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>
93 lines
3.1 KiB
C#
93 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.DeckCardEdit;
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using Wizard.Dialog.Setting;
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public class DeckCreateMenuUI : MonoBehaviour
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{
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private enum DeckCopyCodeType
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{
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}
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[SerializeField]
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private UIButton _btnCamera;
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[SerializeField]
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private UIButton _btnLibrary;
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[SerializeField]
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private ItemToggle _foilPreferred;
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[SerializeField]
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private ItemToggle _isPrizePreferred;
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[SerializeField]
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private UISprite _centerSeparatorLine;
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private DialogBase _parentDialog;
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private Format _format;
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private ConventionDeckList _conventionDeckList;
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private IFormatBehavior _formatBehavior;
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private Action _onStartChangeViewScene;
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public static void ShowDeckCreateMenu(DeckData deck, ConventionDeckList conventionDeckList, Action onStartChangeViewScene = null)
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{
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Format format = deck.Format;
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DeckCardEditUI.SetDeckEditParameter(deck, conventionDeckList);
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DeckCreateMenuUI menu = UnityEngine.Object.Instantiate(UIManager.GetInstance()._deckCreateMenuOriginal);
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UnityEngine.Object.Destroy(menu._btnCamera.gameObject);
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menu._btnLibrary.gameObject.transform.SetSiblingIndex(0);
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetTitleLabel(Data.SystemText.Get("Card_0108"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetPanelDepth(10);
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if (conventionDeckList == null)
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{
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menu._foilPreferred.gameObject.SetActive(value: true);
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menu._foilPreferred.SetTitleLabel("プレミアムカード優先");
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menu._foilPreferred.SetValue(Data.Load.data._userConfig.IsFoilPreferred);
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menu._foilPreferred.SetActive_SeparatorLine(isActive: true);
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menu._foilPreferred.AddChangeCallback(delegate
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{
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DeckCardEditUI.SendConfigUpdateFoilPreferred(menu._foilPreferred.GetValue());
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});
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menu._isPrizePreferred.gameObject.SetActive(value: true);
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menu._isPrizePreferred.SetTitleLabel("絵違いカード優先");
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menu._isPrizePreferred.SetValue(Data.Load.data._userConfig.IsPrizePreferred);
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menu._isPrizePreferred.SetActive_SeparatorLine(isActive: true);
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menu._isPrizePreferred.AddChangeCallback(delegate
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{
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DeckCardEditUI.SendConfigUpdatePrizePreferred(menu._isPrizePreferred.GetValue());
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});
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}
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dialogBase.SetObj(menu.gameObject);
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if (conventionDeckList != null)
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{
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Vector3 localPosition = menu.transform.localPosition;
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localPosition.y = -70f;
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menu.transform.localPosition = localPosition;
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menu._centerSeparatorLine.gameObject.SetActive(value: false);
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}
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DeckCreateMenuUI component = menu.GetComponent<DeckCreateMenuUI>();
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component.SetParentDialog(dialogBase);
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component._format = format;
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component._conventionDeckList = conventionDeckList;
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component._formatBehavior = FormatBehaviorManager.Create(format, conventionDeckList);
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component._onStartChangeViewScene = onStartChangeViewScene;
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}
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private void SetParentDialog(DialogBase dialog)
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{
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_parentDialog = dialog;
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}
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}
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