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>
109 lines
3.5 KiB
C#
109 lines
3.5 KiB
C#
using System.Collections.Generic;
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using LitJson;
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namespace Wizard.Bingo;
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public class BingoDrawTask : BaseTask
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{
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public class BingoDrawTaskParam : BaseParam
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{
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}
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public class BingoDrawTaskData
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{
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public bool IsSheetCompleted { get; private set; }
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public bool IsSwitchNextSheet { get; private set; }
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public List<int> HitSquareIdList { get; private set; }
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public List<ReceivedReward> TreasureBoxReawrdList { get; private set; }
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public List<ReceivedReward> LineRewardData { get; private set; }
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public List<List<int>> CompletedLineConditionList { get; private set; }
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public bool IsBingoLoginBonus { get; private set; }
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public bool IsDisplayTweetDialog { get; private set; }
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public BingoDrawTaskData(bool isSheetCompleted, bool isSwitchNextSheet, List<int> hitSquareIdList, List<ReceivedReward> treasureBoxReawrdList, List<ReceivedReward> lineRewardData, List<List<int>> completedLineConditionList, bool isBingoLoginBonus, bool isDisplayTweetDialog)
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{
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IsSheetCompleted = isSheetCompleted;
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IsSwitchNextSheet = isSwitchNextSheet;
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HitSquareIdList = hitSquareIdList;
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TreasureBoxReawrdList = treasureBoxReawrdList;
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LineRewardData = lineRewardData;
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CompletedLineConditionList = completedLineConditionList;
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IsBingoLoginBonus = isBingoLoginBonus;
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IsDisplayTweetDialog = isDisplayTweetDialog;
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}
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}
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public BingoDrawTaskData Result { get; private set; }
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private static List<int> CompletedLine(JsonData squareJsonData)
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{
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List<int> list = new List<int>();
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for (int i = 0; i < squareJsonData.Count; i++)
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{
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list.Add(squareJsonData[i].ToInt());
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}
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return list;
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}
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public BingoDrawTask()
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{
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base.type = ApiType.Type.BingoDraw;
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}
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protected override int Parse()
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{
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int num = base.Parse();
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if (num != 1)
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{
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return num;
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}
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JsonData response = base.ResponseData["data"];
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Result = ParseBingoDrawResult(response);
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PlayerStaticData.UpdateHaveUserGoodsNumByJsonData(base.ResponseData["data"]["reward_list"]);
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return num;
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}
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public static BingoDrawTaskData ParseBingoDrawResult(JsonData response, bool isBingoLoginBonus = false)
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{
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bool isSheetCompleted = response["is_sheet_completed"].ToInt() == 1;
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bool isSwitchNextSheet = response["is_switch_next_sheet"].ToInt() == 1;
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JsonData jsonData = response["hit_square_id_list"];
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List<int> list = new List<int>();
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for (int i = 0; i < jsonData.Count; i++)
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{
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int item = jsonData[i].ToInt();
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list.Add(item);
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}
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JsonData jsonData2 = response["treasure_box_reward_list"];
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List<ReceivedReward> list2 = new List<ReceivedReward>();
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for (int j = 1; j < jsonData2.Count; j++)
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{
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ReceivedReward item2 = ReceivedReward.CreateFromBingoTreasureBoxReward(jsonData2[j]);
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list2.Add(item2);
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}
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JsonData jsonData3 = response["line_reward_list"];
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List<ReceivedReward> list3 = new List<ReceivedReward>();
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for (int k = 1; k < jsonData3.Count; k++)
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{
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ReceivedReward item3 = ReceivedReward.CreateFromBingoLineReward(jsonData3[k]);
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list3.Add(item3);
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}
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JsonData jsonData4 = response["completed_line_condition_list"];
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List<List<int>> list4 = new List<List<int>>();
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for (int l = 0; l < jsonData4.Count; l++)
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{
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List<int> item4 = CompletedLine(jsonData4[l]);
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list4.Add(item4);
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}
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bool isDisplayTweetDialog = response["is_display_tweet_dialog"].ToBoolean();
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return new BingoDrawTaskData(isSheetCompleted, isSwitchNextSheet, list, list2, list3, list4, isBingoLoginBonus, isDisplayTweetDialog);
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}
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}
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