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>
67 lines
3.1 KiB
C#
67 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.BattleMgr;
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// PASS-6 STUB: 1,606-line body dropped. NewReplayBattleMgr is the client-side new-replay
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// battle manager (replay playback UI, move-turn buttons, per-frame battle-info panels).
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// Nothing constructs a NewReplayBattleMgr in the headless node — the node uses
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// HeadlessNetworkBattleMgr : NetworkStandardBattleMgr : NetworkBattleManagerBase, a
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// sibling subtree. The three externally-touched surfaces below are all the outside
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// world needs:
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// 1. Nested types ParameterModifierInfo / BattleInfoData / BattleLogTextureInfo —
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// NetworkBattleReceiver.cs references them as list-element and return types on
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// the headless CreateBattleInfoData / UpdateBattleInfo path (the path itself is
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// dead in headless — `networkBattleMgr as NewReplayBattleMgr` returns null so the
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// Update calls NRE, but they never fire in a real headless message flow).
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// DetailPanelControl.LoadCardHeaderTexture takes a List<BattleLogTextureInfo>
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// parameter (used to belong to the Wizard chain). BattleLogManager (Shim/Generated)
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// also has List<BattleLogTextureInfo> in two method signatures.
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// 2. PlayerBattleInfoData / EnemyBattleInfoData — read via `(networkBattleMgr as
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// NewReplayBattleMgr).PlayerBattleInfoData` from NetworkBattleReceiver:774. The
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// cast is null in headless, so the deref NREs — this is the SAME class of NRE
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// as the pass-5 RecoveryOperationCollection pin, but the code path never reaches
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// NetworkBattleReceiver:774 in a real receive flow. Kept as empty lists so any
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// degenerate test path returns safely.
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// 3. SetActiveMoveTurnButton — called from MainPhase.cs:98 under `_battleManager is
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// NewReplayBattleMgr` guard. In headless the guard is false so the call never
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// fires; the no-op body is just for the compile-time signature.
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public class NewReplayBattleMgr : NetworkReplayBattleMgr
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{
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public class ParameterModifierInfo
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{
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public NetworkBattleReceiver.ReplayParameterModifierType ModifierType;
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public int ModifierValue;
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public ParameterModifierInfo(NetworkBattleReceiver.ReplayParameterModifierType modifierType, int modifierValue)
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{
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ModifierType = modifierType;
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ModifierValue = modifierValue;
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}
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}
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public class BattleInfoData
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{
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}
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public class BattleLogTextureInfo
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{
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public string TexturePath { get; private set; }
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public string LogHeaderAssetPath { get; private set; }
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public UITexture HeaderUITexture { get; private set; }
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public Action<Texture> OnLoad { get; private set; }
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public BattleLogTextureInfo(string texturePath, string logHeaderAssetPath, UITexture headerUITexture, Action<Texture> onLoad)
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{
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TexturePath = texturePath;
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LogHeaderAssetPath = logHeaderAssetPath;
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HeaderUITexture = headerUITexture;
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OnLoad = onLoad;
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}
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}
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public NewReplayBattleMgr(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
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public void SetActiveMoveTurnButton(bool isActive) { }
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}
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