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>
116 lines
3.3 KiB
C#
116 lines
3.3 KiB
C#
using System.Collections.Generic;
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namespace Wizard;
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public class AISummonedCardContainer
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{
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private class SummonedCardListSet
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{
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public List<AIVirtualCard> TurnSummonedCards { get; private set; }
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public List<AIVirtualCard> GameSummonedCards { get; private set; }
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public SummonedCardListSet()
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{
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TurnSummonedCards = new List<AIVirtualCard>();
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GameSummonedCards = new List<AIVirtualCard>();
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}
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private SummonedCardListSet(SummonedCardListSet clone)
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{
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TurnSummonedCards = new List<AIVirtualCard>(clone.TurnSummonedCards);
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GameSummonedCards = new List<AIVirtualCard>(clone.GameSummonedCards);
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}
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public SummonedCardListSet Clone()
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{
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return new SummonedCardListSet(this);
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}
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public void AddSummonedCard(AIVirtualCard card)
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{
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AddTurnSummonedCard(card);
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AddGameSummonedCard(card);
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}
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public void AddTurnSummonedCard(AIVirtualCard card)
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{
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TurnSummonedCards.Add(card);
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}
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private void AddGameSummonedCard(AIVirtualCard card)
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{
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GameSummonedCards.Add(card);
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}
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public void LoadListSet(AIVirtualField field, BattlePlayerBase player)
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{
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BattleManagerBase ins = player.BattleMgr;
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int currentTurn = ins.CurrentTurn;
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bool isSelfTurn = ins.BattlePlayer.IsSelfTurn;
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for (int i = 0; i < player.GameSummonCards.Count; i++)
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{
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BattlePlayerBase.TurnAndCard turnAndCard = player.GameSummonCards[i];
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SummonedVirtualCard card = new SummonedVirtualCard(turnAndCard.Card as BattleCardBase, field);
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AddGameSummonedCard(card);
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if (turnAndCard.Turn == currentTurn && turnAndCard.IsSelfTurn == isSelfTurn)
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{
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AddTurnSummonedCard(card);
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}
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}
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}
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}
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private SummonedCardListSet _allySummonedListSet = new SummonedCardListSet();
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private SummonedCardListSet _enemySummonedListSet = new SummonedCardListSet();
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public int AllyTurnSummonedListCount => _allySummonedListSet.TurnSummonedCards.Count;
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public AISummonedCardContainer()
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{
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}
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private AISummonedCardContainer(AISummonedCardContainer clone)
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{
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_allySummonedListSet = clone._allySummonedListSet.Clone();
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_enemySummonedListSet = clone._enemySummonedListSet.Clone();
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}
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public AISummonedCardContainer Clone()
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{
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return new AISummonedCardContainer(this);
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}
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public void LoadSummonedCardList(AIVirtualField field, BattlePlayerBase ally, BattlePlayerBase enemy)
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{
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_allySummonedListSet.LoadListSet(field, ally);
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_enemySummonedListSet.LoadListSet(field, enemy);
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}
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public List<AIVirtualCard> GetSummonedList(bool isAlly, bool isTurnList)
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{
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SummonedCardListSet summonedCardListSet = (isAlly ? _allySummonedListSet : _enemySummonedListSet);
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if (!isTurnList)
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{
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return summonedCardListSet.GameSummonedCards;
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}
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return summonedCardListSet.TurnSummonedCards;
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}
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public void AddSummonedCard(AIVirtualCard card)
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{
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(card.IsAlly ? _allySummonedListSet : _enemySummonedListSet).AddSummonedCard(card);
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}
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public void RollBackSummonedCard(int beforeTurnSummonedCount)
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{
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int num = _allySummonedListSet.TurnSummonedCards.Count - beforeTurnSummonedCount;
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if (0 < num)
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{
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_allySummonedListSet.TurnSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
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_allySummonedListSet.GameSummonedCards.RemoveRange(beforeTurnSummonedCount, num);
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}
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}
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}
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