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>
58 lines
1.8 KiB
C#
58 lines
1.8 KiB
C#
// AUTHORED SHIM (not copied). Final loose ends for the M1 compile: (1) namespace
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// "anchors" -- empty `using` targets in tangentially-copied files reference these
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// namespaces, which must merely exist; a single internal anchor type declares them.
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// (2) a few concrete tangential types referenced directly. (3) minimal third-party
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// serialization/SDK surface. None is on the battle-resolution path.
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namespace Wizard.AutoTest { }
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namespace Wizard.Title { }
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namespace Wizard.ErrorDialog { }
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namespace Wizard.Bingo { }
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namespace Wizard.Scripts.Network.Data.TaskData.BuildDeckPurchase { }
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namespace Wizard.Scripts.Network.Data.TaskData.ItemPurchase { }
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namespace Wizard.Scripts.Network.Data.TaskData.SkinPurchase { }
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namespace Wizard.Scripts.Network.Data.TaskData.SpotCardExchange { }
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// These are NAMESPACES (used as `using` targets in copied files), not types.
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namespace Wizard.DeckSelect.FirstDisplayPageIndexGetter { }
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namespace Wizary.StorySelectionWorld { }
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namespace Wizard.Scripts.Network.Data.TableData.Arena.TwoPick { }
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// IManager: a Cute manager interface implemented by NetworkManager/ResourcesManager.
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namespace Cute { public interface IManager { } }
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// ---- third-party serialization / SDK (minimal surface) ----
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namespace MessagePack
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{
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public static class MessagePackSerializer
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{
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public static string ToJson(byte[] bytes) => "";
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public static byte[] FromJson(string json) => new byte[0];
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}
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}
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namespace MiniJSON
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{
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public static class Json
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{
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public static object Deserialize(string json) => null;
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}
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}
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// AOT P/Invoke callback attribute (IL2CPP) + StandaloneFileBrowser anchor.
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namespace AOT
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{
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}
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namespace SFB
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{
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}
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// ---- third-party SDK namespace anchors (referenced via `using`) ----
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namespace Facebook { }
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namespace Facebook.Unity
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{
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}
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namespace RedShellSDK
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{
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}
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