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>
130 lines
4.2 KiB
C#
130 lines
4.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class BaseShopPurchasePage : UIBase
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{
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[SerializeField]
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private UITexture _bgTexture;
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[SerializeField]
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protected UITexture _titleLogoTexture;
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[SerializeField]
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protected UILabel _labelSeriesDescription;
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[SerializeField]
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protected UIScrollView _scrollView;
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[SerializeField]
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protected UIWrapContent _wrapContent;
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[SerializeField]
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protected GameObject _productPlateOriginal;
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protected List<int> _cacheSeriesIdList;
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protected List<int> _cacheRefCountList;
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protected List<string> _cacheResourceList;
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protected List<string> _loadedResourceList;
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protected List<Texture> _drumrollSeriesImageList = new List<Texture>();
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protected List<Texture> _seriesTitleImageList = new List<Texture>();
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public override void onFirstStart()
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{
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_cacheSeriesIdList = new List<int>(4);
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_cacheRefCountList = new List<int>(4);
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_cacheResourceList = new List<string>();
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_loadedResourceList = new List<string>();
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SetupScrollView();
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base.IsShowFooterMenu = true;
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_bgTexture.gameObject.layer = LayerMask.NameToLayer("FrontUI");
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base.onFirstStart();
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}
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protected virtual void SetupScrollView()
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{
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for (int i = 0; i < 4; i++)
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{
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NGUITools.AddChild(_wrapContent.gameObject, _productPlateOriginal);
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}
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_productPlateOriginal.gameObject.SetActive(value: false);
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_wrapContent.onInitializeItem = OnInitializeItem;
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_wrapContent.minIndex = 0;
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}
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protected void CreateTopBar(string title, Action onFinishChangeView)
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{
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UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
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changeViewSceneParam.MyPageMenuIndex = 5;
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changeViewSceneParam.IsCutCardMotion = true;
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changeViewSceneParam.OnFinishChangeView = onFinishChangeView;
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UIManager.GetInstance().CreateTopBar(base.gameObject, title, UIManager.ViewScene.MyPage, MoneyDraw: true, changeViewSceneParam).gameObject.layer = LayerMask.NameToLayer("MyPage");
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}
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protected IEnumerator loadSeriesImages(ResourcesManager.AssetLoadPathType assetPathType, List<int> seriesIdList, Dictionary<int, BaseSeriesData> seriesMasterDic, Action callBack = null)
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{
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List<string> assetList = new List<string>();
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for (int i = 0; i < seriesIdList.Count; i++)
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{
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BaseSeriesData baseSeriesData = seriesMasterDic[seriesIdList[i]];
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assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData.DrumrollPath, assetPathType));
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assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData.TitlePath, assetPathType));
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}
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assetList.Add(Toolbox.ResourcesManager.GetAssetTypePath("cmn_shop_icon_1", ResourcesManager.AssetLoadPathType.Effect2D));
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yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(assetList, null));
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_loadedResourceList.AddRange(assetList);
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_drumrollSeriesImageList.Clear();
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_seriesTitleImageList.Clear();
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for (int j = 0; j < seriesIdList.Count; j++)
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{
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BaseSeriesData baseSeriesData2 = seriesMasterDic[seriesIdList[j]];
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Texture item = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData2.DrumrollPath, assetPathType, isfetch: true)) as Texture;
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_drumrollSeriesImageList.Add(item);
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Texture item2 = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(baseSeriesData2.TitlePath, assetPathType, isfetch: true)) as Texture;
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_seriesTitleImageList.Add(item2);
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}
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callBack.Call();
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}
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protected override void onClose()
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{
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AllDeleteCacheSeries();
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if (_loadedResourceList.Count > 0)
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResourceList);
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_loadedResourceList.Clear();
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}
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base.onClose();
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}
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private void AllDeleteCacheSeries()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_cacheResourceList);
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_cacheSeriesIdList.Clear();
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_cacheRefCountList.Clear();
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_cacheResourceList.Clear();
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}
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protected virtual void ResetProductListScroll(int productCount)
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{
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_wrapContent.maxIndex = productCount - 1;
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_wrapContent.SortBasedOnScrollMovement();
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_scrollView.ResetPosition();
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_wrapContent.WrapContent();
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}
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protected virtual void OnInitializeItem(GameObject go, int wrapIndex, int realIndex)
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{
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}
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}
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