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>
139 lines
4.4 KiB
C#
139 lines
4.4 KiB
C#
using System;
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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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using Wizard;
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using Wizard.Dialog.Setting;
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using Wizard.RoomMatch;
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public class DeckDecisionUI : MonoBehaviour
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{
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[SerializeField]
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private GameObject _uiCardListPrefab;
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[SerializeField]
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private GameObject _cardDetailPrefab;
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protected List<string> _loadCardAssetList;
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protected static int DetailLayer;
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private ConventionDeckList conventionDeckList;
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public bool IsCanShowQRCode = true;
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private IFormatBehavior _formatBehavior;
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public DeckData DeckData { get; private set; }
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public string DeckName { get; set; }
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public Action<UICardList> CardListCustomize { get; set; }
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protected CardDetailUI CardDetail { get; set; }
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protected UICardList UiCardList { get; set; }
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public Action<CardDetailUI> CardDetailCustomize { get; set; }
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public bool IsShowSimpleStageOption { get; set; }
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public void SetDeckData(DeckData deck, ConventionDeckList deckList)
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{
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DeckData = deck;
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conventionDeckList = deckList;
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_formatBehavior = FormatBehaviorManager.Create(deck.Format, deckList);
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}
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public void OnClickCreateCardList()
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{
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CheckTimeSlipRotationPeriodTask task = new CheckTimeSlipRotationPeriodTask();
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StartCoroutine(Toolbox.NetworkManager.Connect(task, delegate
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{
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UIManager.GetInstance().createInSceneCenterLoading();
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if (CardDetail == null)
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{
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CardDetail = UnityEngine.Object.Instantiate(_cardDetailPrefab).GetComponent<CardDetailUI>();
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CardDetail.transform.parent = base.transform.parent.parent;
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CardDetail.transform.localPosition = new Vector3(0f, 0f, -300f);
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CardDetail.transform.localScale = Vector3.one;
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CardDetail.Initialize(DetailLayer, _formatBehavior.CardMasterId, _formatBehavior);
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CardDetail.IsShowFlavorTextButton = true;
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CardDetail.IsShowVoiceButton = true;
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CardDetail.IsShowEvolutionButton = true;
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CardDetail.IsCardTextDialogLayerSet = false;
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CardDetailCustomize.Call(CardDetail);
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UIManager.GetInstance().SetLayerRecursive(CardDetail.gameObject.transform, DetailLayer);
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}
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if (UiCardList == null)
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{
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bool in_DetailCameraUse = false;
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UiCardList = UnityEngine.Object.Instantiate(_uiCardListPrefab).GetComponent<UICardList>();
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UIManager.ViewScene currentScene = UIManager.GetInstance().GetCurrentScene();
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if (currentScene != UIManager.ViewScene.MyPage && currentScene != UIManager.ViewScene.QuestSelectionPage)
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{
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in_DetailCameraUse = true;
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}
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else
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{
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UiCardList.SetCamera(UIManager.GetInstance().MyPageUICameraObj.GetComponent<Camera>());
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}
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int in_MaxCardNum = 40;
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if (DeckData.Format == Format.Windfall)
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{
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in_MaxCardNum = 35;
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}
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UiCardList.Init(base.transform.parent.parent.gameObject, CardDetail, null, DeckViewClose, LayerMask.LayerToName(DetailLayer), in_DetailCameraUse, null, in_MaxCardNum);
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UiCardList.SetActive(in_Active: false);
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}
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CardListCustomize.Call(UiCardList);
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CardDetail.gameObject.SetActive(value: false);
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StartCoroutine(CardLoadCoroutine(DeckData));
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}));
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}
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private IEnumerator CardLoadCoroutine(DeckData inDeckData)
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{
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RoomBase.StartDialogLoading();
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IList<int> cardIdList = inDeckData.GetCardIdList();
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inDeckData.GetDeckName();
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UiCardList.RemoveData();
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UiCardList._loadingEnd = false;
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_loadCardAssetList = UiCardList.GetLoadFileList(cardIdList as List<int>);
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yield return StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(_loadCardAssetList, null));
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UiCardList.SetDeck(inDeckData, conventionDeckList);
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yield return null;
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DialogSetDisp(inDisp: false);
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if (IsCanShowQRCode)
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{
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UiCardList.SetQRSmallTexture();
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}
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UiCardList.SetActive(in_Active: true);
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UIManager.GetInstance().closeInSceneCenterLoading();
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UiCardList._loadingEnd = true;
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RoomBase.FinishDiloagLoading();
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}
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protected void DeckViewClose()
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{
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UiCardList.SetActive(in_Active: false);
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if (_loadCardAssetList != null)
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(_loadCardAssetList);
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_loadCardAssetList = null;
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}
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DialogSetDisp(inDisp: true);
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UnityEngine.Object.Destroy(UiCardList.gameObject);
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UnityEngine.Object.Destroy(CardDetail.gameObject);
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UiCardList = null;
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CardDetail = null;
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}
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protected void DialogSetDisp(bool inDisp)
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{
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UIManager.GetInstance().ActiveChangeDialogAll(inDisp);
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}
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}
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