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:
@@ -86,11 +86,6 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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return _skillList.IndexOf(skill);
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}
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public int FindIndex<T>()
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{
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return _skillList.FindIndex((SkillBase s) => s is T);
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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@@ -330,7 +325,7 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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{
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if (processInfo == null && destroyCard.SelfBattlePlayer.Class.SkillApplyInformation.RepeatSkillTimingList.Any((RepeatSkillInfo s) => s.Timing == "when_destroy" && Skill_repeat_skill.CheckCardType(s.Target, destroyCard)))
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{
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vfx = new RepeatSkillEffectVfx(destroyCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", destroyCard.IsPlayer);
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vfx = new RepeatSkillEffectVfx(destroyCard.SelfBattlePlayer.BattleMgr, destroyCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", destroyCard.IsPlayer);
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}
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AllStopRepeatSkill(destroyCard, destroyCard.SelfBattlePlayer, "when_destroy", processInfo != null, skillProcessor);
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}
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@@ -676,12 +671,6 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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return CreateProcessInfo((SkillBase s) => s.OnWhenAddToDeckStart, skillProcessor, playerInfoPair, checkerOption);
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}
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public SkillProcessor.ProcessInfo CreateWhenEnhance(SkillProcessor skillProcessor, BattlePlayerReadOnlyInfoPair playerInfoPair)
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{
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SkillConditionCheckerOption checkerOption = new SkillConditionCheckerOption();
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return CreateProcessInfo((SkillBase s) => s.OnWhenEnhanceStart, skillProcessor, playerInfoPair, checkerOption);
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}
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public SkillProcessor.ProcessInfo CreateWhenBurialRiteOther(BattleCardBase burialRiteCard, SkillProcessor skillProcessor, BattlePlayerReadOnlyInfoPair playerInfoPair)
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{
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SkillConditionCheckerOption skillConditionCheckerOption = new SkillConditionCheckerOption();
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@@ -946,14 +935,14 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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return;
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}
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List<SkillBase> deckSkills = activeSkills.Where((SkillBase c) => c.ConditionTargetFilter is SkillTargetDeckSelfFilter).ToList();
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bool flag = GameMgr.GetIns().IsUseUnapprovedList(playerInfoPair.ReadOnlySelf.IsPlayer);
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bool flag = _ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsUseUnapprovedList(playerInfoPair.ReadOnlySelf.IsPlayer);
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if (deckSkills.Any((SkillBase s) => s is Skill_summon_card || s.PreprocessList.Any((SkillPreprocessBase p) => p is SkillPreprocessTimesPerTurn && (p as SkillPreprocessTimesPerTurn).IsSameBaseCardId)))
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{
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DistinctDeckActiveSkillCards(flag, activeSkills, deckSkills, skillProcessor, playerInfoPair, checkerOption);
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}
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else if (flag)
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{
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List<CardDataModel> receiveCardList = (BattleManagerBase.GetIns() as NetworkBattleManagerBase).networkBattleData.GetReceiveData().GetReceiveCardList();
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List<CardDataModel> receiveCardList = (_ownerCard.SelfBattlePlayer.BattleMgr as NetworkBattleManagerBase).networkBattleData.GetReceiveData().GetReceiveCardList();
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if (receiveCardList != null && !receiveCardList.Where((CardDataModel c) => c.fromState == NetworkBattleDefine.NetworkCardPlaceState.Deck).Any((CardDataModel i) => i.Index == _ownerCard.Index))
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{
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activeSkills.RemoveAll((SkillBase s) => deckSkills.Contains(s));
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@@ -969,14 +958,14 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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{
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if (isUseUnapprovedList)
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{
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NetworkBattleManagerBase battleMgr = BattleManagerBase.GetIns() as NetworkBattleManagerBase;
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NetworkBattleManagerBase battleMgr = _ownerCard.SelfBattlePlayer.BattleMgr as NetworkBattleManagerBase;
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NetworkBattleReceiver.ReceiveData receiveData = battleMgr.networkBattleData.GetReceiveData();
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bool isCheckHand = deckSkills.Any((SkillBase s) => s is Skill_draw);
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List<int> isOpenIndexList = (from c in receiveData.GetReceiveCardList()
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where c.IsOpen
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select c.Index).ToList();
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List<CardDataModel> list = (from c in receiveData.unapprovedList
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where (c.fromState == NetworkBattleDefine.NetworkCardPlaceState.Deck || (c.fromState == NetworkBattleDefine.NetworkCardPlaceState.None && (GameMgr.GetIns().IsWatchBattle || battleMgr.IsRecovery))) && c.ToStateList.Count > 0 && (c.ToStateList[0] == NetworkBattleDefine.NetworkCardPlaceState.Field || (isCheckHand && c.ToStateList[0] == NetworkBattleDefine.NetworkCardPlaceState.Hand && isOpenIndexList.Contains(c.Index)))
