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>
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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using Wizard.Lottery;
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using Wizard.Scripts.Network.Data.TaskData.Arena;
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namespace Wizard;
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public static class DialogCreator
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{
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public static DialogBase CreateRewardReceiveDialog(List<ReceivedReward> rewardList)
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetLayer("Loading");
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dialogBase.SetSize(DialogBase.Size.M);
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dialogBase.SetTitleLabel(Data.SystemText.Get("Mail_0021"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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RewardBase component = NGUITools.AddChild(dialogBase.gameObject, Resources.Load<GameObject>("UI/layoutParts/StoryRewardPanel")).GetComponent<RewardBase>();
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for (int i = 0; i < rewardList.Count; i++)
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{
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component.AddReward(rewardList[i]);
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}
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component.EndCreate();
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dialogBase.SetObj(component.gameObject);
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dialogBase.OnClose = delegate
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{
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List<string> cardListAssetPathList = Toolbox.ResourcesManager.CardListAssetPathList;
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if (cardListAssetPathList.Count > 0)
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(cardListAssetPathList);
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cardListAssetPathList.Clear();
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}
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};
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return dialogBase;
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}
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public static CardDetailUI CreateCardDetailDialog(GameObject rootObject, string layerName)
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{
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CardDetailUI component = NGUITools.AddChild(rootObject, Resources.Load<GameObject>("UI/CardDetail")).GetComponent<CardDetailUI>();
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component.Initialize(LayerMask.NameToLayer(layerName), CardMaster.CardMasterId.Default);
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return component;
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}
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public static UICardList CreateDeckViewerDialog(GameObject rootObject)
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{
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CardDetailUI cardDetailUI = CreateCardDetailDialog(rootObject, "Detail");
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cardDetailUI.gameObject.SetActive(value: false);
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UICardList deckViewerDialog = NGUITools.AddChild(rootObject, Resources.Load<GameObject>("UI/UICardList")).GetComponent<UICardList>();
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deckViewerDialog.Init(rootObject, cardDetailUI, string.Empty, delegate
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{
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deckViewerDialog.SetActive(in_Active: false);
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}, "Detail", in_DetailCameraUse: true);
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deckViewerDialog.SetActive(in_Active: false);
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return deckViewerDialog;
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}
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public static DialogBase CreateStageSelectDialog()
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetTitleLabel(Data.SystemText.Get("Common_0021"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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dialogBase.SetObj(NGUITools.AddChild(dialogBase.gameObject, Resources.Load<GameObject>("UI/DeckList/StageSelect")));
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return dialogBase;
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}
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public static void ShowCpAppliedDialog(LotteryApplyData lotteryData, Action onFinish)
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{
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if (!lotteryData.IsEnable)
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{
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onFinish.Call();
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return;
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}
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UIManager.GetInstance().LoadingViewManager.CreateInSceneCenter();
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string path = LotteryApplyDialog.GetLotteryTexturePath(lotteryData, isFetch: false);
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UIManager.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetAsync(path, delegate
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{
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UIManager.GetInstance().closeInSceneCenterLoading();
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LotteryApplyDialog.Create(lotteryData, autoClose: false).OnClose = delegate
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{
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onFinish.Call();
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Toolbox.ResourcesManager.RemoveAsset(path);
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};
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}));
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}
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}
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