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>
110 lines
2.9 KiB
C#
110 lines
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class NotificatonAnimation : MonoBehaviour
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{
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public class Param
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{
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public enum Type
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{
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Result,
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MaintenanceOnHome,
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MaintenanceOnResult,
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GatheringMatching,
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GachaResult,
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TemporaryDeckResult,
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MissionCleared
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}
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public readonly Type _type;
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public readonly string _text;
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public Param(Type type, string text)
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{
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_type = type;
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_text = text;
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}
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}
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[SerializeField]
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private GameObject _root;
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[SerializeField]
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private UILabel[] _labels;
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private Vector3 _rootInitialPos;
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private Vector3 _labelInitialPos;
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private void Awake()
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{
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_rootInitialPos = _root.transform.localPosition;
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_labelInitialPos = _labels[0].transform.localPosition;
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_root.SetActive(value: false);
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}
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public IEnumerator Exec(List<Param> paramList)
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{
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if (paramList.Count <= 0)
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{
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yield break;
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}
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_root.SetActive(value: true);
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_root.transform.localPosition = _rootInitialPos + Vector3.up * 100f;
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for (int i = 0; i < _labels.Length; i++)
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{
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_labels[i].transform.localPosition = _labelInitialPos + Vector3.right * 2000f;
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}
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iTween.MoveTo(_root, iTween.Hash("position", _rootInitialPos, "time", 1f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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yield return new WaitForSeconds(0.5f);
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int labelIndex = 0;
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int i2 = 0;
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while (i2 < paramList.Count)
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{
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Param param = paramList[i2];
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UILabel usingLabel = _labels[labelIndex];
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usingLabel.text = param._text;
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usingLabel.transform.localPosition = _labelInitialPos + Vector3.right * 2000f;
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iTween.MoveTo(usingLabel.gameObject, iTween.Hash("position", _labelInitialPos, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
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float seconds = 0f;
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switch (param._type)
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{
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case Param.Type.Result:
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seconds = 1.4f;
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break;
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case Param.Type.MaintenanceOnHome:
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seconds = 4f;
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break;
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case Param.Type.MaintenanceOnResult:
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seconds = 4f;
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break;
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case Param.Type.GatheringMatching:
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seconds = 2f;
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break;
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case Param.Type.GachaResult:
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seconds = 1.4f;
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break;
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case Param.Type.TemporaryDeckResult:
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seconds = 1.4f;
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break;
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case Param.Type.MissionCleared:
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seconds = 1.4f;
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break;
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}
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yield return new WaitForSeconds(seconds);
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iTween.MoveTo(usingLabel.gameObject, iTween.Hash("position", _labelInitialPos + Vector3.left * 2000f, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeInExpo));
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yield return new WaitForSeconds(0.3f);
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int num = labelIndex + 1;
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labelIndex = num % _labels.Length;
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num = i2 + 1;
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i2 = num;
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}
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iTween.MoveTo(_root, iTween.Hash("position", _rootInitialPos + Vector3.up * 100f, "time", 1f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
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yield return new WaitForSeconds(1f);
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}
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}
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