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:
@@ -9,34 +9,20 @@
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namespace Wizard.Battle.View
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{
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// nested in BattlePlayerViewBase (decomp); referenced unqualified by BattlePlayerView shell.
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public class BattleDialog { }
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public enum BattleDialogItem { Menu, Retire }
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// nested in BattleCardView/BattleCardBase (decomp); referenced unqualified by *BattleCardView shells.
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public class BuildInfo { }
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}
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namespace Wizard.Battle.UI
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{
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// private delegate nested in BattleLogUtility (decomp); referenced by its generated partial.
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public delegate string FuncGetCantAttackText();
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}
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namespace Wizard.RoomMatch
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{
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// nested enum in PlayerController (decomp); referenced by PlayerControllerForOwn shell.
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public enum ROOM_URI { }
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}
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namespace Wizard.RoomMatch
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{
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// referenced as field/param types by the watch/replay controller shells (off battle path).
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public class TwoPickWatchData { }
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public partial class ReplayDataHandler { }
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}
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namespace Wizard.Battle.View.Vfx
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{
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// VfxBase subclass declared in StartPickCardVfx.cs (decomp); referenced as a type by StartSummonCardVfx shell.
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public class WaitUntilCardIsQueuedToBePlayedVfx { }
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}
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@@ -13,6 +13,10 @@
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// _attackTargetSelectInfo._attackPairsCardIsInvolvedIn animation queue.
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 3 of 4 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessAttackSelectControl
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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@@ -10,6 +10,10 @@
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 1 of 5 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessHandViewStub
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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@@ -13,6 +13,10 @@
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 7 of 8 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessPlayQueueViewStub
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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@@ -1,3 +1,7 @@
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// TODO(engine-cleanup-pass2): 12 of 14 methods unrun in baseline
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// Type: Wizard.Battle.View.HeadlessVoiceInfo
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.View
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{
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// HEADLESS-FIX (M7): a non-null IReadOnlyVoiceInfo singleton for the headless death-voice tail.
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@@ -24,8 +24,8 @@ namespace Wizard.ErrorDialog
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// back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType).
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public class Data
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{
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public enum ContactDisplayType { _NONE_, 表示, MAX }
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public enum ButtonType { _NONE_, OK, リトライ, タイトルへ戻る, ホームへ戻る, アプリ終了, バージョンアップ, 推奨端末一覧, MAX }
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public enum ContactDisplayType { }
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public enum ButtonType { _NONE_, OK, リトライ, タイトルへ戻る, ホームへ戻る, アプリ終了, バージョンアップ, 推奨端末一覧}
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public string TitleId { get; private set; }
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public string BodyId { get; private set; }
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@@ -41,7 +41,7 @@ namespace Wizard.ErrorDialog
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namespace Wizard.Battle.UI
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{
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public enum CantAttackType { Null, All, Class, NotHasGuard, Unit, Max }
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public enum CantAttackType { Null, All, Class, NotHasGuard, Unit}
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}
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namespace Wizard.Battle.View
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@@ -96,50 +96,26 @@ namespace Wizard.Battle.View.Vfx
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namespace AnimationOrTween
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{
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public enum DisableCondition { DisableAfterReverse = -1, DoNotDisable, DisableAfterForward }
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public enum EnableCondition { DoNothing, EnableThenPlay, IgnoreDisabledState }
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public enum DisableCondition { DoNotDisable}
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public enum EnableCondition { EnableThenPlay, IgnoreDisabledState }
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}
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namespace Wizard.UI.LoginBonus
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{
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public class ContinuousData { public ContinuousData(LitJson.JsonData jsonData) { } }
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public class NormalData { public NormalData(LitJson.JsonData jsonData) { } }
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public class SpecialData { public SpecialData(LitJson.JsonData jsonData) { } }
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public class FreeCardPackBoxData { public FreeCardPackBoxData(LitJson.JsonData jsonData) { } }
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}
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namespace DeckBuilder
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{
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public partial class GenerateDeckCode { }
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public partial class GetDeckDataFromCode { }
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}
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
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{
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public interface IProcessing
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{
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IProcessing NextProcessing { get; set; }
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void Execute(Parameter param);
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}
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// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
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}
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namespace Wizard.RoomMatch
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{
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public partial class PlayerControllerForWatching { } // SEND_PARAMETER enum is in Generated/PlayerControllerForWatching.g.cs
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public partial class RoomRuleSetting { }
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}
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namespace Cute
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{
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public class SceneChangeParameter { public bool KeepAssets; public SceneType BeforeScene; public SceneType NextScene; public string NextState; }
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public class SceneManager
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{
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public SceneChangeParameter SceneChangeParameter = new SceneChangeParameter();
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public void ChangeScene(string next_scene) { }
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public void ChangeScene(string next_scene, string active_state) { }
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public void ChangeScene(SceneType type, string active_state = "") { }
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}
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}
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namespace Wizard.Story
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@@ -147,54 +123,18 @@ namespace Wizard.Story
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public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
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public partial class SelectedStoryInfo { }
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public partial class StoryWorldDataManager { }
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public sealed class StoryWorldData { } // signature-only type pulled by StoryWorldDataManager full-surface (non-battle)
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}
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namespace Wizard.Title
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{
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// ITitleProc impls pulled by full-surface stubs; referenced as signature types only (non-battle).
