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>
89 lines
2.6 KiB
C#
89 lines
2.6 KiB
C#
using System.Linq;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public class PlayerDrawCardToHandVfx : SequentialVfxPlayer
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{
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public class ChangePlayerHandCardParentVfx : VfxBase
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{
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private readonly IBattleCardView m_view;
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public ChangePlayerHandCardParentVfx(IBattleCardView view)
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{
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m_view = view;
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}
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public override void Play()
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{
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base.Play();
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m_view.GameObject.SetActive(value: false);
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/* Pre-Phase-5b: PCardPlace parent-reparent dropped; view is a null-view stub headless */
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MotionUtils.SetLayerAll(m_view.GameObject, 10);
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m_view.GameObject.SetActive(value: true);
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IsEnd = true;
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}
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}
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private readonly BattleCardBase _card;
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public PlayerDrawCardToHandVfx(BattleCardBase drawCard)
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{
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_card = drawCard;
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Register(Prepare());
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Register(WaitVfx.Create(0.25f));
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Register(OnHand());
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Register(InstantVfx.Create(delegate
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{
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_card.SetOnDraw(draw: false);
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}));
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}
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private VfxBase Prepare()
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{
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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GameObject pCardPlace = _card.SelfBattlePlayer.BattleMgr.PCardPlace;
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_card.BattleCardView.GameObject.SetActive(value: false);
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_card.BattleCardView.GameObject.transform.parent = pCardPlace.transform;
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MotionUtils.SetLayerAll(_card.BattleCardView.GameObject, 10);
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_card.BattleCardView.GameObject.SetActive(value: true);
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}));
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if (_card.SelfBattlePlayer.HandCardList.Any((BattleCardBase c) => c == _card))
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{
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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if (!_card.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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}
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_card.SelfBattlePlayer.BattleView.HandView.AddCardToView(_card.BattleCardView, 0.25f);
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_card.SelfBattlePlayer.HandControl.AttachCardView(_card.BattleCardView);
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}));
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}
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else
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{
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sequentialVfxPlayer.Register(_card.DestroyInHand(null));
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}
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return sequentialVfxPlayer;
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}
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private VfxBase OnHand()
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{
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if (_card.SelfBattlePlayer.HandCardList.Any((BattleCardBase c) => c == _card))
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{
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return ParallelVfxPlayer.Create(_card.BattleCardView.ShowHandCardInfo(), _card.CalcHandCost(), InstantVfx.Create(delegate
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{
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if (!_card.SelfBattlePlayer.BattleMgr.IsRecovery)
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{
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_card.SelfBattlePlayer.BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_DRAW_2, _card.BattleCardView.GameObject.transform.position)
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.GetGameObjIns()
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.transform.rotation = _card.BattleCardView.GameObject.transform.rotation;
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}
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}));
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}
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return NullVfx.GetInstance();
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}
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}
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