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>
204 lines
4.0 KiB
C#
204 lines
4.0 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
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using Wizard.Scripts.Network.Data.TaskData.Arena.TwoPick;
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public class ArenaColosseum : ArenaEntryDataBase
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{
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public enum eRound
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{
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FinalNotAdvance = -1,
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Undecided = 6,
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Lose = 7
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}
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public enum eStageNo
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{
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}
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public enum eEntryStatus
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{
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TwoPickClassSelect = 1,
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SetUpComplete
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}
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public enum eRule
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{
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NONE = 0,
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RotationBo1 = 1,
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UnlimitedBo1 = 2,
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TwoPick = 3,
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TwoPickChaos = 4,
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Crossover = 5,
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MyRotation = 6,
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HOF = 31,
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WindFall = 33,
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Avatar = 39
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}
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public enum eDeckIndex
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{
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First = 0 }
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public struct Detail
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{
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}
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public class TwoPick
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{
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public CandidateClass CandidateClass { get; set; }
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public CandidateCardInfo CandidateCard { get; set; }
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public CandidateChaos CandidateChaos { get; set; }
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}
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public enum eResultEffect
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{
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None,
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GroupA,
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Final,
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Clear
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}
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private bool _isRankMatching;
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public bool CanUseNonPossessionCard;
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public bool IsColosseumPeriod { get; set; }
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public bool IsRoundPeriod { get; set; }
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public eEntryStatus EntryStatus { get; set; }
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public Format DeckFormat { get; set; }
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public eRule Rule { get; set; }
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public bool IsNormalTwoPick { get; set; }
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public int ChaosNum { get; set; }
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public bool IsTwoPickRule
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{
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get
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{
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if (Rule != eRule.TwoPick)
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{
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return Rule == eRule.TwoPickChaos;
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}
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return true;
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}
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}
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public bool NeedsFirstTips { get; set; }
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public int ColosseumId { get; set; }
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public int ChaoseTipsId { get; set; }
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public bool IsRankMatching
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{
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get
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{
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return _isRankMatching;
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}
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set
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{
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if (_isRankMatching != value)
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{
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_isRankMatching = value;
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if (RealTimeNetworkAgent.FinishTaskBase != null)
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{
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RealTimeNetworkAgent.FinishTaskBase = new ColosseumBattleFinishTask();
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}
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}
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}
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}
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public List<DeckData> DeckList { get; set; }
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public eRound Round { get; set; }
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public int ServerRoundId { get; set; }
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public eStageNo StageNo { get; set; }
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public string Name { get; set; }
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public List<ReceivedReward> RewardList { get; set; }
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public eResultEffect ResultEffect { get; set; }
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public string ColorCodeId { get; set; }
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public string CardPool { get; set; }
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public int RetryRemainingNum { get; set; }
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public bool IsDeckEntry { get; set; }
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public bool IsFreeEntry
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{
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get
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{
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return Data.MyPageNotifications.data.IsColosseumFreeEntry;
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}
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set
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{
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Data.MyPageNotifications.data.IsColosseumFreeEntry = value;
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}
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}
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public bool IsRetry { get; set; }
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public bool IsLastDay { get; set; }
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public bool IsClear { get; set; }
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public bool IsDeckDeleted { get; set; }
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public bool IsFinalRoundTry { get; set; }
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public eRound NextRound { get; set; }
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public double RemainingUnixTime { get; set; }
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public float RemainingSinceTime { get; set; }
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public double RemainingServerUnixTime { get; set; }
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public string NowRoundTimeText { get; set; }
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public Detail[] DetailData { get; set; }
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public List<bool> BattleResultList { get; set; }
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public List<int> BoxGradeList { get; set; }
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public TwoPick TwoPickData { get; set; }
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public ArenaColosseum()
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{
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base.LootBoxType = PlayerStaticData.LootBoxType.COLOSSEUM;
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DeckList = new List<DeckData>();
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RewardList = new List<ReceivedReward>();
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BattleResultList = new List<bool>();
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BoxGradeList = new List<int>();
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DetailData = new Detail[5];
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Rule = eRule.TwoPick;
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TwoPickData = new TwoPick();
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TwoPickData.CandidateClass = new CandidateClass();
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TwoPickData.CandidateCard = new CandidateCardInfo();
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TwoPickData.CandidateChaos = new CandidateChaos();
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}
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public void ApiRuleParseAndSet(int apiRule)
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{
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ArenaColosseum colosseumData = Data.ArenaData.ColosseumData;
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colosseumData.Rule = (eRule)apiRule;
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colosseumData.DeckFormat = ArenaData.ApiDeckFormatParse(colosseumData.Rule);
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}
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}
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