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>
114 lines
3.0 KiB
C#
114 lines
3.0 KiB
C#
using System;
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using UnityEngine;
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// TODO(engine-cleanup-pass2): 39 of 45 methods unrun in baseline
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// Type: Wizard.ClassCharacterMasterData
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard;
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public class ClassCharacterMasterData
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{
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private int index;
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public int chara_id { get; private set; }
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public string chara_name { get; private set; }
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public string path { get; private set; }
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public CardBasePrm.ClanType clan { get; private set; }
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public int class_id { get; private set; }
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public string _className { get; private set; }
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public bool is_usable { get; private set; }
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public int skin_id { get; private set; }
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public CardBasePrm.ClanType ClassColorId { get; private set; }
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public bool hide_class_name { get; private set; }
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public int battle_skin_reverse { get; private set; }
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public Vector2 StillPosition { get; private set; }
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public float StillScale { get; private set; }
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public bool IsAcquired { get; private set; }
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public bool IsNew { get; private set; }
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public bool IsHighRank { get; private set; }
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public bool Is3d { get; private set; }
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public bool IsEvolveSkin { get; private set; }
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public bool IsNoEvolveShift { get; private set; }
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public bool IsOpponentReverse { get; private set; }
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public int EvolutionDelayFrame { get; private set; }
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public ClassCharacterMasterData(string[] columns)
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{
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if (columns.Length < 20)
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{
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string text = "Given a bad argument. length : " + columns.Length + " ";
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for (int i = 0; i < columns.Length; i++)
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{
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text = text + columns[i] + " ";
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}
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LocalLog.AccumulateTraceLog(text);
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}
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chara_id = int.Parse(columns[index++]);
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chara_name = ConvClassCharaName(columns[index++]);
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index++;
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path = columns[index++];
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clan = CardBasePrm.ToStrClanType(columns[index++]);
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class_id = (int)clan;
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_className = class_id.ToString(); // Pre-Phase-5b: no clan-name lookup
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index++;
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is_usable = Convert.ToBoolean(int.Parse(columns[index++]));
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skin_id = int.Parse(columns[index++]);
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int num = int.Parse(columns[index++]);
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ClassColorId = (CardBasePrm.ClanType)((num == 0) ? class_id : num);
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hide_class_name = Convert.ToBoolean(int.Parse(columns[index++]));
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battle_skin_reverse = int.Parse(columns[index++]);
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StillPosition = new Vector2(float.Parse(columns[index++]), float.Parse(columns[index++]));
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StillScale = float.Parse(columns[index++]);
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IsHighRank = int.Parse(columns[index++]) == 1;
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Is3d = int.Parse(columns[index++]) == 1;
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IsNoEvolveShift = int.Parse(columns[index++]) == 1;
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IsOpponentReverse = int.Parse(columns[index++]) == 1;
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EvolutionDelayFrame = int.Parse(columns[index++]);
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if (columns.Length >= 20)
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{
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IsEvolveSkin = int.Parse(columns[index++]) == 1;
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}
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}
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private string ConvClassCharaName(string id)
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{
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return Data.Master.GetClassCharaText(id);
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}
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public void Acquired()
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{
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if (!IsAcquired)
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{
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IsAcquired = true;
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IsNew = true;
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}
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}
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public void UnsetNew()
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{
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IsNew = false;
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}
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}
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