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>
160 lines
2.6 KiB
C#
160 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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public class NetworkBattleDefine
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{
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public enum PlayActionType
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{
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NONE = 0,
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ATTACK = 10,
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EVOLUTION = 20,
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EVOLUTION_SELECT = 21,
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PLAY_HAND = 30,
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PLAY_HAND_SELECT = 31,
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FUSION = 40
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}
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public enum NetworkCardPlaceState
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{
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Deck = 0,
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Hand = 10,
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Field = 20,
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Cemetery = 30,
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Banish = 40,
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None = 50,
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FusionIngredient = 60,
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Riding = 70,
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Reservation = 80,
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Unite = 90,
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BlackHole = 999
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}
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public enum NetworkBattleURI
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{
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None,
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Retry,
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Loaded,
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Deal,
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Swap,
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Ready,
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TurnStart,
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TurnEndActions,
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TurnEnd,
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TurnEndFinal,
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PlayActions,
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BattleFinish,
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ChatStamp,
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Echo,
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Retire,
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OppoDisconnect,
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End,
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Judge,
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Touch,
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SelectSkill,
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SelectObject,
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SlideObject,
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TurnEndReady,
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RecoveryStart,
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RecoveryEnd,
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JudgeResult,
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Maintenance,
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ReplayFinish,
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Watch
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}
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public enum NetworkParameter
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{
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playIdx,
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idx,
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idxList,
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isSelf,
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type,
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targetIdx,
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skillIndex,
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selectSkillIndex,
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targetList,
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from,
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to,
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cardId,
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cost,
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is_open,
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addAtk,
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setAtk,
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addLife,
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setLife,
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clan,
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tribe,
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knownList,
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oppoTargetList,
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stamp,
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chatStamp,
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key,
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skill,
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activate,
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log,
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endType,
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result,
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targetUri,
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uList,
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keyAction,
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skillKeyCardIdx,
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skillIdx,
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skillCount,
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skillTarget,
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count,
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param,
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attachTarget,
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isFlood,
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highlander,
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spellboost,
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addChantCount,
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setChantCount,
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callCount,
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unionburst,
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skyboundArt,
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randomTargetIdx,
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idxChangeSeed,
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oppoIdxChangeSeed,
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spin,
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resultCode,
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isWin,
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pos,
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self,
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oppo,
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time,
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cards,
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touch,
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value,
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vid,
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finishData,
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fusion,
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isInvoke,
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notBuff,
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hasGuard,
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byOppo
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}
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public enum ReceiveNodeResultCode
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{
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None = 0,
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CurrentBattleError = 30212 }
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public static readonly Dictionary<NetworkBattleURI, string> NetworkURINames;
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public static readonly Dictionary<NetworkParameter, string> NetworkParameterNames;
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static NetworkBattleDefine()
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{
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NetworkURINames = new Dictionary<NetworkBattleURI, string>(Enum.GetValues(typeof(NetworkBattleURI)).Length);
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foreach (NetworkBattleURI value in Enum.GetValues(typeof(NetworkBattleURI)))
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{
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NetworkURINames[value] = Enum.GetName(typeof(NetworkBattleURI), value);
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}
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NetworkParameterNames = new Dictionary<NetworkParameter, string>(Enum.GetValues(typeof(NetworkParameter)).Length);
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foreach (NetworkParameter value2 in Enum.GetValues(typeof(NetworkParameter)))
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{
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NetworkParameterNames[value2] = Enum.GetName(typeof(NetworkParameter), value2);
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}
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}
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}
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