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>
76 lines
4.7 KiB
C#
76 lines
4.7 KiB
C#
// AUTHORED SHIM (not copied). Re-attaches ITouchProcessor to the touch-processor
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// stubs. m1_baseclauses.py drops interfaces from recovered base clauses (to avoid
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// CS0535), but copied battle code converts these processors to ITouchProcessor
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// (e.g. TouchProcessorStack pushes them). Touch input is not on the headless
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// resolution path — these are compile-only ballast, so the members are no-ops.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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using Wizard.Battle.Player.Emotion;
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using Wizard.Battle.Resource;
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namespace Wizard.Battle.Touch
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{
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// Generated full-surface stubs already carry Start/Update/End/CheckIsEnd —
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// only the dropped interface needs re-declaring.
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public partial class CardTouchProcessorBase : ITouchProcessor { }
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public partial class ChoiceTouchProcessor : ITouchProcessor { }
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public partial class DeckTouchProcessor : ITouchProcessor { }
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public partial class EvolutionTouchProcessor : ITouchProcessor { }
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public partial class SelectCardProcessor : ITouchProcessor { }
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// Empty hand stubs: supply the four ITouchProcessor members as no-ops.
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public partial class SkillTargetSelectTouchProcessor : ITouchProcessor
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{
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public static SkillTargetSelectTouchProcessor Create(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, List<BattleCardBase> selectCards, bool isEvolve, bool isChoiceBrave, BattleCardBase transformCard = null, Action onCompleteLastProcess = null, Action onCancelLastProcess = null) => default!;
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class SetCardProcessor : ITouchProcessor
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{
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public SetCardProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, List<SkillBase> selectSkills, Prediction prediction, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EvolutionSimpleProcessor : ITouchProcessor
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{
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public EvolutionSimpleProcessor(BattleManagerBase battleMgr, BattleCardBase card, InputMgr inputMgr, List<SkillBase> selectSkills, Func<BattleCardBase, List<BattleCardBase>, List<SkillBase>, bool, SkillTargetSelectTouchProcessor> getSkillTargetSelectTouchProcessorFunc = null, Func<VfxBase> onStartEvolveSkillTargetSelect = null) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class EmotionTouchProcessor : ITouchProcessor
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{
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public EmotionTouchProcessor(IPlayerEmotion emotion, IBattleResourceMgr resourceMgr, TouchControl touchControl, InputMgr inputMgr, VfxMgr emotionVfxMgr, bool isKeyboard = false) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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public partial class ClassBuffTouchProcessor : ITouchProcessor
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{
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public ClassBuffTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchClass, InputMgr inputMgr) { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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// Decomp: DetailPanelTouchProcessor : CardTouchProcessorBase; the hand stub omits
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// the base, so supply the interface members directly like the other empty stubs.
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public partial class DetailPanelTouchProcessor : ITouchProcessor
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{
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public DetailPanelTouchProcessor(BattleManagerBase battleMgr, BattleCardBase touchCard, InputMgr inputMgr, Prediction prediction, EvolutionSimpleProcessor evolutionProcessor) { }
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public void StopAttackTarget() { }
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public VfxBase Start() => NullVfx.GetInstance();
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public VfxBase Update(float dt, Camera camera) => NullVfx.GetInstance();
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public VfxWith<ITouchProcessor> End() => default!;
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public bool CheckIsEnd() => default!;
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}
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}
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