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>
119 lines
3.5 KiB
C#
119 lines
3.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using LitJson;
|
|
|
|
namespace Wizard;
|
|
|
|
public class BossRushLobbyData
|
|
{
|
|
public enum BossRushStatus
|
|
{
|
|
BATTLE,
|
|
FINISH_WIN,
|
|
FINISH_LOSE
|
|
}
|
|
|
|
public List<BossRushLobbyBossData> BossDataList { get; }
|
|
|
|
public List<BossRushLobbyAbilityData> AbilityList { get; }
|
|
|
|
public BossRushLobbyBossData CurrentBattleBossData { get; }
|
|
|
|
public List<BossRushLobbyAbilityCandidateData> AbilityCandidateData { get; }
|
|
|
|
public List<ShopCommonRewardInfo> RewardList { get; }
|
|
|
|
public int CurrentLife { get; }
|
|
|
|
public int MaxLife { get; }
|
|
|
|
public int WinCount { get; }
|
|
|
|
public DeckData Deck { get; }
|
|
|
|
public int TreasureBoxGrade { get; }
|
|
|
|
public bool IsAlreadyGetReward { get; }
|
|
|
|
public bool NeedAbilityDecideFinish { get; }
|
|
|
|
public int NextBattleCount { get; }
|
|
|
|
public BossRushStatus Status { get; }
|
|
|
|
public string AnnounceId { get; }
|
|
|
|
public int TotalTurn { get; }
|
|
|
|
public BossRushLobbyData(JsonData json)
|
|
{
|
|
if (json["total_turns"] != null)
|
|
{
|
|
TotalTurn = Math.Min(json["total_turns"].ToInt(), 9999);
|
|
}
|
|
NeedAbilityDecideFinish = !json["is_finished_special_ability_select"].ToBoolean();
|
|
int num = json["bossrush_progress"].ToInt();
|
|
NextBattleCount = num + 1;
|
|
BossDataList = new List<BossRushLobbyBossData>();
|
|
JsonData jsonData = json["bossrush_opponent_list"];
|
|
bool flag = json["is_lose"].ToBoolean();
|
|
WinCount = 0;
|
|
for (int i = 0; i < jsonData.Count; i++)
|
|
{
|
|
BossRushLobbyBossData bossRushLobbyBossData = new BossRushLobbyBossData(jsonData[i], i, num, flag);
|
|
BossDataList.Add(bossRushLobbyBossData);
|
|
if (bossRushLobbyBossData.Status == BossRushLobbyBossData.BattleStatus.WIN)
|
|
{
|
|
int winCount = WinCount;
|
|
WinCount = winCount + 1;
|
|
}
|
|
}
|
|
Status = BossRushStatus.BATTLE;
|
|
if (WinCount == BossDataList.Count)
|
|
{
|
|
Status = BossRushStatus.FINISH_WIN;
|
|
}
|
|
if (flag)
|
|
{
|
|
Status = BossRushStatus.FINISH_LOSE;
|
|
NeedAbilityDecideFinish = false;
|
|
}
|
|
CurrentBattleBossData = BossDataList[num];
|
|
JsonData jsonData2 = json["special_ability_list"];
|
|
AbilityList = new List<BossRushLobbyAbilityData>();
|
|
for (int j = 0; j < jsonData2.Count; j++)
|
|
{
|
|
AbilityList.Add(new BossRushLobbyAbilityData(jsonData2[j]));
|
|
}
|
|
JsonData jsonData3 = json["user_bossrush_deck"][0];
|
|
Deck = new DeckData(Data.ParseApiFormat(jsonData3["deck_format"].ToInt()));
|
|
Deck.Initialize(jsonData3);
|
|
CurrentLife = json["current_life"].ToInt();
|
|
MaxLife = json["max_life"].ToInt();
|
|
AbilityCandidateData = new List<BossRushLobbyAbilityCandidateData>();
|
|
JsonData jsonData4 = json["special_ability_candidate_list"];
|
|
for (int k = 0; k < jsonData4.Count; k++)
|
|
{
|
|
BossRushLobbyAbilityCandidateData item = new BossRushLobbyAbilityCandidateData(jsonData4[k]);
|
|
AbilityCandidateData.Add(item);
|
|
}
|
|
RewardList = new List<ShopCommonRewardInfo>();
|
|
JsonData jsonData5 = json["reward_info"];
|
|
for (int l = 0; l < jsonData5.Count; l++)
|
|
{
|
|
JsonData jsonData6 = jsonData5[l];
|
|
ShopCommonRewardInfo item2 = new ShopCommonRewardInfo
|
|
{
|
|
Type = jsonData6["reward_type"].ToInt(),
|
|
UserGoodsId = jsonData6["reward_detail_id"].ToLong(),
|
|
Num = jsonData6["reward_num"].ToInt(),
|
|
IsAlreadyGet = jsonData6["is_received"].ToBoolean()
|
|
};
|
|
RewardList.Add(item2);
|
|
}
|
|
TreasureBoxGrade = json["reward_grade"].ToInt();
|
|
IsAlreadyGetReward = json["is_received_all_rewards"].ToBoolean();
|
|
AnnounceId = json.GetValueOrDefault("announce_id", string.Empty);
|
|
}
|
|
}
|