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>
144 lines
4.0 KiB
C#
144 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class QuestPointConfirmDialog : MonoBehaviour
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{
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[SerializeField]
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private SimpleScrollViewUI _questPointScrollView;
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[SerializeField]
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private UILabel _pointTitleLabel;
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[SerializeField]
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private UILabel _pointLabel;
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[SerializeField]
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private UILabel _pointCompletedLabel;
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[SerializeField]
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private GameObject _pointAmountGaugeRoot;
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[SerializeField]
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private UIGauge _pointAmountGauge;
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[SerializeField]
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private UIButton _receiveButton;
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[SerializeField]
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private ResourceHandler _resourceHandler;
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private Action<int> _updateRewardRecieveNumber;
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private List<QuestRewardInfo> _rewardInfoList;
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private int UnreceiveRewardCount => _rewardInfoList.Count((QuestRewardInfo d) => d.Status == QuestRewardInfo.QuestRewardStatusList.NotReceived);
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public void CreateQuestConfirmDialog(Action<int> updateRewardRecieveNumber)
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{
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_updateRewardRecieveNumber = updateRewardRecieveNumber;
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RequestQuestPointInfoTask();
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}
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public void OnCloseQuestConfirmnDialog()
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{
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_resourceHandler.UnloadAll();
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}
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private void RequestQuestPointInfoTask()
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{
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QuestPointInfoTask task = new QuestPointInfoTask();
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StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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_rewardInfoList = task.RewardInfoList;
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_questPointScrollView.CreateScrollView(_rewardInfoList.Count, InitializePlate);
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SetPointCollectionPeriod(task.StartTime, task.EndTime);
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SetPoint(task.TotalPoint, task.MaxPoint);
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SetReceiveAllButton();
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_updateRewardRecieveNumber.Call(UnreceiveRewardCount);
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}));
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}
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private void SetPointCollectionPeriod(DateTime start, DateTime end)
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{
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_pointTitleLabel.text = Data.SystemText.Get("Quest_0008", ConvertTime.ToLocal(start, end));
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_pointTitleLabel.gameObject.SetActive(value: true);
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}
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private void SetPoint(int totalPoint, int maxPoint)
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{
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bool flag = totalPoint >= maxPoint;
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_pointCompletedLabel.gameObject.SetActive(flag);
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_pointLabel.gameObject.SetActive(!flag);
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if (!flag)
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{
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_pointLabel.text = Data.SystemText.Get("Quest_0010", totalPoint.ToString(), maxPoint.ToString());
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}
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_pointAmountGaugeRoot.gameObject.SetActive(value: true);
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if (totalPoint != 0 && maxPoint != 0)
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{
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float num = (float)totalPoint / (float)maxPoint;
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if (num > 1f)
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{
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num = 1f;
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}
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_pointAmountGauge.Value = num;
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}
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else
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{
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_pointAmountGauge.Value = 0f;
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}
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}
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private void SetReceiveAllButton()
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{
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_receiveButton.gameObject.SetActive(value: true);
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UIManager.SetObjectToGrey(_receiveButton.gameObject, UnreceiveRewardCount == 0);
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_receiveButton.onClick.Clear();
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_receiveButton.onClick.Add(new EventDelegate(delegate
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{
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ReceiveAllPointRewards();
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}));
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}
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private void InitializePlate(int index, GameObject plate)
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{
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if (index < _rewardInfoList.Count)
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{
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SetRewardItem(plate, _rewardInfoList[index]);
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}
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}
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private void SetRewardItem(GameObject item, QuestRewardInfo reward)
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{
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AchievementWindowBase component = item.GetComponent<AchievementWindowBase>();
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switch (reward.Status)
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{
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case QuestRewardInfo.QuestRewardStatusList.NotAcheived:
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component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointRunning, _resourceHandler, RequestQuestPointInfoTask);
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break;
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case QuestRewardInfo.QuestRewardStatusList.NotReceived:
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component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointClear, _resourceHandler, RequestQuestPointInfoTask);
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break;
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case QuestRewardInfo.QuestRewardStatusList.Received:
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component.SetQuestPoint(reward, AchievementWindowBase.AchievementType.PointReceived, _resourceHandler, RequestQuestPointInfoTask);
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break;
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}
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}
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private void ReceiveAllPointRewards()
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{
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QuestRewardReceiveAllTask task = new QuestRewardReceiveAllTask();
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StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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DialogCreator.CreateRewardReceiveDialog(task.ReceiveRewardList);
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RequestQuestPointInfoTask();
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}));
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}
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}
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