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>
75 lines
3.3 KiB
C#
75 lines
3.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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// PASS-7 STUB: 1,495-line body dropped. RealTimeNetworkAgent is the client-side
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// Socket.IO transport singleton — connect / emit / handle-receive / disconnect / recovery-
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// record / gungnir-heartbeat. In the headless node the same wire moves through
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// SessionBattleEngine and SVSim.BattleNode; ToolboxGame.RealTimeNetworkAgent is
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// ambient-backed and returns null when no scope has attached a real agent (which
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// is always for headless). The type still has to exist because callers hold field
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// references (`NetworkStandardBattleMgr._agent` etc.) and use static methods
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// (`RealTimeNetworkAgent.IsFromResumeData`, `IsNormalNetworkBattle`).
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//
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// This stub keeps the ~30 members callers touch, all as no-ops / default returns.
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// The MonoBehaviour base + enums stay so the type surface stays wire-compatible.
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// Any actual RTA invocation in headless would be a call on a null instance —
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// which is the CURRENT behavior in production; the null-guards / `?.` patterns
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// in call sites already handle it.
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public class RealTimeNetworkAgent : MonoBehaviour
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{
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public enum EmitCategory
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{
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}
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public enum MatchingStatus
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{
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Loaded = 40,
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Prepared = 50 }
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public enum DESTROY_OBJECT_LOG
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{
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WatchMaintenance }
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public static FinishTaskBase FinishTaskBase;
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public Action<NetworkBattleDefine.NetworkBattleURI> OnEmit;
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public Action<Dictionary<string, object>> OnAck;
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public NetworkStatus OpponentNetworkStatus { get; protected set; }
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public NetworkStatus PlayerNetworkStatus { get; private set; }
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public bool IsReceiveSelfDisconnect => false;
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public int LastEmitSeqNumber => 0;
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public INetworkLogger<NetworkLog> NetworkLogger { get; protected set; }
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public string NowSocketID => string.Empty;
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public int GetIsFirstPlayer() => 0;
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public int GetViewId() => 0;
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public long GetBattleId() => 0L;
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public void SetCurrentMatchingStatus(MatchingStatus status) { }
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public void SetNetworkBattleMgr(NetworkBattleManagerBase mgr) { }
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public static bool IsFromResumeData(Dictionary<string, object> data) => false;
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public static void ReconnectSocketAndLogFlagOn() { }
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public static bool IsNormalNetworkBattle() => false;
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public object ReconnectSocket() => null;
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public bool IsOpen() => false;
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// The URI overload fires OnEmit — the O1 liveness signal that the test-side
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// HeadlessEngineEnv (M13 EmitPathReadOracle) subscribes to. Preserving this call
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// was the entire reason RTA still exists as a stub rather than being deleted.
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public void EmitMsgPack(NetworkBattleDefine.NetworkBattleURI uri, Dictionary<string, object> info = null, Action onFinishedSend = null, bool isGetableAck = true, int fixedSeqNumber = -1, bool isStockData = true, bool isNotActionSeq = false)
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{
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OnEmit?.Invoke(uri);
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}
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public void EmitHandData(List<object> parameters, NetworkBattleSender.HAND_URI_TYPE uri, bool isSkipDuplicateCheck = false) { }
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public bool GetTurnState() => false;
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public void FinishBattleTask() { }
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public void CallMaintenanceError() { }
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public virtual void StopNetworkBattle(bool isNotCloseWindow = false) { }
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public void DestroyObj(DESTROY_OBJECT_LOG log) { }
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public void ResetDisconnectLogNum() { }
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public int GetTurnSequence() => 0;
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}
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