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public class BattleRecovery { }
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public class ResourceDownloader { }
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public class TemporaryAssetDeleter { }
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}
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namespace BestHTTP.SocketIO
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{
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// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
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// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
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public sealed class Packet { public System.Collections.Generic.List<byte[]> Attachments { get; set; } }
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public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
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public sealed class Socket
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{
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public string Id => "";
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public Socket On(string eventName, SocketIOCallback callback) => this;
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public Socket On(BestHTTP.SocketIO.SocketIOEventTypes type, SocketIOCallback callback) => this;
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public Socket Off(string eventName) => this;
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public Socket Off() => this;
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public Socket Emit(string eventName, params object[] args) => this;
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}
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public class SocketOptions
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{
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public bool AutoConnect { get; set; }
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public Transports.TransportTypes ConnectWith { get; set; }
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public PlatformSupport.Collections.ObjectModel.ObservableDictionary<string, string> AdditionalQueryParams { get; set; }
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}
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public sealed class SocketManager
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{
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public enum States { Initial, Opening, Open, Paused, Pausing, Reconnecting, Closed }
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public SocketManager(System.Uri uri) { }
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public SocketManager(System.Uri uri, SocketOptions options) { }
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public States State => States.Closed;
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public Socket Socket { get; } = new Socket();
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public Socket this[string nsp] => Socket;
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public void Open() { }
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public void Close() { }
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public void SettingRealtimeNetworkAgent(object agent) { }
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}
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}
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// ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ----
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namespace Wizard.Scripts.Network.Task { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task.Arena { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task.Arena.TwoPick { internal class _ShimAnchor { } }
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namespace BestHTTP.Decompression.Zlib { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task { }
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namespace Wizard.Scripts.Network.Task.Arena { }
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namespace Wizard.Scripts.Network.Task.Arena.TwoPick { }
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namespace BestHTTP.Decompression.Zlib { }
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@@ -5,7 +5,7 @@
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namespace Wizard.Story
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{
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public enum StoryEntranceType { None, MainStory, LimitedStory, EventStory, AllStory }
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public enum StoryEntranceType { None, LimitedStory, AllStory }
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}
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namespace Wizard.Story.ChapterSelection
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@@ -14,18 +14,6 @@ namespace Wizard.Story.ChapterSelection
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public class TitlePanelBase : UnityEngine.MonoBehaviour { public bool IsFinishInit { get; } }
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}
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namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
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{
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// Parallel to the BattleResult submodule (already shimmed); some copied files
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// `using` this Main module and reference these unqualified.
