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>
181 lines
3.8 KiB
C#
181 lines
3.8 KiB
C#
using System.Collections.Generic;
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using Cute;
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using LitJson;
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using UnityEngine;
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using Wizard;
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public class ClassCharaPrm
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{
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public enum MotionType
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{
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idle = 1,
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positive,
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negative,
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extra,
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damage,
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think,
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greet,
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shock,
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positive_2,
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negative_2,
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extra_2,
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negative_2_a,
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extra_1_a,
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extra_1_b,
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extra_1_c,
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extra_2_a,
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extra_2_b,
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extra_2_c,
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z_extra_2,
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z_damage,
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z_greet,
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z_idle,
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z_negative,
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z_negative_2,
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z_negative_2_a,
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z_positive,
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z_positive_2,
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z_shock,
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z_think
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}
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public enum FaceType
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{
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skin_01 = 1 }
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public enum EmotionType
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{
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NULL,
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GREET,
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THANK,
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APOLOGY,
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PRAISE,
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SURPRISE,
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CONFUSE,
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PROVOCATION,
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LOSE,
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SURRENDER_LOSE,
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STORY_LOSE,
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NEGOTIATION_1,
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NEGOTIATION_2,
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NEGOTIATION_3,
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PLAYER_TURN_START_1
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}
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private static readonly Dictionary<CardBasePrm.ClanType, eColorCodeId> OUTLINE_COLOR = new Dictionary<CardBasePrm.ClanType, eColorCodeId>
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{
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{
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CardBasePrm.ClanType.MIN,
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eColorCodeId.CLASS_ELF_OUTLINE
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},
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{
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CardBasePrm.ClanType.ROYAL,
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eColorCodeId.CLASS_ROYAL_OUTLINE
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},
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{
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CardBasePrm.ClanType.WITCH,
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eColorCodeId.CLASS_WITCH_OUTLINE
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},
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{
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CardBasePrm.ClanType.DRAGON,
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eColorCodeId.CLASS_DRAGON_OUTLINE
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},
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{
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CardBasePrm.ClanType.NECRO,
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eColorCodeId.CLASS_NECROMANCER_OUTLINE
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},
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{
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CardBasePrm.ClanType.VAMPIRE,
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eColorCodeId.CLASS_VANPIRE_OUTLINE
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},
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{
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CardBasePrm.ClanType.BISHOP,
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eColorCodeId.CLASS_BISHOP_OUTLINE
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},
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{
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CardBasePrm.ClanType.NEMESIS,
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eColorCodeId.CLASS_NEMESIS_OUTLINE
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},
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{
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CardBasePrm.ClanType.SHADOW,
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eColorCodeId.CLASS_SHADOW_OUTLINE
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}
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};
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private int _defaultCharaId;
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private int _currentCharaId;
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private int ClassCharaLv;
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public ClassCharacterMasterData DefaultCharaData => null /* Pre-Phase-5b: headless has no chara master; DefaultCharaData surface preserved for typing */;
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public ClassCharacterMasterData CurrentCharaData
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{
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get
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{
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ClassCharacterMasterData classCharacterMasterData = null; // Pre-Phase-5b: headless has no chara master
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if (classCharacterMasterData == null)
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{
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classCharacterMasterData = DefaultCharaData;
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}
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return classCharacterMasterData;
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}
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}
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public bool IsRandomLeaderSkin { get; set; }
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public List<int> LeaderSkinIdList { get; private set; } = new List<int>();
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public void SetCurrentCharaId(int charaId)
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{
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_currentCharaId = charaId;
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}
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public void SetLeaderRandomSkinIdList(JsonData skinIdList)
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{
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LeaderSkinIdList.Clear();
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for (int i = 0; i < skinIdList.Count; i++)
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{
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LeaderSkinIdList.Add(skinIdList[i].ToInt());
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}
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}
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public int GetClassCharaLv()
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{
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return ClassCharaLv;
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}
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public static Texture GetClassIconTexture(int clan_id)
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{
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return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
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}
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public static bool IsEvolutionEmotionType(EmotionType type)
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{
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if ((uint)(type - 17) <= 2u)
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{
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return true;
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}
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return false;
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}
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public static string GetIconSpriteName(CardBasePrm.ClanType inClassId)
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{
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int num = (int)inClassId;
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return "icon_class_color_" + num.ToString("00");
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}
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public static string GetNameText(CardBasePrm.ClanType inClassId)
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{
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return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
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}
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public static void SetClassLabelSetting(UILabel inLabel, CardBasePrm.ClanType inClassId)
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{
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inLabel.effectStyle = LabelDefine.OUTLINE_STYLE_CLASS_NAME;
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inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
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inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
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}
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}
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