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>
This commit is contained in:
@@ -1,205 +1,13 @@
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using System.Collections;
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using UnityEngine;
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using Wizard;
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using Wizard.BattleMgr;
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using Wizard.Replay;
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public class NetworkReplayBattleMgr : NetworkWatchBattleMgr
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{
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public UIButton StopReplayBtn;
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public UIButton ReplayForwardBtn;
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public UIButton ReplaySkipBtn;
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private UISprite ReplaySkipBtnSprite;
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private const int NORMAL_SPEED = 1;
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private const int SKIP_SPEED = 5;
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protected const string PLAY_BUTTON_NAME = "btn_replay_play";
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protected const string PAUSE_BUTTON_NAME = "btn_replay_pause";
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private const string SKIP_BUTTON_NAME = "btn_replay_turn_end";
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private const string NEW_SKIP_BUTTON_NAME = "btn_replay_new";
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private const int REPLAY_SKIP_BUTTON_ICON_WIDTH = 32;
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private const int NEW_REPLAY_SKIP_BUTTON_ICON_WIDTH = 46;
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public ReplayController ReplayController;
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public bool isStopReplay { get; protected set; }
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public bool isForwardReplay { get; set; }
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public bool isSkipReplay { get; private set; }
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public NetworkReplayBattleMgr(IBattleMgrContentsCreator contentsCreator)
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: base(contentsCreator)
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{
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networkReceiver = new NetworkReplayBattleReceiver(this);
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_networkBattleSetupCardEventBase = new NetworkReplayBattleSetupCardEvent(this, RegisterActionManager, base.networkBattleData);
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GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnStopReplay");
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StopReplayBtn = NGUITools.AddChild(UIManager.GetInstance().getCamera().gameObject, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnStopReplay")).GetComponent<UIButton>();
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UISprite StopReplayBtnSprite = StopReplayBtn.transform.GetChild(0).GetComponent<UISprite>();
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StopReplayBtn.GetComponent<UIAnchor>().uiCamera = GameMgr.GetIns().GetGameObjMgr().GetUIContainerCam();
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StopReplayBtn.gameObject.SetActive(value: false);
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StopReplayBtn.onClick.Clear();
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StopReplayBtn.onClick.Add(new EventDelegate(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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isStopReplay = !isStopReplay;
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if (isStopReplay)
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{
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StopReplayBtnSprite.spriteName = "btn_replay_play";
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UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: false);
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}
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else
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{
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StopReplayBtnSprite.spriteName = "btn_replay_pause";
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UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: true);
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}
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}));
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GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnReplayForward");
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ReplayForwardBtn = NGUITools.AddChild(UIManager.GetInstance().getCamera().gameObject, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnReplayForward")).GetComponent<UIButton>();
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ReplayForwardBtn.GetComponent<UIAnchor>().container = StopReplayBtn.gameObject;
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ReplayForwardBtn.gameObject.SetActive(value: false);
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ReplayForwardBtn.onClick.Clear();
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ReplayForwardBtn.onClick.Add(new EventDelegate(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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isForwardReplay = true;
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}));
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UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: true);
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UIManager.GetInstance().StartCoroutine(WaitTillTurnEndUIReady());
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}
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private IEnumerator WaitTillTurnEndUIReady()
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{
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while (!BattlePlayer.PlayerBattleView.TurnEndBtn)
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{
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yield return null;
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}
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GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnSkipReplay");
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ReplaySkipBtn = NGUITools.AddChild(BattlePlayer.PlayerBattleView.TurnEndButtonUI.GetTurnEndButton(), GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnSkipReplay")).GetComponent<UIButton>();
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ReplaySkipBtnSprite = ReplaySkipBtn.transform.GetChild(0).GetComponent<UISprite>();
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ReplaySkipBtnSprite.width = (GameMgr.GetIns().IsNewReplayBattle ? 46 : 32);
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ReplaySkipBtn.gameObject.SetActive(value: false);
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ReplaySkipBtn.onClick.Clear();
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ReplaySkipBtn.onClick.Add(new EventDelegate(delegate
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{
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GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
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isSkipReplay = !isSkipReplay;
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if (isSkipReplay)
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{
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ReplaySkipBtnSprite.spriteName = "btn_replay_pause";
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ReplaySkipBtnSprite.width = 32;
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Time.timeScale = 5f;
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}
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else
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{
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ResetSkipStatus();
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}
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}));
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}
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protected override void SetUpDisconnectCheck()
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{
