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>
85 lines
2.7 KiB
C#
85 lines
2.7 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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namespace Wizard;
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public class StarterClassSelectDialog : MonoBehaviour
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{
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[SerializeField]
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public GameObject StarterPurchaseConfirmationDialog;
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[SerializeField]
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private List<GameObject> _class;
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private List<UISprite> _classSprites;
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private int _selectedClassId = -1;
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[SerializeField]
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private GameObject _selectFrame;
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[SerializeField]
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private UITexture _logoTexture;
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public void Init(DialogBase inDialog, PackConfig packConfig, PackChildGachaInfo info, int localSelectedClassId, Action<PackConfig, PackChildGachaInfo, int, int[], CardBasePrm.ClanType, int?> onPurchase, Action<int> onPushOk)
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{
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inDialog.SetSize(DialogBase.Size.M);
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inDialog.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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inDialog.SetTitleLabel(Data.SystemText.Get("Shop_0239"));
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inDialog.onPushButton1 = delegate
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{
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PackSetRotationStarterClassTask packSetRotationStarterClassTask = new PackSetRotationStarterClassTask();
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packSetRotationStarterClassTask.SetParameter(packConfig.PackId, _selectedClassId);
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StartCoroutine(Toolbox.NetworkManager.Connect(packSetRotationStarterClassTask, delegate
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{
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onPushOk.Call(_selectedClassId);
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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GameObject gameObject = UnityEngine.Object.Instantiate(StarterPurchaseConfirmationDialog);
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dialogBase.SetObj(gameObject);
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gameObject.GetComponent<StarterPurchaseConfirmationDialog>().Init(dialogBase, _selectedClassId, packConfig, info, onPurchase);
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}));
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};
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_logoTexture.mainTexture = Toolbox.ResourcesManager.LoadObject(packConfig.GetPackTitleLogoTexturePath(isFetch: true)) as Texture;
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UIManager.GetInstance().AttachAtlas(_class);
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_classSprites = new List<UISprite>();
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for (int num = 0; num < _class.Count; num++)
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{
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_classSprites.Add(_class[num].GetComponent<UISprite>());
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SetEventOnClickBtn(_class[num], num + 1);
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}
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int classId = ((localSelectedClassId == 10) ? packConfig.SelectedClassId : localSelectedClassId);
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SelectClass(classId, playSE: false);
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}
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private void SetEventOnClickBtn(GameObject btn, int index)
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{
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UIEventListener.Get(btn).onClick = delegate
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{
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SelectClass(index);
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};
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}
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private void SelectClass(int classId, bool playSE = true)
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{
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if (classId < 9 && classId >= 1)
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{
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if (playSE)
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{
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}
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if (classId != _selectedClassId)
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{
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_selectedClassId = classId;
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SetSelectedFrame(_classSprites[classId - 1].gameObject);
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}
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}
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}
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private void SetSelectedFrame(GameObject selectedClass)
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{
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_selectFrame.transform.localPosition = selectedClass.transform.localPosition;
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}
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}
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