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>
123 lines
3.5 KiB
C#
123 lines
3.5 KiB
C#
using System;
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using System.Linq;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class QuestPuzzleSelectionButton : QuestSelectionButtonBase
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{
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[SerializeField]
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private UILabel _puzzleQuestClearNumLabel;
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[SerializeField]
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private UILabel _additionalPuzzleLabel;
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[SerializeField]
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private UILabel _puzzleLabel;
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[SerializeField]
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private UITexture _texture;
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[SerializeField]
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private UIButton _button;
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[SerializeField]
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private UILabel _charaNameLabel;
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[SerializeField]
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private UILabel _clearLabel;
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[SerializeField]
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private UILabel _missionLabel;
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[SerializeField]
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private UILabel _noticeLabel;
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[SerializeField]
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private GameObject _questButtonRoot;
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private PuzzleQuestInfo _buttonData;
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public override void Initialize(QuestSelectionButtonData data, bool isOpenExtra, bool isLastDay, Action onClick = null)
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{
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_buttonData = data.PuzzleData;
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InitializePuzzleQuest(_buttonData, onClick);
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}
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public void InitializePuzzleQuest(PuzzleQuestInfo info, Action onClick = null)
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{
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if (onClick != null)
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{
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UIEventListener.Get(_button.gameObject).onClick = delegate
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{
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onClick();
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};
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}
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ClassCharacterMasterData charaPrmByCharaId = null; // Pre-Phase-5b: no chara master headless
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_charaNameLabel.text = charaPrmByCharaId.chara_name;
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_puzzleLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0002");
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SetTexture(info.CharaId.ToString());
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int num = info.DisplayDatas.Count((PuzzleQuestSelectDialog.DisplayData data) => data.IsCleared);
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int count = info.DisplayDatas.Count;
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if (num == count)
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{
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_missionLabel.gameObject.SetActive(value: false);
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_puzzleQuestClearNumLabel.gameObject.SetActive(value: false);
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_clearLabel.gameObject.SetActive(value: true);
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}
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else
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{
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_missionLabel.gameObject.SetActive(value: true);
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_missionLabel.GetComponent<StaticTextForUILabel>().enabled = false;
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_missionLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0003");
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_puzzleQuestClearNumLabel.gameObject.SetActive(value: true);
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_puzzleQuestClearNumLabel.text = $"{num}/{count}";
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_clearLabel.gameObject.SetActive(value: false);
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}
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SetNoticeLabel(null);
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SetAdditionalPuzzleLabel(info);
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SetButtonRootToGrey(isGrey: false);
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}
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private void SetAdditionalPuzzleLabel(PuzzleQuestInfo info)
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{
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bool flag = info?.DisplayDatas.Any((PuzzleQuestSelectDialog.DisplayData x) => x.IsAdditional && !x.IsCleared) ?? false;
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_additionalPuzzleLabel.gameObject.SetActive(flag);
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if (flag)
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{
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_additionalPuzzleLabel.text = Data.SystemText.Get("Puzzle_QuestSelect_0004");
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}
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}
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private void SetNoticeLabel(QuestOpponentData data)
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{
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bool flag = data != null && data.IsPlayable && data.NoticeLabel != null;
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_noticeLabel.gameObject.SetActive(flag);
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if (flag)
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{
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_noticeLabel.text = data.NoticeLabel;
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}
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}
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protected override void SetTexture(string textureId)
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{
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_texture.mainTexture = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(textureId, ResourcesManager.AssetLoadPathType.ClassCharaWideThumbnail, isfetch: true));
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}
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protected override void SetButtonRootToGrey(bool isGrey)
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{
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UIManager.SetObjectToGrey(_questButtonRoot.gameObject, isGrey, null, AllLabelColorChanger.COLOR_TABLE_QUEST_BUTTON);
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}
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public override void SelectChara()
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{
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_questSelectionPage.SelectCharaPuzzleButton(_buttonData);
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}
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public override void OnDecideButtonClick()
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{
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_questSelectionPage.OnPuzzleDecideButtonClick();
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}
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}
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