Files
SVSimServer/SVSim.BattleEngine/Engine/Skill_change_affiliation.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

145 lines
5.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
public class Skill_change_affiliation : SkillBase
{
public class BuffInfoAffiliationContainer : BuffInfoContainer
{
public string _clanType;
public List<CardBasePrm.TribeType> Tribe;
public BuffInfoAffiliationContainer(BattleCardBase targetCard, BuffInfo buffInfo, string clanType, List<CardBasePrm.TribeType> tribeType)
: base(targetCard, buffInfo, -1, "", null, 0L)
{
_clanType = clanType;
Tribe = tribeType;
}
}
protected CardBasePrm.TribeInfo _tribeInfo;
protected CardBasePrm.ClanType _clan;
public override bool IsTargetIndicate
{
get
{
bool num = base.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetDeckFilter) || base.ApplyingTargetFilter is SkillTargetDeckFilter;
bool flag = base.SkillPrm.ownerCard.SelfBattlePlayer.DeckCardList.Count == 0;
if (num && flag)
{
return true;
}
return false;
}
}
public Skill_change_affiliation(SkillParameter skillPrm, string option)
: base(skillPrm, option)
{
}
public override VfxWithLoading Start(CallParameter parameter)
{
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.clan);
_clan = CardBasePrm.GetClanType(text);
List<CardBasePrm.TribeType> list = CreateChangeTribeList();
CardBasePrm.TribeChangeType type = CreateTribeChangeType();
_tribeInfo = new CardBasePrm.TribeInfo(list, type);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BattleCardBase targetCard in parameter.targetCards)
{
parallelVfxPlayer.Register(targetCard.SkillApplyInformation.GiveChangeAffiliation(_clan, _tribeInfo, showEffect: true));
BattleCardBase battleCardBase = targetCard;
BuffInfo buffInfo = AddBuffInfoIfNeeded(targetCard);
BuffInfoAffiliationContainer buffInfoAffiliationContainer = new BuffInfoAffiliationContainer(battleCardBase, buffInfo, text, list);
buffInfoContainer.Add(buffInfoAffiliationContainer);
SetOnLoseEvent(battleCardBase, buffInfo, buffInfoAffiliationContainer);
}
if (!base.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.InstanceIsForecast)
{
AddBattleLog(parameter.targetCards, _clan, list);
}
VfxWithLoadingSequential vfxWithLoadingSequential = VfxWithLoadingSequential.Create();
vfxWithLoadingSequential.RegisterVfxWithLoading(CreateSkillEffect(targetCards: parameter.targetCards.Where((BattleCardBase s) => s.IsPlayer || s.IsInplay), resourceMgr: base.SkillPrm.resourceMgr));
vfxWithLoadingSequential.RegisterToMainVfx(parallelVfxPlayer);
return vfxWithLoadingSequential;
}
public override VfxWithLoading Stop(SkillProcessor skillProcessor)
{
base.Stop(skillProcessor);
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
foreach (BuffInfoAffiliationContainer item in buffInfoContainer)
{
VfxBase vfx = item._targetCard.SkillApplyInformation.DepriveChangeAffiliation(CardBasePrm.GetClanType(item._clanType), _tribeInfo);
item._targetCard.RemoveBuffInfo(item._buffInfo);
parallelVfxPlayer.Register(vfx);
}
buffInfoContainer.Clear();
return VfxWithLoading.Create(parallelVfxPlayer);
}
public List<CardBasePrm.TribeType> CreateChangeTribeList()
{
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.tribe, string.Empty);
if (text == string.Empty)
{
return null;
}
return CardBasePrm.CreateTribeTypeList(text);
}
public CardBasePrm.TribeChangeType CreateTribeChangeType()
{
string text = base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.type);
if (text == SkillFilterCreator.ContentKeyword.change.ToString())
{
return CardBasePrm.TribeChangeType.CHANGE;
}
if (text == SkillFilterCreator.ContentKeyword.add.ToString())
{
return CardBasePrm.TribeChangeType.ADD;
}
return CardBasePrm.TribeChangeType.CHANGE;
}
public CardBasePrm.ClanType GetClanType()
{
return CardBasePrm.GetClanType(base.OptionValue.GetString(SkillFilterCreator.ContentKeyword.clan));
}
private void AddBattleLog(IEnumerable<BattleCardBase> targetCards, CardBasePrm.ClanType newClan, List<CardBasePrm.TribeType> newTribe)
{
bool isAdminWatch = SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAdminWatch;
List<BattleCardBase> cards = targetCards.Where((BattleCardBase c) => c.IsInplay || (c.IsInHand && (c.IsPlayer || isAdminWatch))).ToList();
bool isTargetInOpponentHand = IsTargetInOpponentHand();
if (CardBasePrm.ClanType.NONE != newClan)
{
BattleLogManager.GetInstance().AddLogSkillChangeClan(cards, newClan, this, isTargetInOpponentHand);
}
if (newTribe != null && newTribe.Count > 0)
{
BattleLogManager.GetInstance().AddLogSkillChangeTribe(cards, newTribe, this, isTargetInOpponentHand);
}
}
public virtual void RegisterStop(BattleCardBase card)
{
}
public override void SetOnLoseEvent(BattleCardBase targetCard, BuffInfo buff, BuffInfoContainer container)
{
targetCard.OnLoseSkillOneTime += delegate(SkillBase loseSkill, SkillProcessor skillProcessor, BattleCardBase card)
{
RegisterStop(card);
card.RemoveBuffInfo(buff);
buffInfoContainer.Remove(container);
return card.SkillApplyInformation.ForceDepriveChangeAffiliation();
};
}
}