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>
121 lines
4.6 KiB
C#
121 lines
4.6 KiB
C#
using System.Collections;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class SlideObjectReceiveControl
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{
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private NetworkBattleManagerBase _networkBattleMgr;
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private GameObject _slideStartObject;
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private GameObject _slideEndObject;
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private NetworkBattleSender.SLIDE_OBJECT_TYPE _slideObjectType;
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private IEnumerator _slideCoroutine;
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public SlideObjectReceiveControl(NetworkBattleManagerBase networkBattleMgr)
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{
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_networkBattleMgr = networkBattleMgr;
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}
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public void SlideObjectReceiveAction(NetworkBattleReceiver.ReceiveData receivedData)
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{
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bool isSelf = receivedData.isSelf;
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switch (receivedData._slideObjectType)
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{
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case NetworkBattleSender.SLIDE_OBJECT_TYPE.Cancel:
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CancelSlide();
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break;
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case NetworkBattleSender.SLIDE_OBJECT_TYPE.Attack:
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{
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BattlePlayerBase battlePlayer2 = _networkBattleMgr.GetBattlePlayer(isSelf);
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BattlePlayerBase battlePlayer3 = _networkBattleMgr.GetBattlePlayer(!isSelf);
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BattleCardBase indexToCardBase2 = NetworkBattleGenericTool.GetIndexToCardBase(_networkBattleMgr, battlePlayer2, receivedData.idx);
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BattleCardBase indexToCardBase3 = NetworkBattleGenericTool.GetIndexToCardBase(_networkBattleMgr, battlePlayer3, receivedData._selectedCardIndex);
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if (_slideStartObject != indexToCardBase2.BattleCardView.GameObject)
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{
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IBattleCardView battleCardView = indexToCardBase2.BattleCardView;
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_networkBattleMgr.VfxMgr.RegisterImmediateVfx(SequentialVfxPlayer.Create(NullVfx.GetInstance(), NullVfx.GetInstance()));
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_networkBattleMgr.VfxMgr.RegisterSequentialVfx(WaitVfx.Create(0.5f));
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}
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StartSlide(indexToCardBase2.BattleCardView.GameObject, indexToCardBase3.BattleCardView.GameObject, receivedData._slideObjectType, isSelf, isEvol: false);
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break;
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}
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case NetworkBattleSender.SLIDE_OBJECT_TYPE.Evolve:
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{
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BattlePlayerBase battlePlayer = _networkBattleMgr.GetBattlePlayer(isSelf);
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BattleCardBase indexToCardBase = NetworkBattleGenericTool.GetIndexToCardBase(_networkBattleMgr, battlePlayer, receivedData._selectedCardIndex);
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StartSlide(battlePlayer.BattleView.EpIcon, indexToCardBase.BattleCardView.GameObject, receivedData._slideObjectType, isSelf, isEvol: true);
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break;
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}
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default:
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Debug.LogError("Invalid Slide Object Type: " + receivedData._slideObjectType);
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break;
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}
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}
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public void CancelSlide()
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{
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if (!(_slideStartObject == null))
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{
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_networkBattleMgr.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
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_networkBattleMgr.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
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_slideStartObject = null;
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BattleCoroutine.GetInstance().StopCoroutine(_slideCoroutine);
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_slideCoroutine = null;
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_networkBattleMgr.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
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_networkBattleMgr.GameMgr.GetEffectMgr().Stop(GetSlideLockOnEffect());
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}
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}
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private void StartSlide(GameObject startObject, GameObject endObject, NetworkBattleSender.SLIDE_OBJECT_TYPE slideObjectType, bool isTargettingEnemy, bool isEvol)
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{
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if (_slideStartObject != null && _slideStartObject != startObject)
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{
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CancelSlide();
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}
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_slideEndObject = endObject;
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if (_slideStartObject == null)
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{
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_slideStartObject = startObject;
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_slideObjectType = slideObjectType;
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_slideCoroutine = SlideToTarget();
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BattlePlayerBase battlePlayer = _networkBattleMgr.GetBattlePlayer(isTargettingEnemy);
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if (isEvol)
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{
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_networkBattleMgr.VfxMgr.RegisterImmediateVfx(NullVfx.GetInstance());
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}
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_networkBattleMgr.BattlePlayer.PlayerBattleView.DragArrowStart(_networkBattleMgr, startObject, _networkBattleMgr.AttackArrowHead, isTargettingEnemy);
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BattleCoroutine.GetInstance().StartCoroutine(_slideCoroutine);
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}
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EffectMgr.EffectType slideLockOnEffect = GetSlideLockOnEffect();
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_networkBattleMgr.GameMgr.GetEffectMgr().Stop(slideLockOnEffect);
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_networkBattleMgr.GameMgr.GetEffectMgr().Start(slideLockOnEffect, endObject.transform.position, endObject);
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}
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private IEnumerator SlideToTarget()
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{
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while (_slideStartObject != null)
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{
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_networkBattleMgr.BattlePlayer.PlayerBattleView.DragArrow(_networkBattleMgr, _networkBattleMgr.AttackArrowHead, _slideEndObject.transform.position);
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yield return null;
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}
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}
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private EffectMgr.EffectType GetSlideLockOnEffect()
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{
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switch (_slideObjectType)
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{
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case NetworkBattleSender.SLIDE_OBJECT_TYPE.Attack:
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return EffectMgr.EffectType.CMN_CARD_TARGET_1;
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case NetworkBattleSender.SLIDE_OBJECT_TYPE.Evolve:
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return EffectMgr.EffectType.CMN_CARD_TARGET_2;
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default:
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Debug.LogError("Invalid Slide Object Type: " + _slideObjectType);
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return EffectMgr.EffectType.CMN_CARD_TARGET_1;
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}
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}
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}
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