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>
150 lines
4.9 KiB
C#
150 lines
4.9 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.DeckCardEdit;
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public class CachingCardBundle : CardBundle
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{
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private List<UIBase_CardManager.CardObjData> _cachedList;
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public CachingCardBundle(CardCreator cardCreator, Transform parent, UITexture sleeveOriginal, float scale, IFormatBehavior formatBehavior, bool isDisplaySpotCardNum)
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: base(cardCreator, parent, sleeveOriginal, scale, formatBehavior, isDisplaySpotCardNum)
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{
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_cachedList = new List<UIBase_CardManager.CardObjData>(32);
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}
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private UIBase_CardManager.CardObjData GetCachedCardFromId(int id)
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{
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return _cachedList.Find((UIBase_CardManager.CardObjData card) => card.ids == id);
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}
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private void AddCache(UIBase_CardManager.CardObjData item)
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{
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_cachedList.Remove(item);
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_cachedList.Insert(0, item);
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}
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private void RemoveCache(UIBase_CardManager.CardObjData item)
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{
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CardParameter cardParameterFromId = CardMaster.GetInstance(base.FormatBehavior.CardMasterId).GetCardParameterFromId(item.ids);
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Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(cardParameterFromId.ResourceCardId.ToString(), ResourcesManager.AssetLoadPathType.UnitCardMaterial));
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if (cardParameterFromId.IsFoil)
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{
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int resourceCardId = CardMaster.GetInstance(base.FormatBehavior.CardMasterId).GetCardParameterFromId(cardParameterFromId.NormalCardId).ResourceCardId;
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Toolbox.ResourcesManager.RemoveAsset(Toolbox.ResourcesManager.GetAssetTypePath(resourceCardId.ToString(), ResourcesManager.AssetLoadPathType.UnitCardMaterial));
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}
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UnityEngine.Object.Destroy(item.CardObj);
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_cachedList.Remove(item);
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}
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public override bool CreateCards(List<int> idList, bool isDestroyImmediate, bool isRotate, Action onCreateSleeves = null, Action onFinish = null, Action onFirstAnimationFinish = null, float cardRotateDelayTimeMax = float.MaxValue, bool isSkipSameDeckCheck = false)
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{
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int count = idList.Count;
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for (int i = 0; i < count; i++)
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{
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UIBase_CardManager.CardObjData cachedCardFromId = GetCachedCardFromId(idList[i]);
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if (cachedCardFromId != null)
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{
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AddCache(cachedCardFromId);
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}
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}
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return base.CreateCards(idList, isDestroyImmediate, isRotate, onCreateSleeves, onFinish, onFirstAnimationFinish, cardRotateDelayTimeMax, isSkipSameDeckCheck);
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}
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protected override CardObject CreateSleeve(int id, int mainNum, int subNum, bool isNonPossessionCard = false)
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{
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UIBase_CardManager.CardObjData cachedCardFromId = GetCachedCardFromId(id);
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if (cachedCardFromId != null)
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{
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CardObject cardObject = new CardObject(cachedCardFromId, _parent, _cardScale, base.FormatBehavior, _isDisplaySpotCardNum, _isHideZeroSpotCardNum);
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cardObject.CardObj.SetActive(value: true);
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cardObject.CardId = id;
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cardObject.MainCardNum = mainNum;
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cardObject.SubCardNum = subNum;
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OnCreateSleeveCall(cardObject);
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OnCreateCardCall(cardObject);
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return cardObject;
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}
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return base.CreateSleeve(id, mainNum, subNum);
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}
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public override void Load(List<int> order, bool isPreferentially, Action<List<UIBase_CardManager.CardObjData>> onFinish)
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{
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int orderLen = order.Count;
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Func<List<int>> order2 = () => order.Where((int id) => GetCachedCardFromId(id) == null).ToList();
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_cardCreator.Request(order2, isPreferentially, delegate(List<UIBase_CardManager.CardObjData> returnList)
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{
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int i;
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for (i = 0; i < orderLen; i++)
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{
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UIBase_CardManager.CardObjData cardObjData = returnList.Find((UIBase_CardManager.CardObjData entry) => entry.ids == order[i]);
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UIBase_CardManager.CardObjData cachedCardFromId = GetCachedCardFromId(order[i]);
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if (cachedCardFromId != null)
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{
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if (cardObjData != null)
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{
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UnityEngine.Object.Destroy(cardObjData.CardObj);
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returnList.Remove(cardObjData);
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}
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cachedCardFromId.CardObj.SetActive(value: true);
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cachedCardFromId.CardObj.GetComponent<UIWidget>().alpha = 1f;
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returnList.Insert(i, cachedCardFromId);
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}
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AddCache(returnList[i]);
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}
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DestroyOverStock();
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onFinish.Call(returnList);
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}, base.FormatBehavior.CardMasterId);
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}
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private void DestroyOverStock()
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{
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int num = _cachedList.Count();
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if (num <= 32)
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{
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return;
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}
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int num2 = num - 32;
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for (int i = 0; i < num; i++)
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{
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if (_cachedList.Count() <= 0)
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{
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break;
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}
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if (num2 <= 0)
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{
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break;
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}
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RemoveCache(_cachedList[_cachedList.Count() - 1]);
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num2--;
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}
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}
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public override void DestroyAll()
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{
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_cardList.ForEach(delegate(CardObject card)
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{
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card.Destroy(isRemoveAsset: false);
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});
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_cardList.Clear();
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while (_cachedList.Count > 0)
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{
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RemoveCache(_cachedList[0]);
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}
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}
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protected override void DestroyEach(CardObject card)
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{
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card.DestroySleeve();
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card.DestroyUseInfo();
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card.DestroyCursorEffect();
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card.DestroyTween();
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card.ActiveCullObjs(isActive: true);
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card.CardObj.SetActive(value: false);
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}
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}
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