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>
146 lines
3.0 KiB
C#
146 lines
3.0 KiB
C#
using System;
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using Cute;
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using UnityEngine;
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public class CommonBackGround : UIBase
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{
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public enum eBGType
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{
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NONE,
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MORNING,
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DAYTIME,
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NIGHTTIME
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}
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private static CommonBackGround _instance;
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[SerializeField]
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private UITexture MypageBG;
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[SerializeField]
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private GameObject MagicCircle;
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[SerializeField]
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public ParticleSystem[] BgEffects;
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[SerializeField]
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private GameObject _effectRoot;
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private eBGType _BGType;
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private bool _bgFinishLoad;
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private string _bgPath;
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private EffectSetUp _currentEffectSetup;
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public static CommonBackGround Instance => _instance;
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public bool IsFinishLod => _bgFinishLoad;
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public bool EffectVisible
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{
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set
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{
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_effectRoot.SetActive(value);
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}
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}
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private void Awake()
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{
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_instance = this;
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}
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protected override void onOpen()
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{
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base.onOpen();
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ChangeMyPageBG();
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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_instance = null;
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ReleaseMyPageBG();
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_BGType = eBGType.NONE;
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MagicCircle.GetComponent<UITexture>().mainTexture = null;
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}
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private void ReleaseMyPageBG()
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{
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MypageBG.mainTexture = null;
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Toolbox.ResourcesManager.RemoveAsset(_bgPath);
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_bgPath = "";
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}
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public void ChangeMyPageBG()
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{
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int hour = DateTime.Now.Hour;
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eBGType eBGType;
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string newBgStr;
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if (hour >= 4 && hour < 10)
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{
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eBGType = eBGType.MORNING;
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newBgStr = "bg_mypage_morning";
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}
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else if (hour >= 10 && hour < 18)
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{
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eBGType = eBGType.DAYTIME;
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newBgStr = "bg_mypage_day";
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}
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else
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{
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eBGType = eBGType.NIGHTTIME;
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newBgStr = "bg_mypage_night";
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}
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if (_BGType == eBGType)
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{
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return;
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}
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_bgFinishLoad = false;
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_BGType = eBGType;
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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string newBgPath = resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background);
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resMgr.StartCoroutine_LoadAssetGroupAsync(newBgPath, delegate
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{
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_bgFinishLoad = true;
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MypageBG.mainTexture = resMgr.LoadObject(resMgr.GetAssetTypePath(newBgStr, ResourcesManager.AssetLoadPathType.Background, isfetch: true)) as Texture;
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if (_bgPath != null)
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{
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resMgr.RemoveAsset(_bgPath);
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}
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_bgPath = newBgPath;
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ChangeBgEffect();
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});
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}
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private void ChangeBgEffect()
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{
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BgEffects[0].gameObject.SetActive(value: false);
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BgEffects[1].gameObject.SetActive(value: false);
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BgEffects[2].gameObject.SetActive(value: false);
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ParticleSystem bgEffectNow = GetBgEffectNow(_BGType);
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bgEffectNow.gameObject.SetActive(value: true);
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_currentEffectSetup = bgEffectNow.GetComponent<EffectSetUp>();
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}
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public ParticleSystem GetBgEffectNow(eBGType myPageBgType)
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{
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return myPageBgType switch
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{
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eBGType.MORNING => BgEffects[2],
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eBGType.DAYTIME => BgEffects[0],
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_ => BgEffects[1],
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};
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}
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public bool IsFinishEffectLoading()
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{
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if (_currentEffectSetup != null)
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{
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return _currentEffectSetup.isFinished;
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}
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return false;
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}
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}
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