Files
SVSimServer/SVSim.BattleEngine/Engine/SkillPreprocessDestroyTribe.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

139 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Cute;
using Wizard;
using Wizard.Battle;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class SkillPreprocessDestroyTribe : SkillPreprocessBase
{
private readonly CardBasePrm.TribeType _tribe;
private bool IsAllDestroy;
private int _count = 1;
private BattleCardBase _ownerCard;
public bool IsWhiteRitual => _tribe == CardBasePrm.TribeType.WHITE_RITUAL;
public SkillPreprocessDestroyTribe(BattleCardBase card, string tribe)
{
_ownerCard = card;
string[] array = tribe.Split(':');
if (array.Count() > 1)
{
tribe = array[0];
_count = int.Parse(array[1]);
}
string strEnum = tribe;
if (tribe.Contains("_all"))
{
IsAllDestroy = true;
strEnum = tribe.Replace("_all", "");
}
_tribe = SkillFilterCreator.ParseEnum(strEnum, CardBasePrm.TribeType.MAX);
}
public CardBasePrm.TribeType GetDestroyTribe()
{
return _tribe;
}
public override bool IsRight(BattlePlayerReadOnlyInfoPair playerInfoPair, SkillConditionCheckerOption option, bool PreexecutionCheck = false)
{
if (IsAllDestroy)
{
if (IsWhiteRitual)
{
return playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Any((IReadOnlyBattleCardInfo c) => c.IsTribe(_tribe) && (c.IsField || c.IsChantField));
}
return playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Any((IReadOnlyBattleCardInfo c) => c.IsTribe(_tribe));
}
if (IsWhiteRitual)
{
return playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Where((IReadOnlyBattleCardInfo c) => (c.IsField || c.IsChantField) && c.IsTribe(CardBasePrm.TribeType.WHITE_RITUAL)).Sum((IReadOnlyBattleCardInfo c) => c.SkillApplyInformation.WhiteRitualCount) >= _count;
}
return playerInfoPair.ReadOnlySelf.SkillInfoInPlayCards.Where((IReadOnlyBattleCardInfo c) => c.IsTribe(_tribe)).Count() >= _count;
}
public override VfxBase Start(BattlePlayerPair playerPair, SkillBase skill, SkillProcessor skillProcessor, SkillOptionValue optionValue, SkillConditionCheckerOption checkerOption)
{
List<BattleCardBase> list = (IsWhiteRitual ? playerPair.Self.InPlayCards.Where((BattleCardBase c) => c.IsTribe(_tribe) && (c.IsField || c.IsChantField)).ToList() : playerPair.Self.InPlayCards.Where((BattleCardBase c) => c.IsTribe(_tribe)).ToList());
if (!list.IsNotNullOrEmpty())
{
return NullVfx.GetInstance();
}
playerPair.Self.LastInplayWhiteRitualStack = list.Sum((BattleCardBase c) => c.SkillApplyInformation.WhiteRitualCount);
if (IsWhiteRitual)
{
int num = (IsAllDestroy ? list[0].SkillApplyInformation.WhiteRitualCount : Math.Min(list[0].SkillApplyInformation.WhiteRitualCount, _count));
skill.SkillPrm.selfBattlePlayer.CallOnChangeWhiteRitualStack(list[0], -num, list[0].SkillApplyInformation.WhiteRitualCount == num);
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
int num2 = (IsAllDestroy ? list.Count : _count);
int num3 = 0;
int num4 = 0;
for (int num5 = 0; num5 < num2; num5++)
{
BattleCardBase battleCardBase = list[num3];
if (IsWhiteRitual && battleCardBase.IsTribe(CardBasePrm.TribeType.WHITE_RITUAL))
{
if (IsAllDestroy)
{
battleCardBase.SelfBattlePlayer.GameUsedWhiteRitualCount += battleCardBase.SkillApplyInformation.WhiteRitualCount;
checkerOption.LastUsedWhiteRitualStackCount += battleCardBase.SkillApplyInformation.WhiteRitualCount;
battleCardBase.SkillApplyInformation.FourceDepriveWhiteRitualCount();
}
else
{
battleCardBase.SelfBattlePlayer.GameUsedWhiteRitualCount++;
checkerOption.LastUsedWhiteRitualStackCount++;
num4++;
int value = 1;
battleCardBase.SkillApplyInformation.DepriveWhiteRitualCount(value);
}
if (battleCardBase.SkillApplyInformation.WhiteRitualCount > 0)
{
continue;
}
parallelVfxPlayer.Register(battleCardBase.BattleCardView.UpdateStackWhiteRitualIconNumber());
battleCardBase.DeathTypeInfo.MysteriesDestroy = true;
if (skill.IsWhenDestroySkill)
{
skill.SkillPrm.ownerCard.IsExecutedEarthRite = true;
}
}
if (num3 == 0)
{
skill.SkillPrm.selfBattlePlayer.CallOnSkillDestroyOrBanish(_ownerCard);
}
battleCardBase.FlagCardAsDestroyedBySkill();
VfxBase vfx = battleCardBase.SelfBattlePlayer.CardManagement(battleCardBase, skillProcessor, BattlePlayerBase.CARD_MANAGEMENT.DESTROY, isRandom: false);
parallelVfxPlayer.Register(vfx);
if (!skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.IsVirtualBattle)
{
BattleLogManager.GetInstance().AddLogSkillDeath(new List<BattleCardBase> { battleCardBase }, skill);
}
num3++;
num4 = 0;
}
if (IsWhiteRitual)
{
if (num4 != 0)
{
parallelVfxPlayer.Register(NullVfx.GetInstance());
BattleLogManager.GetInstance().AddLogDepriveWhiteRitualStack(-num4, list[num3], skill);
}
if (skill.SkillPrm.selfBattlePlayer.BattleMgr is NetworkBattleManagerBase networkBattleManagerBase)
{
networkBattleManagerBase.RegisterInplayWhiteRitualStack(skill.SkillPrm.selfBattlePlayer);
}
skill.SkillPrm.selfBattlePlayer.StartSkillWhenUseWhiteRitualStack(skillProcessor, checkerOption);
}
return parallelVfxPlayer;
}
}