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>
133 lines
4.2 KiB
C#
133 lines
4.2 KiB
C#
using LitJson;
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using Wizard.RoomMatch;
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namespace Wizard;
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public class BattleParameter
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{
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public NetworkDefine.ServerBattleType BattleType { get; set; }
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public Format DeckFormat { get; set; }
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public RoomConnectController.BattleRule Rule { get; set; }
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public TwoPickFormat TwoPickFormat { get; set; }
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public bool IsOpenDeckRoom { get; private set; }
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public BattleParameter(NetworkDefine.ServerBattleType battleType, Format format, TwoPickFormat deckFormatType, RoomConnectController.BattleRule rule, bool isOpenDeckRoom)
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{
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BattleType = battleType;
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DeckFormat = format;
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TwoPickFormat = deckFormatType;
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Rule = rule;
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IsOpenDeckRoom = isOpenDeckRoom;
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}
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public DataMgr.BattleType ConvertClientBattleType()
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{
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DataMgr.BattleType result = DataMgr.BattleType.None;
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switch (BattleType)
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{
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case NetworkDefine.ServerBattleType.Practice:
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result = DataMgr.BattleType.Practice;
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break;
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case NetworkDefine.ServerBattleType.Story:
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result = DataMgr.BattleType.Story;
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break;
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case NetworkDefine.ServerBattleType.Free:
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result = DataMgr.BattleType.FreeBattle;
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break;
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case NetworkDefine.ServerBattleType.Rank:
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result = DataMgr.BattleType.RankBattle;
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break;
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case NetworkDefine.ServerBattleType.OpenRoom:
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result = DataMgr.BattleType.RoomBattle;
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break;
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case NetworkDefine.ServerBattleType.TwoPick:
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result = DataMgr.BattleType.TwoPick;
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break;
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case NetworkDefine.ServerBattleType.RoomTwoPick:
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switch (TwoPickFormat)
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{
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case TwoPickFormat.Normal:
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result = DataMgr.BattleType.RoomTwoPick;
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break;
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case TwoPickFormat.Backdraft:
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case TwoPickFormat.BackdraftCube:
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case TwoPickFormat.BackdraftChaos:
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result = DataMgr.BattleType.TwoPickBackdraft;
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break;
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case TwoPickFormat.Cube:
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result = DataMgr.BattleType.RoomTwoPick;
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break;
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case TwoPickFormat.Chaos:
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result = DataMgr.BattleType.RoomTwoPick;
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break;
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}
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break;
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case NetworkDefine.ServerBattleType.Quest:
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result = DataMgr.BattleType.Quest;
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break;
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case NetworkDefine.ServerBattleType.BossRushQuest:
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result = DataMgr.BattleType.BossRushQuest;
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break;
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case NetworkDefine.ServerBattleType.SecretBossQuest:
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result = DataMgr.BattleType.SecretBossQuest;
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break;
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case NetworkDefine.ServerBattleType.Colosseum:
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result = ((DeckFormat != Format.Hof) ? ((DeckFormat != Format.Windfall) ? DataMgr.BattleType.ColosseumNormal : DataMgr.BattleType.ColosseumWindFall) : DataMgr.BattleType.ColosseumHof);
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break;
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case NetworkDefine.ServerBattleType.ColosseumTwoPick:
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result = DataMgr.BattleType.ColosseumTwoPick;
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break;
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case NetworkDefine.ServerBattleType.Competition:
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result = DataMgr.BattleType.CompetitionNormal;
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break;
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case NetworkDefine.ServerBattleType.CompetitionTwoPick:
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result = DataMgr.BattleType.CompetitionTwoPick;
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break;
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case NetworkDefine.ServerBattleType.Sealed:
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result = DataMgr.BattleType.Sealed;
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break;
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case NetworkDefine.ServerBattleType.Gathering:
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result = DataMgr.BattleType.Gathering;
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break;
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case NetworkDefine.ServerBattleType.OfflineEvent:
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result = DataMgr.BattleType.OfflineEvent;
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break;
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}
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return result;
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}
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public static BattleParameter JsonToBattleParameter(JsonData json)
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{
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TwoPickFormat deckFormatType = TwoPickFormat.None;
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RoomConnectController.BattleRule rule = RoomConnectController.BattleRule.None;
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bool isOpenDeckRoom = false;
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if (json.Keys.Contains("battle_type"))
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{
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NetworkDefine.ServerBattleType battleType = (NetworkDefine.ServerBattleType)json["battle_type"].ToInt();
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if (json.Keys.Contains("deck_format"))
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{
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Format format = Data.ParseApiFormat(json["deck_format"].ToInt());
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if (json.Keys.Contains("two_pick_type"))
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{
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deckFormatType = (TwoPickFormat)json["two_pick_type"].ToInt();
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}
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if (json.Keys.Contains("battle_rule"))
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{
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rule = (RoomConnectController.BattleRule)json["battle_rule"].ToInt();
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}
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if (json.TryGetValue("is_deck_confirmable", out var value))
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{
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isOpenDeckRoom = value.ToInt() == 1;
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}
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return new BattleParameter(battleType, format, deckFormatType, rule, isOpenDeckRoom);
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}
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return null;
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}
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return null;
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}
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}
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