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>
154 lines
2.6 KiB
C#
154 lines
2.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class CardSelectListUI_Positioning : MonoBehaviour
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{
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[SerializeField]
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private List<GameObject> m_objList = new List<GameObject>();
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[SerializeField]
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private Vector3 m_offset = Vector3.zero;
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[SerializeField]
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private Vector3 m_lineDirection = Vector3.down;
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[SerializeField]
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private float m_lineWidth = 170f;
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[SerializeField]
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private Vector3 m_breakDirection = Vector3.right;
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[SerializeField]
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private float m_breakHeight = 130f;
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[SerializeField]
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private float m_breakNum = 2f;
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[SerializeField]
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private float m_speed = 0.2f;
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private float m_prog;
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public Vector3 Offset
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{
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get
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{
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return m_offset;
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}
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set
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{
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m_offset = value;
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StartAnim();
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}
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}
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public float BreakWidth
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{
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get
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{
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return m_breakHeight;
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}
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set
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{
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m_breakHeight = value;
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StartAnim();
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}
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}
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public float Speed
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{
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get
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{
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return m_speed;
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}
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set
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{
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m_speed = value;
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StartAnim();
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}
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}
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public bool IsMoving => m_prog < 0.95f;
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public void Clear()
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{
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m_objList.Clear();
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}
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public void Add(GameObject[] addList)
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{
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int num = m_objList.Count;
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if (num == 0)
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{
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m_objList.AddRange(addList);
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}
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else
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{
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int num2 = addList.Length;
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int i = 0;
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int num3 = 0;
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while (num3 < num && i < num2)
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{
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int num4 = 0;
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while (i < num2 && m_objList[num3] != addList[i])
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{
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m_objList.Insert(num3, addList[i]);
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}
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i++;
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num3 += num4;
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num += num4;
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num3++;
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}
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for (; i < num2; i++)
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{
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m_objList.Add(addList[i]);
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}
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}
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StartAnim();
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}
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public void Change(GameObject[] addList)
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{
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m_objList.Clear();
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m_objList.AddRange(addList);
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StartAnim();
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}
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public void Immediate()
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{
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float speed = m_speed;
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m_speed = 1f;
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Update_Anim();
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m_speed = speed;
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}
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public Vector3 GetPositionAtIndex(int idx)
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{
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int num = idx % (int)m_breakNum;
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int num2 = idx / (int)m_breakNum;
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float num3 = m_lineWidth * (float)num;
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float num4 = m_breakHeight * (float)num2;
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return m_offset + m_lineDirection * num3 + m_breakDirection * num4;
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}
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private void Update_Anim()
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{
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m_prog += (1f - m_prog) * m_speed;
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int count = m_objList.Count;
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for (int i = 0; i < count; i++)
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{
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if (!(m_objList[i] == null))
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{
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Vector3 localPosition = m_objList[i].transform.localPosition;
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Vector3 vector = (GetPositionAtIndex(i) - localPosition) * m_speed;
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m_objList[i].transform.localPosition = localPosition + vector;
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}
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}
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}
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private void StartAnim()
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{
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m_prog = 0f;
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}
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}
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