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>
99 lines
2.1 KiB
C#
99 lines
2.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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using Wizard.Battle.View;
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public abstract class HandControl
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{
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public enum ArrangeType
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{
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Fan,
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Flat
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}
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public enum HandState
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{
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Unfocus,
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Focus
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}
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public enum HandVisible
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{
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Invisible,
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Visible
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}
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protected readonly GameObject _gameObject;
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protected HandState _handState;
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protected HandVisible _handVisible;
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protected Vector3[] _cardPos;
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protected Vector3[] _cardRot;
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protected Vector3[] _cardScale;
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protected readonly BattleCamera _battleCamera;
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private HandTRSCalculatorBase _TRSCalculator;
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public Transform Transform { get; private set; }
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public bool IsHandStateLocked { get; private set; }
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public abstract Vector3 BaseHandPos { get; }
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public HandControl(GameObject gameObject, BattleCamera battleCamera)
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{
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_gameObject = gameObject;
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Transform = _gameObject.transform;
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Transform.localPosition = BaseHandPos;
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_handState = HandState.Unfocus;
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_handVisible = HandVisible.Invisible;
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_battleCamera = battleCamera;
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_cardPos = new Vector3[9];
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_cardRot = new Vector3[9];
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_cardScale = new Vector3[9];
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_TRSCalculator = CreateHandCardTRSCalculator(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.FIXEDUSE_COST_INFO) ? ArrangeType.Flat : ArrangeType.Fan);
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}
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public void AttachCardView(IBattleCardView cardView)
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{
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if (!(cardView is NullBattleCardView))
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{
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cardView.Transform.parent = Transform;
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cardView.GameObject.SetActive(value: false);
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cardView.GameObject.SetActive(value: true);
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}
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}
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protected abstract HandTRSCalculatorBase CreateHandCardTRSCalculator(ArrangeType type);
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public abstract void RearrangeHand(float time, List<IBattleCardView> battleCardViewList, bool isNewReplayMoveTurn = false);
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public void SetHandState(HandState state)
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{
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if (!IsHandStateLocked)
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{
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_handState = state;
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}
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}
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public bool IsHandStateFocus()
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{
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return _handState == HandState.Focus;
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}
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public bool IsVisibleHand()
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{
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return _handVisible == HandVisible.Visible;
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}
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public void SetHandPosition()
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{
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Transform.localPosition = BaseHandPos;
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}
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}
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