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:
@@ -13,464 +13,7 @@ public class UIAtlasManager
|
||||
MypageComon,
|
||||
Battle,
|
||||
BattleLang,
|
||||
RoomMatch,
|
||||
AreaSelect,
|
||||
DeckEdit,
|
||||
Arena,
|
||||
Gacha,
|
||||
Profile,
|
||||
Ranking,
|
||||
Friend,
|
||||
CardFrame,
|
||||
CardFramePhantom,
|
||||
Tournament,
|
||||
Quest,
|
||||
Scenario,
|
||||
Bingo,
|
||||
RedEtherCampaign,
|
||||
NeutralPopularityVote,
|
||||
BossRush,
|
||||
Max
|
||||
}
|
||||
|
||||
private List<UIAtlas> _atlasList = new List<UIAtlas>();
|
||||
|
||||
private List<UIAtlas> _residentAtlasList = new List<UIAtlas>();
|
||||
|
||||
private List<string> _loadPath;
|
||||
|
||||
private bool _isLoadFinish;
|
||||
|
||||
private HashSet<AssetBundleNames> _loadedAtlasHash = new HashSet<AssetBundleNames>();
|
||||
|
||||
private bool IsTutorialFinish()
|
||||
{
|
||||
if (Data.Load != null && Data.Load.data != null && Data.Load.data._userTutorial.tutorial_step != 100)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void LoadCurrentScene(Action callback = null)
|
||||
{
|
||||
if (_isLoadFinish && callback != null)
|
||||
{
|
||||
callback();
|
||||
return;
|
||||
}
|
||||
if (_loadPath == null)
|
||||
{
|
||||
_loadPath = new List<string>();
|
||||
_atlasList = new List<UIAtlas>();
|
||||
}
|
||||
else
|
||||
{
|
||||
_loadPath.Clear();
|
||||
_atlasList.Clear();
|
||||
}
|
||||
HashSet<AssetBundleNames> assetBundleNameSet = GetLoadTargetSet(UIManager.GetInstance().GetCurrentScene());
|
||||
if (IsTutorialFinish())
|
||||
{
|
||||
assetBundleNameSet.Add(AssetBundleNames.AreaSelect);
|
||||
assetBundleNameSet.Add(AssetBundleNames.Battle);
|
||||
}
|
||||
UpdateAssetPathFromAssetBundleNames(assetBundleNameSet);
|
||||
UIManager.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadPath, delegate
|
||||
{
|
||||
foreach (AssetBundleNames item in assetBundleNameSet)
|
||||
{
|
||||
UnityEngine.Object listData = Toolbox.ResourcesManager.LoadObject<GameObject>(GetAtlasPath(item, null, isload: true));
|
||||
AddAssetObjList(listData);
|
||||
}
|
||||
_isLoadFinish = true;
|
||||
foreach (AssetBundleNames item2 in assetBundleNameSet)
|
||||
{
|
||||
_loadedAtlasHash.Add(item2);
|
||||
}
|
||||
if (callback != null)
|
||||
{
|
||||
callback();
|
||||
}
|
||||
}));
|
||||
}
|
||||
|
||||
public void RemoveSceneAtlas(UIManager.ViewScene inLeaveScene)
|
||||
{
|
||||
HashSet<AssetBundleNames> loadTargetSet = GetLoadTargetSet(inLeaveScene);
|
||||
HashSet<AssetBundleNames> hashSet = new HashSet<AssetBundleNames>(_loadedAtlasHash);
|
||||
hashSet.ExceptWith(loadTargetSet);
|
||||
List<string> list = new List<string>(hashSet.ToList().Count);
|
||||
foreach (AssetBundleNames item in hashSet)
|
||||
{
|
||||
list.Add(GetAtlasPath(item, null));
|
||||
}
|
||||
if (list.Count != 0)
|
||||
{
|
||||
Toolbox.ResourcesManager.RemoveAssetGroup(list);
|
||||
}
|
||||
foreach (AssetBundleNames loop_name in hashSet)
|
||||
{
|
||||
_loadedAtlasHash.RemoveWhere((AssetBundleNames x) => (x == loop_name) ? true : false);
|
||||
}
|
||||
}
|
||||
|
||||
public string GetAtlasPath(AssetBundleNames assetname, string singlebundlename = "", bool isload = false)
|
||||
{
|
||||
string result = "";
|
||||
if (isload)
|
||||
{
|
||||
if (string.IsNullOrEmpty(singlebundlename))
|
||||
{
|
||||
switch (assetname)
|
||||
{
|
||||
case AssetBundleNames.MypageComon:
|
||||
result = "Ui/TextureAtlas/MyPageSubTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Battle:
|
||||
result = "Ui/TextureAtlas/BattleTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.BattleLang:
|
||||
result = "Uilang/TextureAtlas/BattleLangTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.RoomMatch:
|
||||
