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>
182 lines
2.9 KiB
C#
182 lines
2.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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public class InputMgr
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{
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public enum TYPE
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{
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NONE,
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PRESS,
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DOWN,
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UP}
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public enum LAYER_TYPE
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{
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NONE = 0,
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UI = 32,
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GAME = 512,
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ALL = 65535
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}
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private enum ClickState
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{
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None,
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UpThisFrame,
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DownMoved
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}
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private enum DoubleClickState
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{
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None,
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SecondClickUp
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}
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private Vector2 m_NonePos = new Vector2(-10000f, -10000f);
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private IList<TYPE> m_NowTypeList = new List<TYPE>();
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private int m_LayerMask;
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private IList<Vector2> m_FirstPosList = new List<Vector2>();
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private IList<Vector2> m_NowPosList = new List<Vector2>();
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private IList<Vector2> m_FixedPosList = new List<Vector2>();
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private IList<Vector2> m_EndPosList = new List<Vector2>();
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private float m_DraggingSec;
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private bool m_IsFlick;
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private IList<GameObject> m_DragEfcList = new List<GameObject>();
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private bool _isBackKeyEnable = true;
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public BattleCamera m_BattleCamera;
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private bool _wentOverDrag;
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public static bool MouseControl;
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private DoubleClickState _doubleClick;
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private ClickState _clickState;
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public bool isBackKeyEnable
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{
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get
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{
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return _isBackKeyEnable;
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}
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set
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{
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_isBackKeyEnable = value;
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}
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}
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public bool WentOverDrag
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{
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get
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{
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return _wentOverDrag;
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}
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set
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{
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_wentOverDrag = value;
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}
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}
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public static bool ShowDetailLeftAndRight => MouseControl;
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public InputMgr()
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{
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m_LayerMask = 0;
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for (int i = 0; i < 1; i++)
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{
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m_NowTypeList.Add(TYPE.NONE);
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m_FirstPosList.Add(m_NonePos);
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m_NowPosList.Add(m_NonePos);
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m_EndPosList.Add(m_NonePos);
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m_FixedPosList.Add(m_NonePos);
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m_DragEfcList.Add(null);
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}
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m_DraggingSec = 0f;
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m_IsFlick = false;
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Input.multiTouchEnabled = false;
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MouseControl = PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.MOUSE_CONTROL);
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}
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public void SetBattleCamera(BattleCamera battleCamera)
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{
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m_BattleCamera = battleCamera;
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}
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public bool IsNone()
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{
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if (m_NowTypeList[0] == TYPE.NONE)
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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 bool IsPress()
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{
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if (m_NowTypeList[0] == TYPE.PRESS)
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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 bool IsDown()
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{
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if (m_NowTypeList[0] == TYPE.DOWN)
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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 bool IsUp()
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{
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if (m_NowTypeList[0] == TYPE.UP)
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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 Vector2 GetFirstPos()
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{
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return m_FirstPosList[0];
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}
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public Vector2 GetPos()
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{
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return m_NowPosList[0];
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}
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public bool IsDoubleClick()
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{
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return _doubleClick == DoubleClickState.SecondClickUp;
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}
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public bool IsClick()
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{
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return _clickState == ClickState.UpThisFrame;
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}
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public bool IsDownMoved()
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{
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return _clickState == ClickState.DownMoved;
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}
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public bool IsOverDragDistanceMulligan()
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{
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return Vector2.Distance(GetPos(), GetFirstPos()) > 40f;
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}
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}
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