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>
150 lines
5.6 KiB
C#
150 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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namespace Wizard.Battle.Operation;
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public static class OperationSimulator
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{
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public static BattlePlayerPair Play(BattlePlayerPair sourcePair, IBattleCardUniqueID playCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null, Action<BattleCardBase> playCardSkillEvent = null)
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{
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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List<BattleCardBase> first = Play_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
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ActionProcessor actionProcessor = new ActionProcessor(battlePlayerPair);
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BattleCardBase battleCardBase = battlePlayerPair.Self.HandCardList.FindFromCardId(playCardId);
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playCardSkillEvent?.Call(battleCardBase);
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battlePlayerPair.Self.SetupActionProcessorEvent(actionProcessor);
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battlePlayerPair.Opponent.SetupActionProcessorEvent(actionProcessor);
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actionProcessor.PlayCard(battleCardBase, first);
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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public static Tuple<List<BattleCardBase>, List<int>> Play_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
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{
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List<BattleCardBase> list = null;
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List<int> list2 = null;
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if (skillTargets.IsNotNullOrEmpty())
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{
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list = new List<BattleCardBase>();
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foreach (BattleCardBase skillTarget in skillTargets)
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{
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BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTarget);
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if (battleCardBase == null)
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{
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list.Add(skillTarget);
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if (list2 == null)
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{
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list2 = new List<int>();
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}
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list2.Add(skillTarget.Index);
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}
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else
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{
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list.Add(battleCardBase);
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}
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}
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}
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return new Tuple<List<BattleCardBase>, List<int>>(list, list2);
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}
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public static BattlePlayerPair Evolve(BattlePlayerPair sourcePair, IBattleCardUniqueID evolutionCardId, List<BattleCardBase> skillTargets, Action<BattlePlayerPair> OnVirtualPairCloned = null)
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{
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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OnVirtualPairCloned?.Call(battlePlayerPair);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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BattleCardBase[] first = Evolve_GetTargetsAndChoice(battlePlayerPair, skillTargets).first;
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BattleCardBase card = battlePlayerPair.Self.ClassAndInPlayCardList.FindFromCardId(evolutionCardId);
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new ActionProcessor(battlePlayerPair).Evolution(card, first);
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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public static Tuple<BattleCardBase[], List<int>> Evolve_GetTargetsAndChoice(BattlePlayerPair virtualPair, List<BattleCardBase> skillTargets)
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{
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List<BattleCardBase> list = new List<BattleCardBase>();
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List<int> list2 = null;
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if (skillTargets != null)
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{
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for (int i = 0; i < skillTargets.Count; i++)
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{
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BattleCardBase battleCardBase = FindSkillTargetCard(virtualPair, skillTargets[i]);
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if (battleCardBase == null)
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{
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list.Add(skillTargets[i]);
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if (list2 == null)
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{
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list2 = new List<int>();
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}
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list2.Add(skillTargets[i].Index);
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}
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else
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{
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list.Add(battleCardBase);
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}
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}
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}
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return new Tuple<BattleCardBase[], List<int>>(list.ToArray(), list2);
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}
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private static BattleCardBase FindSkillTargetCard(BattlePlayerPair pair, IBattleCardUniqueID skillTargetCardId)
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{
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BattleCardBase battleCardBase = pair.Self.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase != null)
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{
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return battleCardBase;
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}
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BattleCardBase battleCardBase2 = pair.Self.HandCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase2 != null)
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{
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return battleCardBase2;
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}
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BattleCardBase battleCardBase3 = pair.Opponent.ClassAndInPlayCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase3 != null)
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{
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return battleCardBase3;
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}
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BattleCardBase battleCardBase4 = pair.Opponent.HandCardList.FindFromCardId(skillTargetCardId);
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if (battleCardBase4 != null)
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{
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return battleCardBase4;
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}
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return null;
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}
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public static BattlePlayerPair TurnStart(BattlePlayerPair sourcePair)
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{
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sourcePair.Self.BattleMgr.InstanceIsForecast = true;
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bool isRecovery = sourcePair.Self.BattleMgr.IsRecovery;
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sourcePair.Self.BattleMgr.IsRecovery = true;
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BattlePlayerPair battlePlayerPair = sourcePair.VirtualClone(CloneActualFlags.All);
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Prediction.CloneSkillsPreprocessAndBuffInfo(sourcePair, battlePlayerPair);
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battlePlayerPair.Self.IsSelfTurn = true;
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battlePlayerPair.Opponent.IsSelfTurn = false;
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SkillProcessor skillProcessor = new SkillProcessor();
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foreach (BattleCardBase inPlayCard in battlePlayerPair.Self.InPlayCards)
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{
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inPlayCard.TurnStart(skillProcessor);
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}
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foreach (BattleCardBase inPlayCard2 in battlePlayerPair.Opponent.InPlayCards)
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{
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inPlayCard2.OpponentTurnStart(skillProcessor);
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}
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skillProcessor.Process(battlePlayerPair);
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sourcePair.Self.BattleMgr.IsRecovery = isRecovery;
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sourcePair.Self.BattleMgr.InstanceIsForecast = false;
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return battlePlayerPair;
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}
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}
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