- Material.SetVector(int nameID, Vector4); Plane(Vector3, float d) ctor; Socket.On
(SocketIOEventTypes, callback) overload.
- Global GetValueOrDefault(this IDictionary<,>) extension — the BCL form only binds to
IReadOnlyDictionary, so the IDictionary call mis-resolved to JsonDataExtension.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- VFX: SequentialVfxPlayer.GetAllVfxAsList, ParallelVfxPlayer.GetVfxList,
VfxMgr.CheckAndAddEffectVfxList; point our own ShowBattleUIImmediatelyVfx stub at
NullVfx.GetInstance() (it called a non-existent NullVfx.Create).
- Static factories: SkillTargetSelectTouchProcessor.Create (10-arg),
DialogReportToManagement.Create(long).
- Re-add StartSkillSelectVfx.OnStart event (m1_stub_gen drops `event` decls — the
recurring session-6 gap; generator event-capture fix still pending).
- Stop the BattleCardView/GameObjMgr ctor cascade: parameterless ctors on the no-op
BattleCardView and GameObjMgr hand shims so non-chaining subclass/field stubs satisfy
their implicit base() call.
- Copy Cute/ListExtensions.cs (FisherYatesShuffle extension) verbatim into Engine.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add the (JsonData) ctor to the LoginBonus data hand stubs (Continuous/Normal/
Special/FreeCardPackBox) and StoryRecoveryData (LitJson.JsonData is copied).
- Full-surface the two nested View types that only the parent's empty stub covered:
BattleCardView.BuildInfo (14-arg ctor) and DestroyVfx.FileNamePair (ctors +
ObjectFileName/SeFileName); add BattleCardView(BuildInfo) to the hand shim.
- Regenerate Field/Spell/UnitBattleCardView: stale stubs whose ctors had dropped the
decomp `: base(buildInfo)` chain, exposed (CS7036) once BattleCardView lost its
implicit default ctor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Generate both SelectionProcessing Parameter classes namespace-aware (full-surface
captures the 8-arg Main / 6-arg BattleResult ctors); drop the empty hand stubs.
- Add the missing decomp ctors to the 5 empty Touch-processor hand stubs
(SetCard/EvolutionSimple/Emotion/ClassBuff/DetailPanel) — compile-only ballast,
empty bodies.
- Regenerate FusionWaitProcessor.g.cs: it was a stale stub whose ctor had dropped
its decomp `: base(...)` initializer; harmless while SetCardProcessor had an
implicit default ctor, exposed (CS7036) once the parameterized ctor landed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate the Main-namespace versions of the four colliding SelectionProcessing
dialog classes (ChapterCharaDecider/DownloadInfoGetter/DeckSelectionDialogDisplay/
DeckSelectionConfirmDialogDisplay) via the new --ns path — AreaSelectUI uses the
Main module and constructs them into an IProcessing[]. baseclauses binds each to
Main.ProcessingBase; iface_reattach (regenerated full) attaches Main.IProcessing.
Also fill IReplayRecordManager with its 3 real members (SetupRecording/
SetupBattleInfoFilter/SetupOperateMgrEvents); both implementors already had them.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Story chapter-selection processing subsystem is duplicated across two
namespaces (…SelectionProcessing.Main and .BattleResult), each with its own
ProcessingBase : IProcessing + Parameter. m1_genstub keyed output by bare type
name, so only ONE ProcessingBase.g.cs was emitted (BattleResult), and
m1_baseclauses cross-qualified the Main leaves to BattleResult.ProcessingBase —
making it impossible to give IProcessing its real members (Execute(Main.Parameter)
≠ inherited Execute(BattleResult.Parameter) → CS0535).
Now both ProcessingBase variants are generated via the namespace-aware tooling
(<Type>__<Namespace>.g.cs), baseclauses resolves each leaf to its same-namespace
ProcessingBase, and both IProcessing interfaces carry NextProcessing + Execute.
