Files
SVSimServer/SVSim.BattleEngine/Engine/CardBasePrm.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

295 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using Wizard;
public static class CardBasePrm
{
public enum CharaType
{
CLASS = 0,
NORMAL = 1,
FIELD = 2,
CHANT_FIELD = 3,
SPELL = 4,
EVOLUTION = 5,
MAX = 6,
NONE = 6
}
public enum ClanType
{
ALL = 0,
MIN = 1,
ELF = 1,
ROYAL = 2,
WITCH = 3,
DRAGON = 4,
NECRO = 5,
VAMPIRE = 6,
BISHOP = 7,
NEMESIS = 8,
MAX = 9,
NONE = 10,
SHADOW = 99
}
public enum TribeType
{
ALL = 0,
LORD = 1,
LEGION = 2,
WHITE_RITUAL = 3,
MANARIA = 4,
ARTIFACT = 5,
LOOTING = 6,
MACHINE = 7,
FOOD = 8,
LEVIN = 9,
NATURE = 10,
BANQUET = 11,
HERO = 12,
ARMED = 13,
CHESS = 14,
HELLBOUND = 15,
SCHOOL = 16,
MAX = 17,
NONE = 17
}
public enum TribeChangeType
{
CHANGE,
ADD
}
public class TribeInfo
{
public List<TribeType> TribeTypeList { get; private set; }
public TribeChangeType ChangeType { get; private set; }
public TribeInfo(List<TribeType> tribe, TribeChangeType type)
{
TribeTypeList = tribe;
ChangeType = type;
}
}
private static List<TribeType> _defaultType;
public static List<TribeType> DefaultType
{
get
{
if (_defaultType == null)
{
_defaultType = new List<TribeType> { TribeType.ALL };
}
return _defaultType;
}
}
public static CharaType ToStrCharaType(string str)
{
CharaType result = CharaType.MAX;
try
{
result = (CharaType)Enum.Parse(typeof(CharaType), str);
}
catch
{
}
return result;
}
public static ClanType ToStrClanType(string str)
{
int value = int.Parse(str);
ClanType result = ClanType.NONE;
try
{
result = (ClanType)Enum.ToObject(typeof(ClanType), value);
}
catch
{
}
return result;
}
public static bool ClanTypeIsUseable(ClanType type)
{
if (type >= ClanType.MIN)
{
return type < ClanType.MAX;
}
return false;
}
public static TribeType ToStrTribeType(string str)
{
TribeType result = TribeType.MAX;
try
{
result = (TribeType)Enum.Parse(typeof(TribeType), str);
}
catch
{
}
return result;
}
public static ClanType GetClanType(string clan)
{
using (IEnumerator<string> enumerator = ((IEnumerable<string>)clan.Split('.', '=')).GetEnumerator())
{
while (enumerator.MoveNext())
{
switch (enumerator.Current)
{
case "all":
return ClanType.ALL;
case "elf":
return ClanType.MIN;
case "royal":
return ClanType.ROYAL;
case "witch":
return ClanType.WITCH;
case "dragon":
return ClanType.DRAGON;
case "necro":
return ClanType.NECRO;
case "vampire":
return ClanType.VAMPIRE;
case "bishop":
return ClanType.BISHOP;
case "nemesis":
return ClanType.NEMESIS;
}
}
}
return ClanType.NONE;
}
public static List<TribeType> CreateTribeTypeList(string tribe, bool isTribeCheck = false, bool notEqual = false)
{
string text = "";
List<TribeType> list = new List<TribeType>();
if (isTribeCheck)
{
text = (notEqual ? "tribe!=" : "tribe=");
}
if (tribe.Contains(text + "all"))
{
list.Add(TribeType.ALL);
}
if (tribe.Contains(text + "legion"))
{
list.Add(TribeType.LEGION);
}
if (tribe.Contains(text + "lord"))
{
list.Add(TribeType.LORD);
}
if (tribe.Contains(text + "white_ritual"))
{
list.Add(TribeType.WHITE_RITUAL);
}
if (tribe.Contains(text + "manaria"))
{
list.Add(TribeType.MANARIA);
}
if (tribe.Contains(text + "artifact"))
{
list.Add(TribeType.ARTIFACT);
}
if (tribe.Contains(text + "looting"))
{
list.Add(TribeType.LOOTING);
}
if (tribe.Contains(text + "machine"))
{
list.Add(TribeType.MACHINE);
}
if (tribe.Contains(text + "food"))
{
list.Add(TribeType.FOOD);
}
if (tribe.Contains(text + "levin"))
{
list.Add(TribeType.LEVIN);
}
if (tribe.Contains(text + "nature"))
{
list.Add(TribeType.NATURE);
}
if (tribe.Contains(text + "banquet"))
{
list.Add(TribeType.BANQUET);
}
if (tribe.Contains(text + "hero"))
{
list.Add(TribeType.HERO);
}
if (tribe.Contains(text + "armed"))
{
list.Add(TribeType.ARMED);
}
if (tribe.Contains(text + "chess"))
{
list.Add(TribeType.CHESS);
}
if (tribe.Contains(text + "hellbound"))
{
list.Add(TribeType.HELLBOUND);
}
if (tribe.Contains(text + "school"))
{
list.Add(TribeType.SCHOOL);
}
if (list.Count == 0)
{
list.Add(TribeType.MAX);
}
return list;
}
public static bool IsFollowerCard(CharaType type)
{
return type == CharaType.NORMAL;
}
public static bool IsSpellCard(CharaType type)
{
return type == CharaType.SPELL;
}
public static bool IsAmuletCard(CharaType type)
{
if (type != CharaType.FIELD)
{
return type == CharaType.CHANT_FIELD;
}
return true;
}
public static string GetCardTypeName(CharaType type)
{
string result = string.Empty;
switch (type)
{
case CharaType.NORMAL:
case CharaType.EVOLUTION:
result = Data.SystemText.Get("Card_0044");
break;
case CharaType.SPELL:
result = Data.SystemText.Get("Card_0045");
break;
case CharaType.FIELD:
case CharaType.CHANT_FIELD:
result = Data.SystemText.Get("Card_0046");
break;
}
return result;
}
}