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>
152 lines
5.1 KiB
C#
152 lines
5.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class BattlePassPurchaseDialog : MonoBehaviour
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{
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[SerializeField]
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private UILabel _descriptionLabel;
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[SerializeField]
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private UILabel _haveCrystalNumLabel;
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[SerializeField]
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private BattlePassPurchaseProductView _productViewOriginal;
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[SerializeField]
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private UIGrid _productViewGrid;
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[SerializeField]
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private PurchaseConfirm _prefabPurchaseConfirmDialog;
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private DialogBase _dialogBattlePassPurchase;
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private List<string> _loadedResourceList;
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private Action _battlePassViewUpdate;
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public static void Create(Action battlePassViewUpdate = null)
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{
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BattlePassPurchaseInfoTask task = new BattlePassPurchaseInfoTask();
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetSize(DialogBase.Size.XL);
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dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0002"));
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GameObject gameObject = UnityEngine.Object.Instantiate(Resources.Load("UI/layoutParts/BattlePass/DialogBattlePassPurchase")) as GameObject;
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dialogBase.SetObj(gameObject);
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gameObject.GetComponent<BattlePassPurchaseDialog>().Initialize(task.PurchaseInfo, dialogBase, battlePassViewUpdate);
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}));
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}
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public void Initialize(BattlePassPurchaseInfo battlePassPurchaseInfo, DialogBase dialog, Action battlePassViewUpdate)
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{
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_battlePassViewUpdate = battlePassViewUpdate;
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_dialogBattlePassPurchase = dialog;
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_productViewOriginal.gameObject.SetActive(value: false);
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_loadedResourceList = new List<string>();
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SetViewUI(battlePassPurchaseInfo);
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}
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private void SetViewUI(BattlePassPurchaseInfo battlePassPurchaseInfo)
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{
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_descriptionLabel.text = battlePassPurchaseInfo.Description;
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_haveCrystalNumLabel.text = PlayerStaticData.UserCrystalCount.ToString();
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LoadResources(battlePassPurchaseInfo, delegate
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{
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foreach (BattlePassProduct product in battlePassPurchaseInfo.ProductList)
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{
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GameObject obj = NGUITools.AddChild(_productViewGrid.gameObject, _productViewOriginal.gameObject);
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obj.GetComponent<BattlePassPurchaseProductView>().SetView(product, OnClickPoster, OnClickBuyButton);
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obj.SetActive(value: true);
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}
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_productViewGrid.Reposition();
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});
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}
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private void LoadResources(BattlePassPurchaseInfo purchaseInfo, Action onFinishLoad)
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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List<string> loadPassList = new List<string>();
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foreach (BattlePassProduct product in purchaseInfo.ProductList)
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{
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loadPassList.Add(product.GetPosterTexturePath(isFetch: false));
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}
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StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(loadPassList, delegate
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{
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_loadedResourceList.AddRange(loadPassList);
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UIManager.GetInstance().closeInSceneCenterLoading();
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onFinishLoad.Call();
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}));
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}
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private void OnClickPoster(BattlePassProduct product)
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{
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BattlePassProductDetailDialog.Create(product);
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}
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private void OnClickBuyButton(BattlePassProduct product)
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{
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if (PlayerStaticData.UserCrystalCount < product.PriceInCrystal)
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{
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ShopCommonUtility.CreateCrystalShortagePopup();
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}
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else
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{
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CreateBuyConfirmDialog(product);
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}
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}
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private void CreateBuyConfirmDialog(BattlePassProduct product)
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{
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DialogBase dialogBase = ShopCommonUtility.CreateBasePopupPurchaseConfirm(new EventDelegate(delegate
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{
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ConnectBuyBattlePass(product);
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}));
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PurchaseConfirm purchaseConfirm = UnityEngine.Object.Instantiate(_prefabPurchaseConfirmDialog);
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dialogBase.SetObj(purchaseConfirm.gameObject);
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dialogBase.SetTitleLabel(Data.SystemText.Get("BattlePass_0004"));
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string purchaseText = Data.SystemText.Get("Shop_0101", product.Name);
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purchaseConfirm.SetClystalConfirmDialog(product.PriceInCrystal, purchaseText, PlayerStaticData.UserCrystalCount, product.ExpirtyInfo);
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_dialogBattlePassPurchase.Close();
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}
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private void ConnectBuyBattlePass(BattlePassProduct product)
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{
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BattlePassBuyTask task = new BattlePassBuyTask();
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task.SetParameter(product.SeasonId, product.Id);
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UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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OnSuccessBuyBattlePass(product, task.RewardList);
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}));
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}
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private void OnSuccessBuyBattlePass(BattlePassProduct product, List<ReceivedReward> rewardList)
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{
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MyPageMenu.Instance.UpdateCrystalCount();
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DialogBase dialogBase = ShopCommonUtility.CreatePurchaseSuccess(product.Name);
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_battlePassViewUpdate.Call();
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if (rewardList != null && rewardList.Count > 0)
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{
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dialogBase.OnClose = delegate
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{
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OpenRewardReceiveDialog(rewardList);
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};
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}
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if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.MyPage))
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{
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MyPageMenu.Instance.HomeMenu.HideAndRepositionSubBanner("battle_pass_buy");
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}
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}
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private void OpenRewardReceiveDialog(List<ReceivedReward> rewardList)
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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DialogCreator.CreateRewardReceiveDialog(rewardList).SetTitleLabel(Data.SystemText.Get("BattlePass_0005"));
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}
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}
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