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>
134 lines
2.0 KiB
C#
134 lines
2.0 KiB
C#
using UnityEngine;
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public class UITweenAlpha : MonoBehaviour
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{
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public delegate void FinishCallBack(UITweenAlpha in_FadeObject);
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public AnimationCurve _curve;
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public bool _autoStart;
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public float _from;
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public float _to;
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public float _delayTime;
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public float _endTime;
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public bool _loop;
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public UITweenAlpha[] LinkTargets;
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private UIPanel _panel;
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private UIWidget _uiWidget;
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private UIRect _rect;
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private bool _isPlay;
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private bool _isEnd;
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private bool _isPlayFoward;
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private bool _initialized;
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public FinishCallBack _finishCallBack { get; set; }
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public float Timer { get; set; }
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private void Awake()
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{
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if (!_initialized)
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{
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Initialize();
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}
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}
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private void Initialize()
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{
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_initialized = true;
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_panel = base.gameObject.GetComponent<UIPanel>();
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if (_panel != null)
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{
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_rect = _panel;
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}
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else
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{
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_uiWidget = base.gameObject.GetComponent<UIWidget>();
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if (_uiWidget == null && _panel == null)
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{
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_uiWidget = base.gameObject.AddComponent<UIWidget>();
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}
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_rect = _uiWidget;
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}
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if (_autoStart)
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{
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PlayForward(isReset: true);
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}
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if (LinkTargets == null)
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{
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return;
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}
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for (int i = 0; i < LinkTargets.Length; i++)
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{
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if (LinkTargets[i].isActiveAndEnabled)
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{
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Timer = LinkTargets[i].Timer;
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break;
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}
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}
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}
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public void PlayForward(bool isReset = false)
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{
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if (!base.gameObject.activeSelf)
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{
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return;
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}
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if (!_initialized)
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{
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Initialize();
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}
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if (_curve == null)
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{
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return;
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}
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_isPlayFoward = true;
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if (isReset)
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{
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_rect.alpha = _from;
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}
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if (!_loop)
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{
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if (_rect.alpha != _to || isReset)
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{
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_isPlay = true;
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Timer = 0f;
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}
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else
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{
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_isEnd = true;
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}
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}
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else
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{
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_isPlay = true;
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Timer = 0f;
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}
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}
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public void End()
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{
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if (_isPlay)
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{
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_isPlay = false;
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if (_finishCallBack != null)
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{
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_finishCallBack(this);
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}
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}
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}
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}
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