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>
131 lines
3.7 KiB
C#
131 lines
3.7 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 Wizard.DeckCardEdit;
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namespace Wizard;
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public class SealedFormatBehavior : IFormatBehavior
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{
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public string Name => string.Empty;
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public string SmallIconSpriteName => "icon_sealed_s";
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public CardMaster.CardMasterId CardMasterId => CardMaster.CardMasterId.Default;
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public GenerateDeckCodeTask.SubmitDeckType DeckCodeType => GenerateDeckCodeTask.SubmitDeckType.SEALED;
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public bool ExistsRestrictedCard => false;
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public List<int> SortedDeckUsableCardList => SealedData.SortedOwnSealedCardList.Distinct().ToList();
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public int DeckCardNumMin => Data.ArenaData.SealedMyPageResponseData.DeckCardNumMin;
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public int DeckCardNumMax => SealedData.DeckCardNumMax.Value;
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public int DeckSameKindCardNumMax => DeckCardNumMax;
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public int DeckSavableCardNumMax => DeckCardNumMax;
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public bool IsShowDeckName => false;
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public bool IsEmphasizeDeckCardShortage => true;
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public bool IsEmphasizeDeckCardOverage => true;
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public bool IsSavableLastSelectDeck => false;
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public bool CanShowQRCode => false;
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public bool IsShowFirstTipsAtDeckEdit => false;
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public bool IsShowAutoDeckCreateButtonAtDeckEdit => false;
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public bool IsCraftableCardAtDeckEdit => false;
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public UIManager.ViewScene DeckEditBackScene => UIManager.ViewScene.Sealed;
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public Action<CardBundleController> DeckSaveFunc => SaveDeck;
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public bool UseSubClass => false;
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public List<CardSetName> AvailableCardSetNameList => (from x in Data.ArenaData.SealedMyPageResponseData.CardPackIdList.Distinct().Select(Data.Master.CardSetNameMgr.Get)
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orderby x.ID
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select x).ToList();
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public bool IsShowPrizeCardSetFilter => false;
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public bool IsShowPhantomCardSetFilter => true;
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public bool IsShowFormatFilter => false;
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public bool IsShowFavoriteFilter => false;
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public bool IsShowSpotCardFilter => false;
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public bool IsConventionMode => false;
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private SealedData SealedData => Data.ArenaData.SealedData;
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public bool IsEnableDeckShareButton(int cardNum, int cardNumMax)
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{
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if (DeckCardNumMin <= cardNum)
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{
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return cardNum <= DeckCardNumMax;
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}
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return false;
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}
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private void SaveDeck(CardBundleController deckCardBundle)
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{
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List<int> cardList = deckCardBundle.SelectionAreaList.IdList;
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int count = cardList.Count;
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UIManager uiMgr = UIManager.GetInstance();
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SystemText text = Data.SystemText;
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Action action = delegate
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{
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uiMgr.StartCoroutine(Toolbox.NetworkManager.Connect(new SealedUpdateDeckTask(cardList), delegate
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{
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UIManager.GetInstance().CreateConfirmationDialog(text.Get("Card_0019")).OnCloseStart = delegate
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{
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uiMgr.ChangeViewScene(UIManager.ViewScene.Sealed);
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};
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}));
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};
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if (count < DeckCardNumMin)
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{
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DialogBase dialogBase = uiMgr.CreateDialogClose();
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dialogBase.SetTitleLabel(text.Get("Dia_DeckEdit_005_Title"));
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dialogBase.SetText(text.Get("Card_0050", DeckCardNumMin.ToString()));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase.SetButtonText(text.Get("Dia_DeckEdit_005_Button"), text.Get("Dia_DeckEdit_005_Button_2"));
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dialogBase.onPushButton1 = action;
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}
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else
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{
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action();
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}
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}
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public IDictionary<int, int> GetCardPool(bool isIncludingSpotCard)
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{
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return null;
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}
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public Dictionary<int, int> ClonePossessionCardDictionary(bool isIncludingSpotCard)
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{
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return null;
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}
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public int GetPossessionCardNum(int cardId, bool isIncludingSpotCard)
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{
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return 0; // headless: no user card counts
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}
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public int GetPossessionBaseCardNum(int baseCardId, bool isIncludingSpotCard)
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{
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return 0; // headless: no user card counts
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}
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}
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