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>
59 lines
2.3 KiB
C#
59 lines
2.3 KiB
C#
using Cute;
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using UnityEngine;
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using Wizard.Scripts.Network.Data.TaskData.SkinPurchase;
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namespace Wizard;
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public class SkinProductDetail : BaseProductDetail
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{
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[SerializeField]
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private GameObject _detailObjsParent;
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[SerializeField]
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private ProductDetailPlate _productTemplate;
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public void SetMultiProductDetail(SkinSeriesPurchaseInfo seriesInfo)
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{
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Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(seriesInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ShopClassSkin, isfetch: true));
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SetProductDetail(textureProductImage, seriesInfo.rewardInfoList);
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if (Data.Master.LeaderSkinSeriesIdDic[seriesInfo.series_id].IsLargeImage)
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{
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_texProductImg.width = 370;
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_texProductImg.height = 213;
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}
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else
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{
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_texProductImg.width = 249;
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_texProductImg.height = 199;
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}
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_SetMultiSupplyList(seriesInfo);
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ResetPositionScrollView();
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}
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public void SetSingleProductDetail(SkinProductInfo productInfo, string descriptionText = null)
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{
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_productTemplate.gameObject.SetActive(value: false);
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Texture textureProductImage = Toolbox.ResourcesManager.LoadObject<Texture>(Toolbox.ResourcesManager.GetAssetTypePath(productInfo.saleInfo.path, ResourcesManager.AssetLoadPathType.ClassCharaSkinThumbnail, isfetch: true));
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SetProductDetail(textureProductImage, productInfo.rewardInfoList, descriptionText);
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}
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private void _SetMultiSupplyList(SkinSeriesPurchaseInfo info)
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{
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bool flag = info.is_completed && info._rewardStatus != SkinSeriesPurchaseInfo.RewardStatus.not_got;
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for (int i = 0; i < info.productList.Count; i++)
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{
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SkinProductInfo skinProductInfo = info.productList[i];
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if (!skinProductInfo.is_purchased || flag)
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{
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GameObject obj = NGUITools.AddChild(_detailObjsParent.gameObject, _productTemplate.gameObject);
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obj.transform.localPosition = Vector3.up * TailPosY;
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ProductDetailPlate component = obj.GetComponent<ProductDetailPlate>();
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ClassCharacterMasterData charaPrmBySkinId = null; // Pre-Phase-5b: no chara master headless
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TailPosY -= component.SetProductData(skinProductInfo.saleInfo.name, charaPrmBySkinId, skinProductInfo.rewardInfoList);
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}
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}
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_productTemplate.gameObject.SetActive(value: false);
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}
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}
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