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>
96 lines
2.7 KiB
C#
96 lines
2.7 KiB
C#
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 ScenarioSummary
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{
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public class Data
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{
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public string Title { get; }
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public string PastSummary { get; }
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public string BeforeSummary { get; }
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public string AfterSummary { get; }
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public Data()
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{
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}
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public Data(string title, string pastSummary, string beforeSummary, string afterSummary)
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{
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Title = title;
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PastSummary = pastSummary;
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BeforeSummary = beforeSummary;
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AfterSummary = afterSummary;
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}
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}
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private static readonly int CLASS_NONE;
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private Dictionary<string, Data> _dataTable = new Dictionary<string, Data>();
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private string _loadedAsset;
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public bool IsValid { get; private set; }
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public ScenarioSummary(int sectionId, int? sectionClassId)
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{
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ScenarioSummary scenarioSummary = this;
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IsValid = false;
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int processedClassId = (sectionClassId.HasValue ? sectionClassId.Value : CLASS_NONE);
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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string fileName = "scenario_text_summary_" + sectionId;
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_loadedAsset = resMgr.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.StoryText);
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resMgr.StartCoroutine_LoadAssetGroupAsync(_loadedAsset, delegate
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{
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foreach (ArrayList item in Utility.ConvertCSV((resMgr.LoadObject(resMgr.GetAssetTypePath(fileName, ResourcesManager.AssetLoadPathType.StoryText, isfetch: true)) as TextAsset).ToString()))
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{
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string[] array = (string[])item.ToArray(typeof(string));
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int num = -1;
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if (int.Parse(array[++num]) == processedClassId)
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{
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string chapterId = array[++num];
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string text = array[++num];
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int? subChapterId = (string.IsNullOrEmpty(text) ? ((int?)null) : new int?(int.Parse(text)));
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string key = CreateKey(chapterId, subChapterId);
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Data value = new Data(array[++num], array[++num], array[++num], array[++num]);
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scenarioSummary._dataTable.Add(key, value);
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}
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}
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scenarioSummary.IsValid = true;
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});
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}
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public void Dispose()
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{
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Toolbox.ResourcesManager.RemoveAsset(_loadedAsset);
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_loadedAsset = null;
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_dataTable.Clear();
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}
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public Data GetData(string chapterId, int? subChapterId = null)
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{
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string key = CreateKey(chapterId, subChapterId);
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if (_dataTable.TryGetValue(key, out var value))
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{
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return value;
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}
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Debug.LogError("チャプター 「" + chapterId + "」 の ScenarioSummary のデータが見つかりませんでした。");
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return new Data();
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}
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private static string CreateKey(string chapterId, int? subChapterId)
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{
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if (!subChapterId.HasValue || subChapterId == StoryChapterData.SUB_CHAPTER_ALL)
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{
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return chapterId;
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}
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return $"{chapterId}_{subChapterId}";
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}
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}
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