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>
70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class MyRotationPeriodSelectDialog : MonoBehaviour
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{
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private List<MyRotationInfo> _selectData;
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public MyRotationInfo SelectInfo { get; private set; }
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public static void Create(MyRotationInfo defaultSelectInfo, CardBasePrm.ClanType clanType, Action<MyRotationInfo> onDecide)
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{
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List<string> list = new List<string>();
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int num = 0;
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int num2 = 0;
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List<MyRotationInfo> list2 = new List<MyRotationInfo>();
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foreach (MyRotationInfo myRotationInfo in Data.MyRotationAllInfo.MyRotationInfoList)
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{
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if (clanType != CardBasePrm.ClanType.NEMESIS || myRotationInfo.IsEnableNemesis)
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{
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list2.Add(myRotationInfo);
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list.Add(myRotationInfo.PackSelectText);
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if (defaultSelectInfo != null && myRotationInfo.Id == defaultSelectInfo.Id)
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{
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num = num2;
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}
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num2++;
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}
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}
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GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/MyRotation/MyRotationPeriodSelectDialog")) as GameObject;
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MyRotationPeriodSelectDialog selectDialog = gameObject.GetComponentInChildren<MyRotationPeriodSelectDialog>();
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selectDialog._selectData = list2;
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DialogBase dialog = DrumrollDialog.Create(gameObject.GetComponent<DrumrollDialog>(), list, num, selectDialog.OnSelect);
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dialog.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_GrayBtn);
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dialog.SetButtonText(Data.SystemText.Get("Common_0003"), Data.SystemText.Get("MyRotation_ID_11"));
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dialog.SetTitleLabel(Data.SystemText.Get("MyRotation_ID_23"));
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dialog.onPushButton1 = delegate
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{
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onDecide(selectDialog.SelectInfo);
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};
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dialog.onPushButton2 = delegate
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{
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OnClickAbilityDetailButton(dialog);
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};
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dialog.isNotCloseWindowButton2 = true;
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if (defaultSelectInfo == null)
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{
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dialog.ClickSe_Btn1 = 0;
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}
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selectDialog.OnSelect(num);
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}
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private static void OnClickAbilityDetailButton(DialogBase periodSelectDialog)
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{
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DialogBase dialogBase = MyRotationAbilityDetailDialog.Create(Data.MyRotationAllInfo.AbilityGroup);
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periodSelectDialog.SetActive(inActive: false);
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dialogBase.OnClose = delegate
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{
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periodSelectDialog.SetActive(inActive: true);
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};
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}
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private void OnSelect(int index)
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{
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SelectInfo = _selectData[index];
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}
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}
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