logger = logger;
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}
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public async Task InvokeAsync(HttpContext context, RequestDelegate next)
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{
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// NOTE: the bool names below were historically inverted (hasSessionId held UDID and
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// vice versa). Variable names corrected in-place; behavior unchanged.
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bool hasUdid = context.Request.Headers.TryGetValue(NetworkConstants.UdidHeaderName, out var udid);
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bool hasSid = context.Request.Headers.TryGetValue(NetworkConstants.SessionIdHeaderName, out var sid);
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if (hasUdid && hasSid)
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{
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string? sidValue = sid.FirstOrDefault();
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string? encodedUdid = udid.FirstOrDefault();
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try
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{
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string? decoded = Encryption.Decode(encodedUdid);
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Guid parsedUdid = Guid.Parse(decoded);
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_shadowverseSessionService.StoreUdidForSessionId(sidValue, parsedUdid);
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_logger.LogDebug(
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"Stored SID→UDID mapping for {Path} (sid={Sid}, udid={Udid}).",
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context.Request.Path, sidValue, parsedUdid);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex,
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"Failed to decode/parse UDID header for {Path} (sid={Sid}, encodedUdidLen={EncodedUdidLen}). " +
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"Downstream translation will fall back to Guid.Empty and almost certainly fail msgpack decrypt.",
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context.Request.Path, sidValue, encodedUdid?.Length ?? 0);
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}
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}
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else if (hasSid && !hasUdid)
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{
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// Normal post-signup pattern: once /tool/signup completes, the client switches
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// to SID-only headers (see CheckController.Signup comment). The translation
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// middleware resolves UDID via the SID→UDID cache we stored on the signup
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// request, so decryption succeeds. Debug-level so the ~50 post-signup requests
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// per session don't drown out real warnings.
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_logger.LogDebug(
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"SID-only headers for {Path} (post-signup pattern) — SID={Sid}",
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context.Request.Path, sid.FirstOrDefault());
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}
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else if (hasUdid && !hasSid)
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{
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// UDID without SID is anomalous — no SID means the translation middleware has
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// no cache key to look up and will fall back to Guid.Empty, surfacing as a
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// generic msgpack/decrypt error.
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_logger.LogWarning(
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"UDID header present without SID for {Path}. Translation will fall back to " +
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"Guid.Empty as the encryption key.",
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context.Request.Path);
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}
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await next.Invoke(context);
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}
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}
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