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>
124 lines
3.2 KiB
C#
124 lines
3.2 KiB
C#
using System.Collections.Generic;
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using LitJson;
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namespace Wizard;
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public class MyRotationInfo
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{
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public class MyRotationBonus
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{
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public string AbilityId { get; }
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public string[] AttachAbilities { get; }
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public int AddStartPp { get; }
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public int AddStartLife { get; }
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public int IncreaseAddPptotalTurn { get; }
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public int IncreaseAddPptotalAmount { get; }
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public string AbilityDesc { get; }
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public bool IsEpRecoverySkill { get; }
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public string IconName { get; }
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public string DarkIconName { get; }
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private string OriginalAbilityText { get; }
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public MyRotationBonus(string abilityId, string abilityText, int addStartPp, int addStartLife, int increaseAddPptotalTurn, int increaseAddPptotalAmount, string abilityDesc)
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{
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AbilityId = abilityId;
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OriginalAbilityText = abilityText;
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AttachAbilities = abilityText.Split(',');
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AddStartPp = addStartPp;
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AddStartLife = addStartLife;
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IncreaseAddPptotalTurn = increaseAddPptotalTurn;
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IncreaseAddPptotalAmount = increaseAddPptotalAmount;
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AbilityDesc = abilityDesc;
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for (int i = 0; i < AttachAbilities.Length; i++)
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{
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if (AttachAbilities[i].Contains("possess_ep_modifier"))
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{
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IsEpRecoverySkill = true;
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}
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}
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IconName = "my_rotation_ability_icon_" + abilityId;
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DarkIconName = "my_rotation_ability_icon_dark_" + abilityId;
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}
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}
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private List<UnlimitedRestrictedCard> _restrictedCardData = new List<UnlimitedRestrictedCard>();
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private List<int> _rePrintCardList = new List<int>();
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public string Id { get; }
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public List<string> CardPadkIdList { get; }
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public string PackSelectText { get; private set; }
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public string LastPackText { get; private set; }
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public List<string> AbilityIdList { get; private set; }
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public List<MyRotationBonus> Abilities { get; private set; }
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public Dictionary<int, MyRotationRePrintInfo> RePrintDictionary { get; private set; } = new Dictionary<int, MyRotationRePrintInfo>();
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public bool IsEnableNemesis { get; private set; }
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public MyRotationInfo(JsonData json)
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{
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Id = json["rotation_id"].ToString();
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CardPadkIdList = new List<string>(json["card_set_ids"].ToString().Split('|'));
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AbilityIdList = new List<string>(json["abilities"].ToString().Split('|'));
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}
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public bool IsRePrintCard(int baseCardId)
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{
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return _rePrintCardList.Contains(baseCardId);
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}
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public bool IsRePrintCardAvailablePack(int baseCardId, string cardPackId)
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{
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if (!RePrintDictionary.TryGetValue(baseCardId, out var value))
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{
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return false;
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}
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return value.IsRePrintCardAvailablePack(cardPackId);
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}
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public int GetSameCardCount(int baseCardId)
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{
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foreach (UnlimitedRestrictedCard restrictedCardDatum in _restrictedCardData)
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{
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if (baseCardId == restrictedCardDatum.BaseCardId)
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{
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return restrictedCardDatum.Count;
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}
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}
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return FormatBehaviorManager.GetDefaultBehaviour(Format.MyRotation).DeckSameKindCardNumMax;
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}
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public bool IsNotUseCard(int baseCardId)
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{
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return GetSameCardCount(baseCardId) == 0;
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}
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public bool IsEnableCardPackId(string cardPackId)
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{
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foreach (string cardPadkId in CardPadkIdList)
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{
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if (cardPadkId == cardPackId)
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{
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return true;
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}
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}
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return false;
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}
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}
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