8 IProcessing CS1061 cleared, no CS0535 introduced.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
base-clause recovery strips interfaces (to dodge CS0535), but copied code converts
the stubs to those interfaces -> ~120 CS0266/CS1503. Two mechanisms:
- _IfaceImpl.g.cs: explicit no-op impls of the FULL (copied) interfaces, layered
onto each hierarchy base (BattleCardView/CardVfxCreatorBase/BattlePlayerView/
BattleEnemyView/ClassInfomationUIBase + NullCardVfxCreator). Explicit form never
collides with existing members; leaves inherit. Walks base-interface chains
(IPlayerView : IBattlePlayerView) and emits events.
- _InterfaceReattach.g.cs: plain ': IFoo' for the empty stub interfaces
(IProcessing, IReplayRecordManager).
- ClassBattleCardViewBase/NullBattleCardView: restore dropped BattleCardView base
so they inherit its IBattleCardView impl.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38
CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo
<-> VfxBase). These are on the resolution path. Fixed to match decomp.
- UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32
conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween).
- ITouchProcessor was dropped from touch-processor stubs by base-clause recovery;
re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated
full-surface stubs, interface+no-op members for the empty hand stubs).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Regenerate 31 VFX/View/UI/Touch stubs to keep their decomp ': base(...)' /
': this(...)' ctor initializers (m1_stub_gen was dropping them -> CS7036/CS1729
when the copied base has no parameterless ctor). Whole base-ctor cluster cleared.
- UnityEngine.Event: add rawType/keyCode/modifiers/Use() + EventType enum (NGUI
UIInput/UIInputOnGUI legacy IMGUI path).
- Reward: copy the real Wizard.Scripts.Network.Data.TaskData.Arena.Reward verbatim
(was an empty ambiguous-name shim in LooseEnds); deps (UserGoods/JsonData) present.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
BestHTTP.SocketIO: Socket.On/Off/Emit + SocketIOCallback delegate, SocketManager ctors/
State/Socket/indexer/Open/Close/SettingRealtimeNetworkAgent, SocketOptions. Spine: Skeleton
(Data/Skin/Scale/FindBone/SetSkin/Update), Bone (WorldX/Y/RotationX), SkeletonMecanim
(MonoBehaviour + skeleton). All minimal hand shims (no full-surface -> no SDK closure pull);
node-socket path is Phase-2, off the battle path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.
CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The hand-shim VFX containers only had no-arg Create(); the engine calls them with
collection/params/loading-main args (510 CS1501). Add the real decomp Create overloads
to SequentialVfxPlayer/ParallelVfxPlayer/VfxWithLoading/VfxWithLoadingSequential.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The stub generator emits net-new types as base-LESS partials, so generated Vfx/View
types weren't actually VfxBase/etc. -> hundreds of CS1503/CS0029 'cannot convert to
VfxBase' at every polymorphic call site. m1_baseclauses.py recovers each generated
type's decomp base CLASS (interfaces dropped to avoid CS0535) into _BaseClauses.g.cs,
cross-namespace bases fully qualified. Generated the intermediate Vfx/processing base
types (SpreadOutVfx/OpenCardVfx/ProcessingBase/DamageVfxBase/ForecastIconVfxBase/...).
DefaultOpeningVfx regenerated WITH override (its base OpeningVfx is copied+abstract).
Clearing the polymorphism cascade + the masking base-type CS0246s unmasked the true
member-level frontier: 2202 (CS1501/CS1061/CS1503), 0 structural errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend the UnityEngine value/component shims with no-op members surfaced by the compile
loop (UnityWebRequest/Font/Mesh/LODGroup/AudioSource/Rigidbody/Camera/Sprite/Animation/
Transform/Material/Texture2D/Light/Input/Resources + CharacterInfo/Vector4), via partial
declarations + UnityShimExt.cs. Add the missing UnityEngine static classes (PlayerPrefs/
Physics/GUI/SystemInfo/Graphics/QualitySettings/StackTraceUtility) + enums (TextureFormat/
ColorSpace/EventModifiers/RenderTextureReadWrite) + Experimental.Rendering.GraphicsFormat*
in UnityStatics.cs. All cosmetic, off the battle path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hand-model the CRI ADX2 (audio) + CRI Mana (movie) SDK surface exercised by the copied
audio/movie engine files (AudioManager/Voice/Se/Effect/MoviePlayer). No decomp source
exists; signatures mirror the real CRI API as called at the sites (arg counts/types from
the call sites). All no-op, cosmetic, off the battle path. Reconciled with the empty CRI
stubs already in SdkStubs (CriAtomExAcb/CriAtomExPlayback/CriManaMovieMaterial).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.
Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add no-op members + supporting types (FilterMode/TextureWrapMode/WrapMode/Keyframe/
AnimatorStateInfo/AnimatorClipInfo) to the UnityEngine shim. Standard Unity API surface,
inferred from frontier member names — Unity types aren't in the decomp so they're
hand-extended, not generated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate the COMPLETE decomp member surface (not frontier-subset, which silently drops
already-provided members) for UIManager(+ViewScene/ChangeViewSceneParam), GameObjMgr,
BattleLogManager/Item, InPlayCardFrameEffectControl. UIManager/Footer base fixes:
UIManager is MonoBehaviour (singleton kept by hand via --exclude); Footer is the copied
Engine type (removed the conflicting global shim). Add HUDMode enum, Wizard manager
return-type stubs, and a closure-stubs file for 7 referenced empties.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stub-generate BattleLogManager(45)/BattleLogItem(17)/InPlayCardFrameEffectControl(4)
member surfaces from decomp signatures; declare BattleLogWindow+nested enum; make
BattleLogItem a MonoBehaviour so inherited gameObject/transform resolve.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the last type+header frontier (RoomInviteFriendColum override). Per F3 this
unmasks the remaining View/UI/god-object member bodies (~8k) -- the next grind is
pure member-surface growth, closure (~3242 files) now essentially complete.
Clears the last CS0246/CS0234 type frontier; per F3 this unmasks the AI-subsystem
member bodies (~9k member-level errors) -- next grind is extension copies + god-object
member growth.
Copied the 89 uncopied AI*SimulationUtility/extension files defining the
AIVirtualCard/AIVirtualField extension methods; the compile loop then auto-closed
the revealed type deps (~3049 files total, drift-clean). 10.0k -> 62 errors.
Grows Vector2/3, Mathf, Color, Quaternion, GameObject, Transform, Camera, Material,
ParticleSystem, Rect, Bounds, Time to the surface the engine references; adds Input/
Random/Resources statics + full KeyCode enum. Copies the verbatim extension files that
collapse thousands of CS1061s at once (ContentKeywordExt, JsonData/LitJson extensions,
EventExtension.Call, GameObjectExtension(s)). 26.5k -> 15.9k errors; residual now
dominated by god-object member surface (GameMgr/UIManager/EffectMgr/Vfx*).
Resolves the 268-error header frontier: settings Item base, ErrorDialog.Data,
RoomConnectController nested types, Unity asset/light/collider types, CriWare/
CodeStage/Spine SDK surface, and copies INetworkLogger + SingletonMonoBehaviour
verbatim. Per F3 this unmasks the type bodies (~26.5k member-level errors now
visible) -- the real M1 bulk, attacked in following waves.
The node hardcoded knownList.spellboost=0 on every played card. Prod sends
the true accumulated count, which the client reads straight into the card's
cost model; with 0 the opponent computes the card at full price and silently
rejects the play in OperateReceiveChecker.IsPlayCard (PP-over -> ConductError
-> NullOperationCollection -> no render/echo), desyncing the board.
Mine spellboost-count changes from the sender''s orderList alter ops
(MineAlterSpellboosts: a/s/h ops), accumulate per-side idx->count in
BattleSessionState (RecordSpellboostFrom), and surface the current count on
the played card via BuildPlayedCard. Recorded from the authoritative
PlayActions only (never the Echo) and folded in AFTER the played card is
built, since a card''s cost is fixed as it leaves hand and a play that grants
spellboost targets the rest of the hand.
Also adds a [sio-in-body] full-body inbound log to RealParticipant to capture
both clients'' re-simulated responses for PvP RNG verification.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>