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>
93 lines
1.9 KiB
C#
93 lines
1.9 KiB
C#
using UnityEngine;
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// Post-Phase-5b (2026-07-03) UI stub. The turn-end button is a UIBase with
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// SetActive/sprite/iTween logic driven by BattlePlayer/NetworkBattleManagerBase
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// UI paths (ShowBtn/HideBtn/ChangeButtonView/HideAnimation/EnableButton/etc.).
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// Nothing headless observes the button state; every method body has been reduced
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// to a no-op while the surface stays intact so the ~15 external call sites
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// (BattlePlayer, BattlePlayerBase, NetworkBattleManagerBase, PuzzleBattleManager,
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// NetworkBattleReceiver, RecoveryManagerBase) still resolve.
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public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
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{
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public enum ViewType
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{
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Normal,
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Watch,
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Replay
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}
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[SerializeField]
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private GameObject BtnMain;
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[SerializeField]
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private UILabel TitleLabel;
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[SerializeField]
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private UISprite TurnEndButtonImg;
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[SerializeField]
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private UIButton TurnEndButtonButton;
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public bool _isButtonForcedOff { get; set; }
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public bool GetEnableLabel => TitleLabel != null && TitleLabel.gameObject.activeSelf;
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public bool _isChangeViewLock { get; set; }
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public GameObject GameObject => base.gameObject;
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public void StartTurnEndCountdown()
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{
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}
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public void ShowBtn(bool canPlayerEndTurnImmediately = false)
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{
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}
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public void HideBtn()
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{
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}
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public void HideAnimation()
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{
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}
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public void ChangeButtonView(bool isMyTurn)
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{
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}
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public void EnableButton()
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{
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}
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public void DisableButton()
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{
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}
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public void EnableEndTurnPulsateEffect()
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{
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}
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public void DisableEndTurnPulsateEffect()
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{
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}
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public Vector3 GetBtnPosition()
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{
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return BtnMain != null ? BtnMain.transform.position : Vector3.zero;
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}
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public void SettingTimer(float second, bool isRed)
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{
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}
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public void Recovery()
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{
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}
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public GameObject GetTurnEndButton()
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{
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return TurnEndButtonButton != null ? TurnEndButtonButton.gameObject : null;
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}
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}
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