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>
137 lines
4.4 KiB
C#
137 lines
4.4 KiB
C#
using System.Collections.Generic;
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using LitJson;
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using Wizard;
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public class MissionInfoDetail
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{
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public enum eMissionReceiveType
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{
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normal,
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solo
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}
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public List<UserMission> user_mission_list;
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public List<UserAchievement> user_achievement_list;
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public List<ReceivedReward> total_reward_list;
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public bool _isChangeMission;
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public long _canChangeMissionTime;
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public BattlePassMonthlyMission BattlePassMonthlyMissionData { get; private set; }
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public eMissionReceiveType _missionReceiveType { get; private set; }
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public bool CanChangeReceiveType { get; private set; }
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public long WaitTimeCanChangeReceiveType { get; private set; }
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public MissionInfoDetail()
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{
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user_mission_list = new List<UserMission>();
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user_achievement_list = new List<UserAchievement>();
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total_reward_list = new List<ReceivedReward>();
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}
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public MissionInfoDetail(JsonData data)
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: this()
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{
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_isChangeMission = data["is_change_mission"].ToBoolean();
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if (!_isChangeMission)
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{
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_canChangeMissionTime = data["can_change_mission_time"].ToLong();
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}
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ReadMissionList(data["user_mission_list"]);
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ReadAchievementList(data["user_achievement_list"]);
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ReadBattlePassMonthlyMission(data);
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switch (data["mission_receive_type"].ToInt())
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{
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case 0:
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_missionReceiveType = eMissionReceiveType.normal;
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break;
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case 1:
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_missionReceiveType = eMissionReceiveType.solo;
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break;
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}
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CanChangeReceiveType = data["is_change_receive_type"].ToBoolean();
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if (!CanChangeReceiveType)
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{
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WaitTimeCanChangeReceiveType = data["can_change_receive_type_time"].ToLong();
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}
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if (data.Keys.Contains("total_receive_count_list"))
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{
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ReadRewardList(data["total_receive_count_list"]);
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}
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}
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private void ReadMissionList(JsonData userMissionList)
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{
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for (int i = 0; i < userMissionList.Count; i++)
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{
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JsonData jsonData = userMissionList[i];
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UserMission userMission = new UserMission();
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userMission.id = (int)jsonData["id"];
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userMission.mission_id = (int)jsonData["mission_id"];
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userMission.mission_status = (int)jsonData["mission_status"];
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userMission.total_count = (int)jsonData["total_count"];
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userMission.mission_name = (string)jsonData["mission_name"];
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userMission.display_order = (int)jsonData["display_order"];
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userMission.require_number = (int)jsonData["require_number"];
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userMission.reward_type = (int)jsonData["reward_type"];
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userMission.RewardUserGoodsId = jsonData["reward_detail_id"].ToLong();
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userMission.reward_number = (int)jsonData["reward_number"];
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userMission.start_time = jsonData["start_time"].ToLong();
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userMission.default_flag = jsonData["default_flag"].ToBoolean();
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userMission.lot_type = jsonData["lot_type"].ToInt();
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user_mission_list.Add(userMission);
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if (jsonData.Keys.Contains("end_time"))
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{
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userMission.end_time = jsonData["end_time"].ToLong();
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}
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}
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}
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private void ReadAchievementList(JsonData userAchievementList)
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{
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for (int i = 0; i < userAchievementList.Count; i++)
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{
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JsonData jsonData = userAchievementList[i];
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UserAchievement userAchievement = new UserAchievement();
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userAchievement.achievement_type = jsonData["achievement_type"].ToInt();
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userAchievement.achievement_status = jsonData["achievement_status"].ToInt();
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userAchievement.level = jsonData["level"].ToInt();
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userAchievement._maxLevel = jsonData["max_level"].ToInt();
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userAchievement.total_count = jsonData["total_count"].ToInt();
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userAchievement.achievement_name = jsonData["achievement_name"].ToString();
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userAchievement.require_number = jsonData["require_number"].ToInt();
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userAchievement.reward_type = jsonData["reward_type"].ToInt();
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userAchievement.RewardUserGoodsId = jsonData["reward_detail_id"].ToLong();
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userAchievement.reward_number = jsonData["reward_number"].ToInt();
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user_achievement_list.Add(userAchievement);
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}
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}
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private void ReadBattlePassMonthlyMission(JsonData jsonData)
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{
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BattlePassMonthlyMissionData = null;
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if (jsonData.Keys.Contains("battle_pass_monthly_mission"))
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{
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BattlePassMonthlyMissionData = new BattlePassMonthlyMission(jsonData["battle_pass_monthly_mission"]);
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}
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}
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private void ReadRewardList(JsonData rewardList)
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{
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if (rewardList != null)
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{
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for (int i = 0; i < rewardList.Count; i++)
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{
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ReceivedReward item = new ReceivedReward(rewardList[i]);
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total_reward_list.Add(item);
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}
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}
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}
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}
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