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>
146 lines
3.7 KiB
C#
146 lines
3.7 KiB
C#
using System.Collections.Generic;
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using LitJson;
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using Wizard;
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using Wizard.Lottery;
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public class AchievedInfo
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{
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public List<UserMission> _missions;
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public List<UserAchievement> _achievements;
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public List<ReceivedReward> _rewards;
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public List<ReceivedReward> _victoryRewards;
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public LotteryApplyData _lotteryData = LotteryApplyData.EmptyData();
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public AchievedInfo()
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{
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_missions = new List<UserMission>();
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_achievements = new List<UserAchievement>();
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_rewards = new List<ReceivedReward>();
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_victoryRewards = new List<ReceivedReward>();
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}
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public AchievedInfo(JsonData data)
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: this()
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{
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Read(data);
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}
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public void Read(JsonData data)
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{
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if (data.Count == 0)
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{
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return;
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}
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if (data.Keys.Contains("achieved_mission_list"))
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{
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JsonData jsonData = data["achieved_mission_list"];
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if (jsonData != null)
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{
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for (int i = 0; i < jsonData.Count; i++)
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{
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_missions.Add(UserMission.CreateAchievedMission(jsonData[i]));
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}
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}
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}
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if (data.Keys.Contains("achieved_achievement_list"))
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{
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JsonData jsonData2 = data["achieved_achievement_list"];
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if (jsonData2 != null)
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{
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for (int j = 0; j < jsonData2.Count; j++)
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{
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UserAchievement userAchievement = UserAchievement.CreateCompletedAchievement(jsonData2[j]);
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if (!string.IsNullOrEmpty(userAchievement.OsId))
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{
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AchievementImpl.instance.ReleaseAchievement(userAchievement.OsId);
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}
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_achievements.Add(userAchievement);
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}
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}
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}
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if (data.Keys.Contains("grand_master_reward_list"))
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{
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JsonData jsonData3 = data["grand_master_reward_list"];
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if (jsonData3 != null)
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{
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for (int k = 0; k < jsonData3.Count; k++)
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{
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_rewards.Add(ReceivedReward.CreateFromBattleResultGrandMaster(jsonData3[k]));
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}
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}
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}
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if (data.Keys.Contains("achieved_mission_reward_list"))
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{
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JsonData jsonData4 = data["achieved_mission_reward_list"];
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if (jsonData4 != null)
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{
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for (int l = 0; l < jsonData4.Count; l++)
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{
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_rewards.Add(ReceivedReward.CreateFromBattleResult(jsonData4[l]));
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}
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}
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}
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if (data.Keys.Contains("win_reward_list"))
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{
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JsonData jsonData5 = data["win_reward_list"];
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if (jsonData5 != null)
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{
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for (int m = 0; m < jsonData5.Count; m++)
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{
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_victoryRewards.Add(ReceivedReward.CreateVictoryReward(jsonData5[m]));
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}
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}
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}
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if (data.Keys.Contains("achieved_beginner_mission_reward_list"))
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{
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JsonData jsonData6 = data["achieved_beginner_mission_reward_list"];
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if (jsonData6 != null)
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{
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for (int n = 0; n < jsonData6.Count; n++)
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{
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_rewards.Add(ReceivedReward.CreateFromBeginnerMissionReward(jsonData6[n]));
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}
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}
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}
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if (data.Keys.Contains("achieved_beginner_mission_list"))
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{
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JsonData jsonData7 = data["achieved_beginner_mission_list"];
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if (jsonData7 != null)
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{
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for (int num = 0; num < jsonData7.Count; num++)
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{
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_missions.Add(UserMission.CreateAchievedMission(jsonData7[num]));
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}
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}
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}
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if (data.Keys.Contains("battle_pass_reward_list"))
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{
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JsonData jsonData8 = data["battle_pass_reward_list"];
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if (jsonData8 != null)
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{
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for (int num2 = 0; num2 < jsonData8.Count; num2++)
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{
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_rewards.Add(ReceivedReward.CreateFromBattlePassReward(jsonData8[num2]));
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}
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}
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}
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if (data.Keys.Contains("battle_pass_message_list"))
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{
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JsonData jsonData9 = data["battle_pass_message_list"];
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if (jsonData9 != null)
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{
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for (int num3 = 0; num3 < jsonData9.Count; num3++)
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{
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_missions.Add(UserMission.CreateAchievedMission(jsonData9[num3]));
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}
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}
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}
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_lotteryData = LotteryApplyData.Parse(data);
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}
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}
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