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>
119 lines
4.6 KiB
C#
119 lines
4.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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public abstract class PlayQueueViewBase
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{
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private Action _computeCorners;
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private List<IBattleCardView> queuedCards = new List<IBattleCardView>();
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public Vector3 worldTopCornerPosition { get; private set; }
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public Vector3 worldBottomCornerPosition { get; private set; }
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protected abstract BattlePlayerBase BattlePlayerBase { get; }
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protected abstract float RotationAmount { get; }
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protected abstract Vector3 ScreenTopCornerPosition { get; }
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protected abstract Vector3 ScreenBottomCornerPosition { get; }
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public PlayQueueViewBase()
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{
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}
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public PlayQueueViewBase(BattleCamera battleCamera)
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{
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PlayQueueViewBase playQueueViewBase = this;
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Camera cutInCamera = battleCamera.m_CutInCamera.GetComponent<Camera>();
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_computeCorners = delegate
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{
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float aspect = cutInCamera.aspect;
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playQueueViewBase.worldTopCornerPosition = cutInCamera.ScreenToWorldPoint(playQueueViewBase.ScreenTopCornerPosition);
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playQueueViewBase.worldTopCornerPosition = playQueueViewBase.BattlePlayerBase.HandControl.Transform.InverseTransformPoint(playQueueViewBase.worldTopCornerPosition);
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playQueueViewBase.worldTopCornerPosition += playQueueViewBase.GetScreenTopCornerOffset(aspect);
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playQueueViewBase.worldTopCornerPosition = playQueueViewBase.BattlePlayerBase.HandControl.Transform.TransformPoint(playQueueViewBase.worldTopCornerPosition);
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playQueueViewBase.worldBottomCornerPosition = cutInCamera.ScreenToWorldPoint(playQueueViewBase.ScreenBottomCornerPosition);
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playQueueViewBase.worldBottomCornerPosition = playQueueViewBase.BattlePlayerBase.HandControl.Transform.InverseTransformPoint(playQueueViewBase.worldBottomCornerPosition);
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playQueueViewBase.worldBottomCornerPosition += playQueueViewBase.GetScreenBottomCornerOffset(aspect);
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playQueueViewBase.worldBottomCornerPosition = playQueueViewBase.BattlePlayerBase.HandControl.Transform.TransformPoint(playQueueViewBase.worldBottomCornerPosition);
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};
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_computeCorners();
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}
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public int QueueCount()
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{
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return queuedCards.Count;
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}
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public virtual void RemoveCardFromView(IBattleCardView cardViewToRemove, bool keepLayer = false)
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{
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cardViewToRemove.ResetPlayQueueFlags();
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if (queuedCards.Count > 0 && queuedCards[0] == cardViewToRemove)
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{
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queuedCards.RemoveAt(0);
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}
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}
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public virtual void ReplaceCard(IBattleCardView cardViewToAdd, IBattleCardView cardViewToRemove)
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{
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cardViewToAdd._hasCardEnteredPlayQueue = true;
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cardViewToAdd._waitUntilCardIsInQueueCoroutine = BattleCoroutine.GetInstance().StartCoroutine(WaitUntilCardIsInQueue(cardViewToAdd));
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cardViewToRemove.ResetPlayQueueFlags();
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if (queuedCards.Count > 0 && queuedCards[0] == cardViewToRemove)
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{
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queuedCards.RemoveAt(0);
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queuedCards.Insert(0, cardViewToAdd);
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}
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}
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public bool IsCardInQueue(IBattleCardView battleCardView)
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{
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return queuedCards.Contains(battleCardView);
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}
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public void UpdatePlayQueuePositions(float deltaTime)
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{
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if (_computeCorners != null)
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{
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_computeCorners();
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}
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Vector3 delta = worldBottomCornerPosition - worldTopCornerPosition;
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for (int i = 0; i < queuedCards.Count; i++)
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{
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float t = (float)i / (float)queuedCards.Count;
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if (queuedCards[i].GameObject.activeSelf)
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{
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Vector3 b = CalculatePositionInQueue(t, delta, worldTopCornerPosition);
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queuedCards[i].Transform.position = Vector3.Lerp(queuedCards[i].Transform.position, b, MotionUtils.CalculateFrameRateIndependantDampingConstant(0.01f, 5f));
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}
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}
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}
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private Vector3 CalculatePositionInQueue(float t, Vector3 delta, Vector3 queueTopPosition)
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{
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return new Vector3(delta.x * MotionUtils.GetEase(t, MotionUtils.EaseType.easeOutQuad), delta.y * MotionUtils.GetEase(t, MotionUtils.EaseType.linear), delta.z * MotionUtils.GetEase(t, MotionUtils.EaseType.linear)) + queueTopPosition;
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}
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private IEnumerator WaitUntilCardIsInQueue(IBattleCardView playedCardView)
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{
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yield return new WaitForSeconds(0.5f);
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playedCardView._isCardQueuedToBePlayed = true;
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}
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public abstract VfxBase AddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isSelectTarget, bool isChoice, bool isChoiceBrave = false);
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public abstract VfxBase InstantAddCardToViewVfx(IBattleCardView playedCardView, bool forceCardIntoPlayQueue, bool isChoice);
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protected abstract Vector3 GetScreenTopCornerOffset(float aspectRatio);
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protected abstract Vector3 GetScreenBottomCornerOffset(float aspectRatio);
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}
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