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>
136 lines
4.0 KiB
C#
136 lines
4.0 KiB
C#
using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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public class AreaSelectChapterEffect
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{
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private static readonly Vector3 EFFECT_SCALE = new Vector3(320f, 320f, 320f);
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private AreaSelectUI _areaSelectUI;
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private List<string> _loadedResources = new List<string>();
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private bool _isLoadEnd = true;
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private Transform _effectParent;
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private Dictionary<string, ParticleSystem> _effectList = new Dictionary<string, ParticleSystem>();
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private string _playingEffect = "";
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public bool GetLoadEnd()
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{
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return _isLoadEnd;
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}
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public void Init(AreaSelectUI areaselectUI, Transform effectParent)
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{
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_areaSelectUI = areaselectUI;
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_effectParent = effectParent;
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_playingEffect = "";
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}
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public void Term()
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{
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foreach (KeyValuePair<string, ParticleSystem> effect in _effectList)
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{
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ParticleSystem value = effect.Value;
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if (!(null == value))
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{
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Object.Destroy(value.gameObject);
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}
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}
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_effectList.Clear();
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_playingEffect = "";
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}
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public void LoadEffect(List<StoryChapterData> chapterDataList)
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{
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_isLoadEnd = false;
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string path = "";
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int i = 0;
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for (int count = chapterDataList.Count; i < count; i++)
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{
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path = chapterDataList[i].ChapterEffectPath;
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if (!string.IsNullOrEmpty(path) && !_effectList.ContainsKey(path))
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{
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_effectList.Add(path, null);
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_loadedResources.Add(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D));
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}
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}
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_areaSelectUI.StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadedResources, delegate
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{
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List<GameObject> list = new List<GameObject>(_effectList.Count);
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int j = 0;
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for (int count2 = chapterDataList.Count; j < count2; j++)
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{
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path = chapterDataList[j].ChapterEffectPath;
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if (!string.IsNullOrEmpty(path) && !(null != _effectList[path]))
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{
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GameObject gameObject = Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(path, ResourcesManager.AssetLoadPathType.Effect2D, isfetch: true)) as GameObject;
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if (!(null == gameObject))
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{
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_effectList[path] = Object.Instantiate(gameObject).GetComponent<ParticleSystem>();
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_effectList[path].transform.parent = _effectParent;
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_effectList[path].transform.localPosition = Vector3.zero;
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_effectList[path].transform.localScale = EFFECT_SCALE;
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_effectList[path].gameObject.SetActive(value: false);
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list.Add(_effectList[path].gameObject);
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}
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}
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}
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// Pre-Phase-5b: SetUIParticleShader queued shader swap + callback flipped _isLoadEnd.
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// Headless has no EffectMgr; flip the load-end flag inline.
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_isLoadEnd = true;
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}));
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}
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public void UnLoadEffect()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedResources);
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_loadedResources.Clear();
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}
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public void PlayEffect(string path, Vector3 pos)
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{
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if (!string.IsNullOrEmpty(path) && !(_playingEffect == path) && _effectList.ContainsKey(path) && !(null == _effectList[path]))
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{
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_effectList[path].gameObject.SetActive(value: true);
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_effectList[path].Play();
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_effectList[path].transform.localPosition = pos;
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_playingEffect = path;
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SetParticleSystemsSpeed(1f);
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}
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}
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public void StopEffect(float? simulationSpeedAfterStop)
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{
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if (_effectList.ContainsKey(_playingEffect) && !(null == _effectList[_playingEffect]))
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{
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if (simulationSpeedAfterStop.HasValue)
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{
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SetParticleSystemsSpeed(simulationSpeedAfterStop.Value);
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}
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_effectList[_playingEffect].Stop();
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_playingEffect = "";
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}
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}
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public string GetPlayingEffect()
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{
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return _playingEffect;
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}
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private void SetParticleSystemsSpeed(float speed)
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{
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ParticleSystem.MainModule main = _effectList[_playingEffect].main;
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main.simulationSpeed = speed;
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ParticleSystem[] componentsInChildren = _effectList[_playingEffect].GetComponentsInChildren<ParticleSystem>();
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for (int i = 0; i < componentsInChildren.Length; i++)
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{
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ParticleSystem.MainModule main2 = componentsInChildren[i].main;
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main2.simulationSpeed = speed;
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}
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}
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}
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