result = "Ui/TextureAtlas/RoomMatchAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.AreaSelect:
|
||||
result = "Ui/TextureAtlas/AreaSelectTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.DeckEdit:
|
||||
result = "Ui/TextureAtlas/DeckEditTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Arena:
|
||||
result = "Ui/TextureAtlas/ArenaTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Gacha:
|
||||
result = "Ui/TextureAtlas/GachaTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Profile:
|
||||
result = "Ui/TextureAtlas/Profile/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Ranking:
|
||||
result = "Ui/TextureAtlas/Ranking/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Friend:
|
||||
result = "Ui/TextureAtlas/Friend/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.CardFrame:
|
||||
result = "Ui/TextureAtlas/CardFrame/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.CardFramePhantom:
|
||||
result = "Ui/TextureAtlas/CardFramePhantom/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Tournament:
|
||||
result = "Ui/TextureAtlas/Tournament/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Quest:
|
||||
result = "Ui/TextureAtlas/Quest/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Scenario:
|
||||
result = "Ui/TextureAtlas/Scenario/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.Bingo:
|
||||
result = "Ui/TextureAtlas/BingoTextureAtlas/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.RedEtherCampaign:
|
||||
result = "Ui/TextureAtlas/RedEtherCampaign/" + assetname;
|
||||
break;
|
||||
case AssetBundleNames.NeutralPopularityVote:
|
||||
result = $"Ui/TextureAtlas/PopularityVote/{assetname}";
|
||||
break;
|
||||
case AssetBundleNames.BossRush:
|
||||
result = $"Ui/TextureAtlas/BossRush/{assetname}";
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (assetname)
|
||||
{
|
||||
case AssetBundleNames.MypageComon:
|
||||
result = "Ui/TextureAtlas/MyPageSubTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Battle:
|
||||
result = "Ui/TextureAtlas/BattleTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.BattleLang:
|
||||
result = "Uilang/TextureAtlas/BattleLangTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.RoomMatch:
|
||||
result = "Ui/TextureAtlas/RoomMatchAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.AreaSelect:
|
||||
result = "Ui/TextureAtlas/AreaSelectTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Arena:
|
||||
result = "Ui/TextureAtlas/ArenaTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Gacha:
|
||||
result = "Ui/TextureAtlas/GachaTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Profile:
|
||||
result = "Ui/TextureAtlas/Profile/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Ranking:
|
||||
result = "Ui/TextureAtlas/Ranking/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Friend:
|
||||
result = "Ui/TextureAtlas/Friend/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Tournament:
|
||||
result = "Ui/TextureAtlas/Tournament/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Quest:
|
||||
result = "Ui/TextureAtlas/Quest/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Scenario:
|
||||
result = "Ui/TextureAtlas/Scenario/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.Bingo:
|
||||
result = "Ui/TextureAtlas/BingoTextureAtlas/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.RedEtherCampaign:
|
||||
result = "Ui/TextureAtlas/RedEtherCampaign/" + singlebundlename.ToString();
|
||||
break;
|
||||
case AssetBundleNames.NeutralPopularityVote:
|
||||
result = "Ui/TextureAtlas/PopularityVote/" + singlebundlename;
|
||||
break;
|
||||
case AssetBundleNames.BossRush:
|
||||
result = "Ui/TextureAtlas/BossRush/" + singlebundlename;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