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public interface IProcessing
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{
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IProcessing NextProcessing { get; set; }
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void Execute(Parameter param);
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}
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// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
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}
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namespace Wizard.UIFriend
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{
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public partial class Friend { public partial class PlayerData { } }
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@@ -34,11 +22,11 @@ namespace Wizard.UIFriend
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public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
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}
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}
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namespace Wizard.Title { public partial class GameSetup { } }
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namespace Wizard.RoomMatch { public class Player { public long Emblem { get; set; } public int Degree { get; set; } public string Country { get; set; } public string Name { get; set; } public int Rank { get; set; } public bool IsFriend { get; set; } public int ViewerId { get; set; } } }
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namespace Wizard.Title { }
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namespace Wizard.RoomMatch { }
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// ---- namespace anchors (referenced via `using`) ----
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namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }
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namespace Wizard.UI.Profile { internal class _ShimAnchor { } }
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namespace Wizard.UI.ReportToManagement { internal class _ShimAnchor { } }
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namespace Wizard.Battle.Tutorial { internal class _ShimAnchor { } }
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namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { }
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namespace Wizard.UI.Profile { }
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namespace Wizard.UI.ReportToManagement { }
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namespace Wizard.Battle.Tutorial { }
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@@ -4,23 +4,17 @@
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// (BackgroundData/StoryWorldData/IResourceHandle/animation managers, etc.); empty
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// no-op stubs in their decomp namespaces resolve the references without the closure.
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namespace Wizard.Story.ChapterSelection.FlowChart { public class BackgroundView { } }
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namespace Wizard.Story.ChapterSelection.FlowChart { }
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namespace Wizary.StorySelectionWorld
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{
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public class WorldPanel { }
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public class WorldPanelView { }
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public class SectionButton { }
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public class SectionButtonView { }
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public class StorySelectionWorldScene { public static int? RedirectSectionId { get; set; } }
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}
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namespace Wizard.Scenario2.Resource { public class ResourceManager { } }
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namespace Wizard.Scenario2.Resource { }
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namespace Wizard.UI.Profile
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{
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public class ProfileUI { }
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public class ClassPageItem { }
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}
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namespace Wizard.Story.ChapterSelection
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@@ -18,8 +18,6 @@ namespace Wizard.Battle.Touch
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public partial class ChoiceTouchProcessor : ITouchProcessor { }
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public partial class DeckTouchProcessor : ITouchProcessor { }
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public partial class EvolutionTouchProcessor : ITouchProcessor { }
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public partial class FusionSimpleProcessor : ITouchProcessor { }
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public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { }
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public partial class SelectCardProcessor : ITouchProcessor { }
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// Empty hand stubs: supply the four ITouchProcessor members as no-ops.
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@@ -1,13 +0,0 @@
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// AUTHORED SHIM (not copied). Parameterless ctors for generated Vfx BASE types whose
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// decomp only declares parameterized ctors. A net-new generated derived stub's ctor is
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// emitted as `{ }` with an implicit `base()` call (m1_stub_gen doesn't thread base args),
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// so when the base lacks a parameterless ctor the derived fails CS7036. These no-op
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// parameterless ctors satisfy the implicit base() — purely a compile aid, off battle path.
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// (If this recurs broadly, teach m1_stub_gen to emit a guarded no-op parameterless ctor.)
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namespace Wizard.Battle.View.Vfx
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{
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public partial class ForecastIconVfxBase { protected ForecastIconVfxBase() { } }
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public partial class ShowChantCountVfx { public ShowChantCountVfx() { } }
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public partial class EvolveVfx { public EvolveVfx() { } }
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}
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@@ -16,12 +16,9 @@ namespace Wizard.Battle.View.Vfx
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public class VfxBase
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{
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public virtual bool IsEnd { get; protected set; } = true;
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public virtual string CurrentVfxName => GetType().ToString();
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public virtual void Update(float dt, List<IEffectVfx> effectVfxList) { }
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public virtual void Play() { }
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public virtual VfxBase Cancel() => this;
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public virtual bool IsVfxNonEmpty() => false;
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public virtual List<string> GetVfxNames() => new List<string>();
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}
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public sealed class NullVfx : VfxBase
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@@ -62,8 +59,6 @@ namespace Wizard.Battle.View.Vfx
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public static SequentialVfxPlayer Create(params VfxBase[] vfxCollection)
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{ var p = new SequentialVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
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public void Register(VfxBase vfx) { if (vfx != null) _children.Add(vfx); }
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public int Count() => _children.Count;
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public List<VfxBase> GetAllVfxAsList() => new List<VfxBase>(_children);
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public override bool IsVfxNonEmpty()
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{
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foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
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@@ -124,32 +119,19 @@ namespace Wizard.Battle.View.Vfx
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public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
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}
|
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// m1_stub_gen drops `event` decls (session-6 gap) — re-add StartSkillSelectVfx.OnStart
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// that its generated stub lost. Re-check this if CS1061 on an event name recurs.
