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>
148 lines
3.6 KiB
C#
148 lines
3.6 KiB
C#
using System;
|
||
using System.Text.RegularExpressions;
|
||
using UnityEngine;
|
||
using Wizard;
|
||
|
||
public class IDInput : MonoBehaviour
|
||
{
|
||
[Serializable]
|
||
public class LayoutSet
|
||
{
|
||
public GameObject _root;
|
||
|
||
public UILabel[] _label;
|
||
}
|
||
|
||
[SerializeField]
|
||
private UIButton[] m_InputBtns;
|
||
|
||
[SerializeField]
|
||
private UIButton m_InputClearBtn;
|
||
|
||
[SerializeField]
|
||
private LayoutSet[] _layoutSet;
|
||
|
||
private LayoutSet _currentLayout;
|
||
|
||
[SerializeField]
|
||
private UIButton _pasteButton;
|
||
|
||
private int InputIndex;
|
||
|
||
private int _maxIndex;
|
||
|
||
public DialogBase CurrentDialogBase;
|
||
|
||
[HideInInspector]
|
||
public string InputID { get; set; }
|
||
|
||
public static IDInput Create(GameObject parentObj)
|
||
{
|
||
return NGUITools.AddChild(parentObj, UIManager.GetInstance().IdInputPrefab).GetComponent<IDInput>();
|
||
}
|
||
|
||
public void InitInputID(int maxCount)
|
||
{
|
||
InputIndex = 0;
|
||
InputID = "";
|
||
_maxIndex = maxCount - 1;
|
||
for (int i = 0; i < m_InputBtns.Length; i++)
|
||
{
|
||
UIEventListener uIEventListener = UIEventListener.Get(m_InputBtns[i].gameObject);
|
||
uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, new UIEventListener.VoidDelegate(InputNum));
|
||
}
|
||
_pasteButton.onClick.Add(new EventDelegate(delegate
|
||
{
|
||
Paste();
|
||
}));
|
||
LayoutSet[] layoutSet = _layoutSet;
|
||
foreach (LayoutSet layoutSet2 in layoutSet)
|
||
{
|
||
if (layoutSet2._label.Length == maxCount)
|
||
{
|
||
layoutSet2._root.SetActive(value: true);
|
||
_currentLayout = layoutSet2;
|
||
}
|
||
else
|
||
{
|
||
layoutSet2._root.SetActive(value: false);
|
||
}
|
||
}
|
||
if (_currentLayout == null)
|
||
{
|
||
Debug.LogError("未知の桁数です");
|
||
}
|
||
for (int num2 = 0; num2 < _currentLayout._label.Length; num2++)
|
||
{
|
||
_currentLayout._label[num2].text = "_";
|
||
}
|
||
UIEventListener uIEventListener2 = UIEventListener.Get(m_InputClearBtn.gameObject);
|
||
uIEventListener2.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener2.onClick, new UIEventListener.VoidDelegate(ClearNum));
|
||
Invoke("SetButtonEnabled", 0.01f);
|
||
}
|
||
|
||
private void SetButtonEnabled()
|
||
{
|
||
CurrentDialogBase.SetButtonDisable(isEnableOK: true);
|
||
}
|
||
|
||
public void InputNum(GameObject g)
|
||
{
|
||
if (InputIndex <= _maxIndex)
|
||
{
|
||
string text = g.name;
|
||
_currentLayout._label[InputIndex].text = text;
|
||
JoinNums();
|
||
InputIndex++;
|
||
|
||
if (InputIndex > _maxIndex)
|
||
{
|
||
CurrentDialogBase.SetButtonDisable(isEnableOK: false);
|
||
}
|
||
}
|
||
}
|
||
|
||
public void ClearNum(GameObject g)
|
||
{
|
||
if (InputIndex > 0)
|
||
{
|
||
InputIndex--;
|
||
_currentLayout._label[InputIndex].text = "_";
|
||
|
||
CurrentDialogBase.SetButtonDisable(isEnableOK: true);
|
||
}
|
||
}
|
||
|
||
private void JoinNums()
|
||
{
|
||
string text = "";
|
||
for (int i = 0; i < _currentLayout._label.Length && !(_currentLayout._label[i].text == "_"); i++)
|
||
{
|
||
text += _currentLayout._label[i].text;
|
||
}
|
||
InputID = text;
|
||
}
|
||
|
||
private void Paste()
|
||
{
|
||
|
||
string clipboard = ClipboardHelper.Clipboard;
|
||
clipboard = Regex.Replace(clipboard, "[0-9]", (Match match) => ((char)(match.Value[0] - 65296 + 48)).ToString());
|
||
clipboard = Regex.Replace(clipboard, "\\s", "");
|
||
if (UIUtil.IsValidIdDigits(clipboard, _currentLayout._label.Length))
|
||
{
|
||
for (int num = 0; num < _currentLayout._label.Length; num++)
|
||
{
|
||
_currentLayout._label[num].text = "_";
|
||
}
|
||
for (int num2 = 0; num2 < clipboard.Length; num2++)
|
||
{
|
||
_currentLayout._label[num2].text = clipboard[num2].ToString();
|
||
JoinNums();
|
||
}
|
||
InputIndex = clipboard.Length;
|
||
CurrentDialogBase.SetButtonDisable(isEnableOK: false);
|
||
}
|
||
}
|
||
}
|