Files
SVSimServer/SVSim.BattleEngine/Engine/SpellBattleCard.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

128 lines
4.2 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Wizard;
using Wizard.Battle.Card;
using Wizard.Battle.View;
using Wizard.Battle.View.Vfx;
public class SpellBattleCard : BattleCardBase
{
private bool _isActionCard;
private static SkillCreator.SkillBuildInfo _sharedSpellChargeBuildInfo;
public override bool IsActionCard => _isActionCard;
public override bool IsEvolution => false;
public override bool IsInplay => false;
public override bool IsSpell => true;
public override bool IsDead => false;
public override bool Movable(bool isCheckOnDraw = true, bool isSkipSelecting = false, CHECK_CONDITION_MUTATIONSKILL_TYPE type = CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, bool isRecording = false)
{
if (!base.Movable(isCheckOnDraw, isSkipSelecting, CHECK_CONDITION_MUTATIONSKILL_TYPE.NONE, isRecording))
{
return false;
}
return IsSelectableSkillTarget();
}
public bool IsSelectableSkillTarget()
{
bool flag = false;
IEnumerable<SkillBase> source = base.Skills.Skip(1);
IEnumerable<SkillBase> source2 = source.Where((SkillBase s) => s.IsWhenPlaySkill && s.IsUserSelectType && !s.IsEmptyHandedUserSelectType);
BattlePlayerReadOnlyInfoPair playerInfoPair = new BattlePlayerReadOnlyInfoPair(base.SelfBattlePlayer, base.OpponentBattlePlayer);
List<SkillBase> source3 = new List<SkillBase>();
SkillConditionCheckerOption checkerOption = new SkillConditionCheckerOption();
if (source2.Any())
{
source3 = source2.Where((SkillBase s) => s.CheckCondition(playerInfoPair, checkerOption, isPrePlay: true)).ToList();
if (source3.Count() <= 0)
{
flag = false;
}
}
bool flag2 = base.Skills.CheckWhenPlayCondition(playerInfoPair, isPrePlay: true);
if (flag2)
{
if (source3.Any())
{
int targetCount = 0;
flag = source3.All((SkillBase s) => s.CalcApplyTargets(s.SkillPrm.CreateInfoPair(), checkerOption, ref targetCount, isCheckInHand: true).Any());
}
}
else if (!flag2 && source2.Any())
{
flag = false;
}
if (!flag && source.Any((SkillBase s) => !s.IsUserSelectType && s.CheckCondition(playerInfoPair, checkerOption, isPrePlay: true) && s.ConditionCheckerList.Any((ISkillConditionChecker c) => c is SkillPreprocessDontSelectStart)))
{
return true;
}
if (source.Any((SkillBase s) => s.IsUserSelectType && !s.IsEmptyHandedUserSelectType && !(s is Skill_fusion)))
{
return flag;
}
return true;
}
public SpellBattleCard(BuildInfo buildInfo, bool isChoiceBrave)
: base(buildInfo)
{
if (!isChoiceBrave)
{
SkillBase skill = CreateSkillCreator(buildInfo.SelfBattlePlayer, buildInfo.OpponentBattlePlayer, buildInfo.ResourceMgr).Create(SpellSkillInfoCreate());
_normalSkillCollection.FirstAdd(skill);
}
_isActionCard = false;
}
public static SkillCreator.SkillBuildInfo SpellSkillInfoCreate()
{
if (_sharedSpellChargeBuildInfo == null)
{
_sharedSpellChargeBuildInfo = new SkillCreator.SkillBuildInfo("spell_charge", "when_play", "card_type=spell", "character=me&target=hand_other_self&card_type=all", "add_charge=1", "none");
}
return _sharedSpellChargeBuildInfo;
}
public override void UpdateSkillCollection()
{
}
protected override SkillCollectionBase CreateSkillCollection()
{
return new SpellSkillCollection(this);
}
protected override VfxBase StartPlayCard()
{
VfxBase vfxBase = base.StartPlayCard();
base.BattleCardView.HideCanPlayEffect();
_isActionCard = true;
return SequentialVfxPlayer.Create(vfxBase, NullVfx.GetInstance());
}
protected override IBattleCardView CreateView(BattleCardView.BuildInfo buildInfo, bool isNullView)
{
if (isNullView)
{
return new NullBattleCardView(buildInfo);
}
return new SpellBattleCardView(buildInfo);
}
public override BattleCardBase VirtualClone(BattlePlayerBase virtualSelfBattlePlayer, BattlePlayerBase virtualOpponentBattlePlayer)
{
VirtualSpellBattleCard virtualSpellBattleCard = new VirtualSpellBattleCard(_buildInfo.VirtualClone(virtualSelfBattlePlayer, virtualOpponentBattlePlayer), isChoiceBrave: false);
virtualSpellBattleCard._isActionCard = _isActionCard;
CopyToVirtualCardBase(virtualSpellBattleCard);
return virtualSpellBattleCard;
}
}