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}
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public void ResetSkipStatus()
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{
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isSkipReplay = false;
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ReplaySkipBtnSprite.spriteName = (GameMgr.GetIns().IsNewReplayBattle ? "btn_replay_new" : "btn_replay_turn_end");
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ReplaySkipBtnSprite.width = (GameMgr.GetIns().IsNewReplayBattle ? 46 : 32);
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Time.timeScale = 1f;
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}
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public void SetActiveReplayButton(bool isActive)
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{
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StopReplayBtn.gameObject.SetActive(isActive);
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ReplayForwardBtn.gameObject.SetActive(isActive);
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ReplaySkipBtn.gameObject.SetActive(isActive);
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if (!isActive)
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{
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isStopReplay = false;
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isForwardReplay = false;
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}
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}
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protected override void SetUpRetireEvent()
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{
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BattlePlayer.PlayerBattleView.OnRetire += delegate
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{
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if (!(ToolboxGame.RealTimeNetworkAgent == null))
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{
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ResetSkipStatus();
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ReplayController._replayDataHandler.Stop();
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BattleCoroutine.GetInstance().StopAllCoroutines();
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ToolboxGame.RealTimeNetworkAgent.DestroyObj(RealTimeNetworkAgent.DESTROY_OBJECT_LOG.Replay);
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UIManager.GetInstance().StartCoroutine(GameMgr.GetIns().GetBattleCtrl().BattleEnd(delegate
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{
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UIManager.ViewScene replayEndBackScene = Data.ReplayBattleInfo.ReplayEndBackScene;
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UIManager.ChangeViewSceneParam replayEndBackSceneParam = Data.ReplayBattleInfo.ReplayEndBackSceneParam;
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UIManager.GetInstance().ChangeViewScene(replayEndBackScene, replayEndBackSceneParam);
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}));
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}
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};
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}
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public override void DisposeBattleGameObj()
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{
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base.DisposeBattleGameObj();
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ReplayController = null;
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Time.timeScale = 1f;
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Object.Destroy(StopReplayBtn.gameObject);
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Object.Destroy(ReplayForwardBtn.gameObject);
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}
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protected override NetworkOperationCollectionBase CreateNetworkOperationCollection(NetworkBattleReceiver.ReceiveData receivedData, bool isPlayer)
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{
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return new ReplayOperationCollection(this, OperateMgr, receivedData, base.networkBattleData, isPlayer);
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}
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public override void ReceiveRetire(bool isWin)
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{
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if (isWin == Data.ReplayBattleInfo.is_win)
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{
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FinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS.ReplayRetireDiff, Data.ReplayBattleInfo.is_win);
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}
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else
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{
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base.ReceiveRetire(isWin);
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}
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}
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protected override void FinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS log, bool isWin = false, bool isNotRetry = false)
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{
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isWin = Data.ReplayBattleInfo.is_win;
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base.FinishBattleSend(log, isWin, isNotRetry);
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}
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protected override bool isNetworkOepn()
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{
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return true;
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}
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protected override OperateReceive CreateOperateReceive()
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{
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return new ReplayOperateReceive(this, RegisterActionManager, OperateMgr, base.networkBattleData);
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}
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protected override BattlePlayer CreateBattlePlayer()
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{
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return new BattlePlayer(this, _battleCamera, _backGround, CreatePlayerInnerOptionsBuilder());
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}
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protected override BattleEnemy CreateBattleEnemy()
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{
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return new BattleEnemy(this, _battleCamera, _backGround, CreateEnemyInnerOptionsBuilder());
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}
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}
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using Wizard.BattleMgr;
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// PASS-6 STUB: 177-line body dropped. NetworkReplayBattleMgr is the intermediate
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// class between NetworkWatchBattleMgr and NewReplayBattleMgr — replay-specific
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// UI buttons (stop / forward / skip) and playback state. Never constructed in
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// headless; sits only for the inheritance chain NewReplayBattleMgr : NetworkReplay-
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// BattleMgr : NetworkWatchBattleMgr : NetworkBattleManagerBase. Grep confirmed
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// zero external member accesses to its public surface (StopReplayBtn / ReplayController /
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// isStopReplay etc.).
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public class NetworkReplayBattleMgr : NetworkWatchBattleMgr
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{
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public NetworkReplayBattleMgr(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
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}
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