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>
56 lines
2.8 KiB
C#
56 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.UI;
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using Wizard.Battle.View.Vfx;
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// PASS-8/Phase-1 STUB: 1,909-line client-side card-detail-panel UI. Held on `DetailMgr.
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// SubDetailPanelControl` (nullable field) but never constructed anywhere — NullDetailPanelControl
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// is the headless-live implementation carried into the receive path. The class exists purely
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// as a compile-time surface: the ShowRequest enum + LoadCardHeaderTexture static + interface
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// contract via IDetailPanelControl (mirroring NullDetailPanelControl's shape). Every instance
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// member is a no-op / default because a headless `SubDetailPanelControl` is either null (NRE
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// on read — never reached) or is actually a NullDetailPanelControl instance.
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public class DetailPanelControl : CardDetailBase, IDetailPanelControl
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{
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public enum ShowRequest
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{
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NORMAL,
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MULLIGAN,
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EVOLUTION_SELECT,
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FUSION_INFO_CARD_LIST,
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CHOICE_BRAVE,
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CHOICE_BRAVE_AND_BUFF
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}
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public bool IsShow => false;
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public BattleCardBase _card => null;
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public bool forceEvolutionConfirm { get; set; }
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public UIButton EvolveButton => null;
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public ShowRequest CurrentShowRequest => ShowRequest.NORMAL;
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public GameObject EvoTargetPanelColliderGameObject => null;
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public EvolutionConfirmation _evolutionConfirmation => null;
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public event Action OnHideOneTime { add { } remove { } }
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public void UpdateCardDescriptionOnEvent() { }
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public void UpdateCardDescriptionOnEvolutionEvent() { }
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public void Show(BattleManagerBase battleMgrBase, OperateMgr operateMgr, BattleCardBase card, ShowRequest showRequest) { }
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public void ShowList(BattleManagerBase battleMgrBase, OperateMgr operateMgr, List<BattleCardBase> cards, ShowRequest showRequest,
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BuffInfo buff, BattleLogItem.CardTextureOption textureOption = BattleLogItem.CardTextureOption.Null,
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string divergenceId = "", int logTextureId = 0) { }
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public void Hide() { }
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public void SetSize(float percent) { }
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public void UpdateBuffInfo(BattleCardBase targetCard, List<BattlePlayerBase.MyRotationBonusCondition> myRotationBonusList) { }
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public void UpdateLogItemBuffInfo(BattleCardBase targetCard) { }
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public void SetScreenPosition(bool right) { }
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public VfxBase ShowEvolutionButton(BattleCardBase card) => NullVfx.GetInstance();
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public void CreateNextPanel() { }
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public void SetKeyBtnActive(List<bool> hasKeyword) { }
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public void ShowKeySubPanel(int page) { }
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public void HideKeySubPanel() { }
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public bool IsDisplayedRight() => false;
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public List<BuffInfo> GetDistinctBuffList(List<BuffInfo> buffInfoList) => new List<BuffInfo>();
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public List<NetworkBattleReceiver.ReplayBuffInfoLabel> GetBuffDetailLabel(BattleCardBase targetCard) => new List<NetworkBattleReceiver.ReplayBuffInfoLabel>();
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}
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