string text = "ui_";
|
||||
string text2 = "";
|
||||
if (string.IsNullOrEmpty(singlebundlename))
|
||||
{
|
||||
if (assetname == AssetBundleNames.BattleLang)
|
||||
{
|
||||
text = "uilang_";
|
||||
}
|
||||
text2 = assetname.ToString().ToLower();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (singlebundlename.ToString().ToLower().Contains("battlelang"))
|
||||
{
|
||||
text = "uilang_";
|
||||
}
|
||||
text2 = singlebundlename.ToString().ToLower();
|
||||
}
|
||||
result = text + text2 + ".unity3d";
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public void AddResidentAtlas(AssetBundleNames atlasName)
|
||||
{
|
||||
string atlasPath = GetAtlasPath(atlasName, null, isload: true);
|
||||
UIAtlas component = Toolbox.ResourcesManager.LoadObject<GameObject>(atlasPath).GetComponent<UIAtlas>();
|
||||
_residentAtlasList.Add(component);
|
||||
}
|
||||
|
||||
public void RemoveResidentAtlas(AssetBundleNames atlasName)
|
||||
{
|
||||
string name = atlasName.ToString();
|
||||
int num = _residentAtlasList.FindIndex((UIAtlas atlas) => atlas.name == name);
|
||||
if (num < 0)
|
||||
{
|
||||
Debug.LogError("not found in resident atlas list : " + name);
|
||||
}
|
||||
else
|
||||
{
|
||||
_residentAtlasList.RemoveAt(num);
|
||||
}
|
||||
}
|
||||
|
||||
private HashSet<AssetBundleNames> GetLoadTargetSet(UIManager.ViewScene scene)
|
||||
{
|
||||
HashSet<AssetBundleNames> hashSet = new HashSet<AssetBundleNames>();
|
||||
switch (scene)
|
||||
{
|
||||
case UIManager.ViewScene.MyPage:
|
||||
hashSet.Add(AssetBundleNames.MypageComon);
|
||||
break;
|
||||
case UIManager.ViewScene.Battle:
|
||||
case UIManager.ViewScene.RankMatch:
|
||||
hashSet.Add(AssetBundleNames.Battle);
|
||||
hashSet.Add(AssetBundleNames.BattleLang);
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
break;
|
||||
case UIManager.ViewScene.Room:
|
||||
hashSet.Add(AssetBundleNames.RoomMatch);
|
||||
break;
|
||||
case UIManager.ViewScene.StorySelectPage:
|
||||
case UIManager.ViewScene.StorySelectionWorld:
|
||||
case UIManager.ViewScene.AreaSelect:
|
||||
case UIManager.ViewScene.StoryChapterSelectionFlowChart:
|
||||
hashSet.Add(AssetBundleNames.AreaSelect);
|
||||
break;
|
||||
case UIManager.ViewScene.RedEtherCampaignLobby:
|
||||
hashSet.Add(AssetBundleNames.AreaSelect);
|
||||
hashSet.Add(AssetBundleNames.RedEtherCampaign);
|
||||
break;
|
||||
case UIManager.ViewScene.DeckCardEdit:
|
||||
case UIManager.ViewScene.CardAllList:
|
||||
case UIManager.ViewScene.CardDestruct:
|
||||
case UIManager.ViewScene.SealedDeckEdit:
|
||||
hashSet.Add(AssetBundleNames.DeckEdit);
|
||||
break;
|
||||
case UIManager.ViewScene.TwoPick:
|
||||
hashSet.Add(AssetBundleNames.MypageComon);
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
break;
|
||||
case UIManager.ViewScene.Sealed:
|
||||
case UIManager.ViewScene.Colosseum:
|
||||
case UIManager.ViewScene.CompetitionLobby:
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
break;
|
||||
case UIManager.ViewScene.SealedCardPackOpen:
|
||||
case UIManager.ViewScene.Gacha:
|
||||
case UIManager.ViewScene.BuildDeckPurchasePage:
|
||||
case UIManager.ViewScene.CardSleevePurchasePage:
|
||||
case UIManager.ViewScene.ClassSkinPurchasePage:
|
||||
hashSet.Add(AssetBundleNames.Gacha);
|
||||
break;
|
||||
case UIManager.ViewScene.Bingo:
|
||||
hashSet.Add(AssetBundleNames.Bingo);
|
||||
hashSet.Add(AssetBundleNames.Quest);
|
||||
break;
|
||||
case UIManager.ViewScene.Profile:
|
||||
case UIManager.ViewScene.CrossoverPortal:
|
||||
hashSet.Add(AssetBundleNames.Profile);
|
||||
break;
|
||||
case UIManager.ViewScene.Ranking:
|
||||
hashSet.Add(AssetBundleNames.Ranking);
|
||||
break;
|
||||
