feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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63
SVSim.BattleEngine/Engine/NetworkStatus.cs
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63
SVSim.BattleEngine/Engine/NetworkStatus.cs
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using System;
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using Cute;
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public class NetworkStatus : IDisposable
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{
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public enum Status
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{
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None,
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Alive,
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Disconnect,
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OffLine,
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TimeOut
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}
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public Action OnAlive;
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public Action OnDisconnect;
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public Action OnOffLine;
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public Action OnTimeOut;
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public Status Current { get; private set; }
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public bool IsAlive => Current == Status.Alive;
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public NetworkStatus()
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{
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Current = Status.None;
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}
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public void ToKeepAlive()
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{
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OnAlive.Call();
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Current = Status.Alive;
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}
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public void ToDisconnect()
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{
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OnDisconnect.Call();
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Current = Status.Disconnect;
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}
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public void ToOffLine()
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{
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OnOffLine.Call();
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Current = Status.OffLine;
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}
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public void ToTimeOut()
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{
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OnTimeOut.Call();
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Current = Status.TimeOut;
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}
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public void Dispose()
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{
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OnAlive = null;
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OnDisconnect = null;
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OnOffLine = null;
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OnTimeOut = null;
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}
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}
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