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where (c.fromState == NetworkBattleDefine.NetworkCardPlaceState.Deck || (c.fromState == NetworkBattleDefine.NetworkCardPlaceState.None && (_ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsWatchBattle || battleMgr.IsRecovery))) && c.ToStateList.Count > 0 && (c.ToStateList[0] == NetworkBattleDefine.NetworkCardPlaceState.Field || (isCheckHand && c.ToStateList[0] == NetworkBattleDefine.NetworkCardPlaceState.Hand && isOpenIndexList.Contains(c.Index)))
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where c.Index == c.skillCardIndex
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select c).ToList();
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CardDataModel cardDataModel = list.FirstOrDefault((CardDataModel i) => i.Index == _ownerCard.Index);
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@@ -1132,21 +1121,21 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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ActiveSkillWhenPlayEffectInfo activeSkillWhenPlayEffectInfo = list3.Find((ActiveSkillWhenPlayEffectInfo e) => e.Index == i);
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if (activeSkillWhenPlayEffectInfo != null && !_ownerCard.SelfBattlePlayer.BattleMgr.IsBattleEnd)
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{
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if (!BattleManagerBase.GetIns().IsRecovery)
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if (!_ownerCard.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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switch (activeSkillWhenPlayEffectInfo.Type)
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{
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case WhenPlayEffectType.Berserk:
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sequentialVfxPlayer.Register(new BerserkSkillActivationVfx(activeSkillWhenPlayEffectInfo.OwnerCard.BattleCardView));
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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break;
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case WhenPlayEffectType.Awake:
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sequentialVfxPlayer.Register(new AwakeSkillActivationVfx(activeSkillWhenPlayEffectInfo.OwnerCard.BattleCardView));
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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break;
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case WhenPlayEffectType.WhenPlay:
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sequentialVfxPlayer.Register(new WhenPlaySkillActivationVfx(activeSkillWhenPlayEffectInfo.OwnerCard.BattleCardView));
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sequentialVfxPlayer.Register(NullVfx.GetInstance());
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break;
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case WhenPlayEffectType.WhenDestroy:
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sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx("cmn_card_destroy_3", "se_cmn_card_destroy_3", activeSkillWhenPlayEffectInfo.OwnerCard.BattleCardView.Transform, 0f));
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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break;
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}
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}
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@@ -1154,7 +1143,7 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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}
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if (flag && num2 == 1 && !_ownerCard.SelfBattlePlayer.BattleMgr.IsBattleEnd)
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{
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sequentialVfxPlayer.Register(new RepeatSkillEffectVfx(skillBase.SkillPrm.ownerCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", skillBase.SkillPrm.ownerCard.IsPlayer));
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sequentialVfxPlayer.Register(new RepeatSkillEffectVfx(skillBase.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr, skillBase.SkillPrm.ownerCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", skillBase.SkillPrm.ownerCard.IsPlayer));
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}
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sequentialVfxPlayer.Register(skillBase.CallStart(skillProcessor, playerInfoPair, flag ? skillConditionCheckerOption2 : checkerOption, callParameter, SkillProcessor.ProcessCallType.Start, list2.Contains(i)));
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if (skillBase is Skill_invoke_skill skill_invoke_skill)
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@@ -1177,7 +1166,7 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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SkillBase skillBase2 = skill_invoke_skill.NotInsertSkillList.FirstOrDefault((SkillBase s) => s.IsWhenDestroySkill);
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if (skillBase2 != null)
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{
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sequentialVfxPlayer.Register(new LoadAndPlayEffectVfx("cmn_card_destroy_3", "se_cmn_card_destroy_3", skillBase2.SkillPrm.ownerCard.BattleCardView.Transform, 0f));
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sequentialVfxPlayer.Register(VfxWithLoadingSequential.Create());
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}
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}
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list = IfNeededRepeatSkills(skill_invoke_skill.InsertSkillList, skillProcessor);
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@@ -1190,7 +1179,7 @@ public class SkillCollectionBase : IEnumerable<SkillBase>, IEnumerable
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list = IfNeededRepeatSkills(skill_invoke_skill.NotInsertSkillList, skillProcessor);
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if (list != null && !_ownerCard.SelfBattlePlayer.BattleMgr.IsBattleEnd)
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{
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sequentialVfxPlayer.Register(new RepeatSkillEffectVfx(skillBase.SkillPrm.ownerCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", skillBase.SkillPrm.ownerCard.IsPlayer));
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sequentialVfxPlayer.Register(new RepeatSkillEffectVfx(skillBase.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr, skillBase.SkillPrm.ownerCard.SelfBattlePlayer.Class.BattleCardView, "when_destroy", skillBase.SkillPrm.ownerCard.IsPlayer));
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}
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}
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list3.AddRange(list4);
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