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>
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using System;
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using System.Collections;
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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 GachaResultBuyCardPackDialog : MonoBehaviour
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{
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[SerializeField]
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private GachaResultBuyCardPack _prefabGachaResultBuyCardPack;
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private GachaResultBuyCardPack _objGachaResultBuyCardPack;
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private List<string> _loadedAssetPathListResultDialog;
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public DialogBase Dialog { get; private set; }
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public bool IsLoading => _objGachaResultBuyCardPack.IsLoading;
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public bool IsFlickEnable
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{
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set
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{
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if (_objGachaResultBuyCardPack != null)
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{
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_objGachaResultBuyCardPack.IsFlickEnable = value;
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}
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}
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}
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public void Create(PackOpenDetail packOpenData, CardDetailUI cardDetailDialog)
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{
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Dialog = UIManager.GetInstance().CreateDialogClose();
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Dialog.gameObject.layer = LayerMask.NameToLayer("MyPage");
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Dialog.SetBackViewLayer(LayerMask.NameToLayer("MyPage"));
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Dialog.SetPanelSortingOrder(2);
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Dialog.SetPanelDepth(500);
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Dialog.SetSize(DialogBase.Size.XL);
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Dialog.SetTitleLabel(Data.SystemText.Get("Shop_0010"));
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Dialog.SetButtonLayout(DialogBase.ButtonLayout.OkBtn);
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Dialog.OpenSe = 0;
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Dialog.OnCloseStart = OnCloseStartResultDialog;
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Dialog.OnClose = OnCloseResultDialog;
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_objGachaResultBuyCardPack = UnityEngine.Object.Instantiate(_prefabGachaResultBuyCardPack);
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Dialog.SetObj(_objGachaResultBuyCardPack.gameObject);
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_objGachaResultBuyCardPack.GetComponent<UIPanel>().sortingOrder = 2;
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_objGachaResultBuyCardPack.Init(packOpenData.pack_list, cardDetailDialog);
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StartCoroutine(_objGachaResultBuyCardPack.ViewCardList(1));
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}
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public void AddOnClose(Action onClose)
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{
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DialogBase dialog = Dialog;
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dialog.OnClose = (Action)Delegate.Combine(dialog.OnClose, onClose);
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}
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private void OnCloseStartResultDialog()
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{
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_objGachaResultBuyCardPack.IsDialogCloseStart = true;
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_loadedAssetPathListResultDialog = _objGachaResultBuyCardPack._loadedAssetPathList;
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}
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private void OnCloseResultDialog()
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{
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StartCoroutine(RemoveResultDialogResources());
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}
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private IEnumerator RemoveResultDialogResources()
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{
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UIBase_CardManager cardManager = UIManager.GetInstance().getUIBase_CardManager();
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while (!cardManager.getCreateEndFlag() || !cardManager.isAssetAllReady)
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{
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yield return null;
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}
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List<UIBase_CardManager.CardObjData> cardList2DObjs = UIManager.GetInstance().getCardList2DObjs();
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if (cardList2DObjs.Count > 0)
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{
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cardList2DObjs.ForEach(delegate(UIBase_CardManager.CardObjData g)
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{
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UnityEngine.Object.Destroy(g.CardObj);
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});
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}
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if (Toolbox.ResourcesManager.CardListAssetPathList.Count > 0)
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{
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_loadedAssetPathListResultDialog.AddRange(Toolbox.ResourcesManager.CardListAssetPathList);
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Toolbox.ResourcesManager.CardListAssetPathList.Clear();
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}
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadedAssetPathListResultDialog);
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_loadedAssetPathListResultDialog.Clear();
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}
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}
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