case UIManager.ViewScene.Gathering:
|
||||
hashSet.Add(AssetBundleNames.Friend);
|
||||
hashSet.Add(AssetBundleNames.Ranking);
|
||||
hashSet.Add(AssetBundleNames.Tournament);
|
||||
break;
|
||||
case UIManager.ViewScene.Guild:
|
||||
case UIManager.ViewScene.Friend:
|
||||
hashSet.Add(AssetBundleNames.Friend);
|
||||
hashSet.Add(AssetBundleNames.Ranking);
|
||||
break;
|
||||
case UIManager.ViewScene.LotteryPage:
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
hashSet.Add(AssetBundleNames.Quest);
|
||||
break;
|
||||
case UIManager.ViewScene.QuestSelectionPage:
|
||||
hashSet.Add(AssetBundleNames.Quest);
|
||||
hashSet.Add(AssetBundleNames.BossRush);
|
||||
break;
|
||||
case UIManager.ViewScene.Scenario:
|
||||
case UIManager.ViewScene.Scenario2:
|
||||
hashSet.Add(AssetBundleNames.Scenario);
|
||||
break;
|
||||
case UIManager.ViewScene.NeutralPopularityVote:
|
||||
hashSet.Add(AssetBundleNames.NeutralPopularityVote);
|
||||
break;
|
||||
case UIManager.ViewScene.BossRushLobby:
|
||||
hashSet.Add(AssetBundleNames.BossRush);
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
hashSet.Add(AssetBundleNames.Quest);
|
||||
break;
|
||||
case UIManager.ViewScene.FreePackCampaign:
|
||||
hashSet.Add(AssetBundleNames.Arena);
|
||||
break;
|
||||
}
|
||||
return hashSet;
|
||||
}
|
||||
|
||||
private void UpdateAssetPathFromAssetBundleNames(HashSet<AssetBundleNames> assetBundleNameSet)
|
||||
{
|
||||
_loadPath.Clear();
|
||||
foreach (AssetBundleNames item in assetBundleNameSet)
|
||||
{
|
||||
string atlasPath = GetAtlasPath(item);
|
||||
_loadPath.Add(atlasPath);
|
||||
}
|
||||
}
|
||||
|
||||
private void AddAssetObjList(UnityEngine.Object listData)
|
||||
{
|
||||
try
|
||||
{
|
||||
UIAtlas component = ((GameObject)listData).GetComponent<UIAtlas>();
|
||||
if (component != null)
|
||||
{
|
||||
_atlasList.Add(component);
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public List<UIAtlas> GetAtlasList()
|
||||
{
|
||||
return _residentAtlasList.Union(_atlasList).ToList();
|
||||
}
|
||||
|
||||
public bool getAssetBundleEnd()
|
||||
{
|
||||
return _isLoadFinish;
|
||||
}
|
||||
|
||||
public void setAssetBundleEnd(bool flag)
|
||||
{
|
||||
_isLoadFinish = flag;
|
||||
}
|
||||
|
||||
public void OnDestroyView(UIManager.ViewScene scene)
|
||||
{
|
||||
foreach (AssetBundleNames item in GetLoadTargetSet(scene))
|
||||
{
|
||||
string atlasPath = GetAtlasPath(item);
|
||||
Toolbox.AssetManager.UnloadAsset(atlasPath);
|
||||
}
|
||||
}
|
||||
|
||||
public void AttachAtlas(List<GameObject> obj_list, bool isTargetChildren = true)
|
||||
{
|
||||
List<UIAtlas> atlasList = GetAtlasList();
|
||||
if (atlasList == null || atlasList.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
List<UISprite> list = new List<UISprite>();
|
||||
for (int i = 0; i < obj_list.Count; i++)
|
||||
{
|
||||
UISprite[] collection = (isTargetChildren ? obj_list[i].GetComponentsInChildren<UISprite>(includeInactive: true) : UnityEngine.Object.FindObjectsOfType<UISprite>());
|
||||
list.AddRange(collection);
|
||||
}
|
||||
for (int j = 0; j < list.Count; j++)
|
||||
{
|
||||
UISprite uISprite = list[j];
|
||||
string spriteName = uISprite.spriteName;
|
||||
if (uISprite.atlas != null || string.IsNullOrEmpty(spriteName) || spriteName == "collider")
|
||||
{
|
||||
continue;
|
||||
}
|
||||
foreach (UIAtlas item in atlasList)
|
||||
{
|
||||
foreach (UISpriteData sprite in item.spriteList)
|
||||
{
|
||||
if (spriteName == sprite.name)
|
||||
{
|
||||
uISprite.atlas = item;
|
||||
goto end_IL_00f1;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
end_IL_00f1:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
CardFramePhantom}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user