Files
SVSimServer/SVSim.BattleEngine/Engine/BuffInfo.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

98 lines
2.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
public class BuffInfo
{
public int BaseCardIDFrom { get; private set; }
public int CardIDFrom { get; private set; }
public SkillBase SkillFrom { get; private set; }
public BattleCardBase OwnerCard { get; private set; }
public BattleCardBase PreviousOwner { get; private set; }
public BattleCardBase TargetCard { get; set; }
public bool IsCopied { get; set; }
public bool IsPlayer { get; set; }
public bool IsCopiedEvolutionSkill { get; set; }
public bool IsEvolutionSkill { get; set; }
public bool IsSaveBurialRiteSkill { get; set; }
public bool IsGetonSkill { get; set; }
public bool IsHiddenClassLogSkill { get; set; }
public string DivergenceId { get; set; }
public bool IsReserveTokenDrawSkill { get; set; }
public BossRushSpecialSkill SpecialSkillInfo { get; set; }
public BuffInfo(int fromBaseCardID, int fromCardID, SkillBase fromSkill, BattleCardBase ownerCard = null, bool isPlayer = false, string divergenceId = "")
{
BaseCardIDFrom = fromBaseCardID;
CardIDFrom = fromCardID;
SkillFrom = fromSkill;
PreviousOwner = null;
if (SkillFrom != null)
{
IsPlayer = SkillFrom.SkillPrm.ownerCard.IsPlayer;
IsEvolutionSkill = SkillFrom.SkillPrm.ownerCard.EvolutionSkills != null && SkillFrom.SkillPrm.ownerCard.EvolutionSkills.Any((SkillBase skill) => skill == SkillFrom);
DivergenceId = SkillFrom.OptionValue.GetOption(SkillFilterCreator.ContentKeyword.divergence_id, "_OPT_NULL_");
OwnerCard = SkillFrom.SkillPrm.ownerCard;
}
else
{
IsPlayer = isPlayer;
DivergenceId = divergenceId;
OwnerCard = ownerCard;
}
}
public void SetPreviousOwner(BattleCardBase card)
{
PreviousOwner = card;
}
private BuffInfo(BuffInfo buff)
{
BaseCardIDFrom = buff.BaseCardIDFrom;
CardIDFrom = buff.CardIDFrom;
SkillFrom = buff.SkillFrom;
OwnerCard = buff.OwnerCard;
PreviousOwner = buff.PreviousOwner;
IsCopied = buff.IsCopied;
IsCopiedEvolutionSkill = buff.IsCopiedEvolutionSkill;
IsPlayer = buff.IsPlayer;
IsEvolutionSkill = buff.IsEvolutionSkill;
IsSaveBurialRiteSkill = buff.IsSaveBurialRiteSkill;
IsGetonSkill = buff.IsGetonSkill;
IsHiddenClassLogSkill = buff.IsHiddenClassLogSkill;
DivergenceId = buff.DivergenceId;
IsReserveTokenDrawSkill = buff.IsReserveTokenDrawSkill;
}
public BuffInfo Clone()
{
return new BuffInfo(this);
}
public bool IsBuffGaveSkill(SkillBase skill)
{
if (SkillFrom is SkillBaseCopy skillBaseCopy && skillBaseCopy.CopiedSkillList.Any((SkillBase s) => skill.IsSameSkill(s)))
{
return true;
}
return SkillFrom == skill;
}
}