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public partial class StartSkillSelectVfx { public event System.Action OnStart; }
|
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|
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public class EvolveVfxBase : VfxBase { }
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public partial class CanNotTouchCardVfx : VfxBase { }
|
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|
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public partial interface ICardVfxCreator { }
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public interface IBattleCardVfxCreator { }
|
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|
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// The VFX manager: headless, registration is suppressed (real VfxMgr early-returns
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// when IsForecast; we no-op unconditionally since we never pump the render loop).
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public class VfxMgr
|
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{
|
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public virtual bool IsEnd => true;
|
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public string CurrentVfxName => "";
|
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public int CurrentVfxTime => 0;
|
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public void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
|
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public void Register<T>(T vfx) where T : VfxBase { }
|
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public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
|
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public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
|
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public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
|
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public static void CheckAndAddEffectVfxList(VfxBase vfx, List<IEffectVfx> effectVfxList) { }
|
||||
public virtual void Update(float dt) { }
|
||||
public virtual void Cancel() { }
|
||||
public void Dispose() { }
|
||||
public void Clear() { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -45,14 +45,11 @@ namespace Wizard.Battle.View
|
||||
get => _gameObject ??= new UnityEngine.GameObject();
|
||||
protected set => _gameObject = value;
|
||||
}
|
||||
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
|
||||
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
|
||||
}
|
||||
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
|
||||
public abstract class BattlePlayerViewBase
|
||||
{
|
||||
public enum BattleDialogItem { Menu, Retire }
|
||||
public static bool AlwaysShowStatusPanel => true;
|
||||
public bool IsSelecting { get; set; }
|
||||
}
|
||||
public partial class InPlayCardFrameEffectControl { }
|
||||
@@ -64,14 +61,8 @@ namespace Wizard.Battle.UI
|
||||
public partial class BattleLogManager { }
|
||||
public partial class BattleLogWindow : UnityEngine.MonoBehaviour
|
||||
{
|
||||
public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
|
||||
public void HideCardListPanel() { }
|
||||
public enum BattleLogType { Battle, PlayCardLog, Destruction}
|
||||
}
|
||||
public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
|
||||
public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
|
||||
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
|
||||
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
|
||||
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
|
||||
public partial class EvolutionConfirmation { }
|
||||
}
|
||||
|
||||
@@ -101,15 +92,10 @@ namespace Wizard.Battle.Replay
|
||||
void SetupBattleInfoFilter();
|
||||
void SetupOperateMgrEvents(BattleManagerBase battleMgr);
|
||||
}
|
||||
public class NetworkBattleReplayOperationRecorder
|
||||
{
|
||||
public class RecordBattleLogParameter { }
|
||||
}
|
||||
}
|
||||
|
||||
namespace Wizard.Replay
|
||||
{
|
||||
public partial class ReplayController { }
|
||||
}
|
||||
|
||||
namespace Wizard.RoomMatch
|
||||
|
||||
14
SVSim.BattleEngine/Shim/View/WatchDataHandler.cs
Normal file
14
SVSim.BattleEngine/Shim/View/WatchDataHandler.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
// AUTHORED SHIM (pass-5): WatchDataHandler is a compile-time load-bearing type — it appears
|
||||
// as `WatchDataHandler handler = null` on ~6 method signatures in NetworkBattleReceiver and
|
||||
// (until this pass ships) on NetworkWatchBattleReceiver. Headless callers always pass null;
|
||||
// isOwner()/IsIncludedUri() are only reached from the isWatch=true (spectator) branch, which
|
||||
// the node never enters. Kept as an empty class with the two members compile paths reference,
|
||||
// returning defaults. Moved out of Shim/Generated/ since the auto-generated ctor referenced
|
||||
// NetworkWatchBattleMgr + RoomConnectController, both scheduled for deletion in this pass.
|
||||
namespace Wizard.RoomMatch;
|
||||
|
||||
public partial class WatchDataHandler
|
||||
{
|
||||
public bool IsIncludedUri(string uri) => false;
|
||||
public bool isOwner(string idStr) => false;
|
||||
}
|
||||
Reference in New Issue
Block a user