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>
156 lines
4.0 KiB
C#
156 lines
4.0 KiB
C#
using LitJson;
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using Wizard;
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using Wizard.Story;
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public class StorySectionData
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{
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private static readonly string FORMAT_STORY_SECTION_NO = "story_section_no_{0:D2}";
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public int Id { get; }
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public int AllStoryOrderId { get; }
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public string NameNo { get; }
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public string Name { get; }
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public string ImageName { get; }
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public string OffStateButtonTextureName { get; }
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public string OnStateButtonTextureName { get; }
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public bool IsLeaderSelect { get; }
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public bool IsFinish { get; }
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public bool IsUnderMaintenance { get; }
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public int ReleasedCharaCount { get; }
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public int FinishedCharaCount { get; }
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public int BackGroundId { get; }
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public StoryApiType StoryApiType { get; }
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public bool IsNew { get; }
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public bool IsSpoiler { get; }
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public string SpoilerMessage { get; }
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public UIManager.ViewScene ChapterSelectionView { get; }
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public bool IsPlayAnotherEndingAppearanceAnimation { get; }
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public bool IsTutorialCategory => Id == StorySection.TUTORIAL_SECTION_ID;
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public bool IsTutorial
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{
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get
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{
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if (IsTutorialCategory)
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{
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return !IsFinish;
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}
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return false;
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}
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}
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public bool IsTutorialReplay
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{
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get
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{
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if (IsTutorialCategory)
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{
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return IsFinish;
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}
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return false;
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}
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}
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public StorySectionData(JsonData jsonData)
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{
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Id = jsonData["section_id"].ToInt();
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AllStoryOrderId = jsonData["all_story_order_id"].ToInt();
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NameNo = GetNameNoText(jsonData);
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Name = GetNameText(jsonData);
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ImageName = jsonData["image_name"].ToString();
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OffStateButtonTextureName = GetOffStateButtonTextureName(jsonData);
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OnStateButtonTextureName = GetOnStateButtonTextureName(jsonData);
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IsLeaderSelect = jsonData["is_leader_select"].ToBoolean();
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IsFinish = jsonData["is_finished"].ToBoolean();
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IsUnderMaintenance = jsonData["is_under_maintenance"].ToBoolean();
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ReleasedCharaCount = jsonData["released_chara_count"].ToInt();
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FinishedCharaCount = jsonData["finished_chara_count"].ToInt();
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BackGroundId = jsonData["back_ground_id"].ToInt();
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IsNew = jsonData["is_new"].ToBoolean();
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IsSpoiler = jsonData.GetValueOrDefault("is_spoiler", defaultValue: false);
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if (IsSpoiler)
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{
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SpoilerMessage = jsonData.GetValueOrDefault("spoiler_message", string.Empty);
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}
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StoryApiType = GetStoryApiType(jsonData["story_type_overwrite"].ToInt());
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ChapterSelectionView = GetChapterSelectionView(jsonData);
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IsPlayAnotherEndingAppearanceAnimation = jsonData["is_play_another_end_appearance_animation"].ToBoolean();
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}
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public StorySectionData(int id, int backgroundId, UIManager.ViewScene chapterSelectionView)
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{
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Id = id;
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BackGroundId = backgroundId;
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ChapterSelectionView = chapterSelectionView;
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}
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private static string GetNameNoText(JsonData jsonData)
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{
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int num = jsonData["section_id"].ToInt();
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string key = string.Format(FORMAT_STORY_SECTION_NO, num);
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return Data.Master.GetStorySectionTitleText(key);
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}
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private static string GetNameText(JsonData jsonData)
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{
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string key = jsonData["name"].ToString();
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return Data.Master.GetStorySectionTitleText(key);
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}
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private static string GetOffStateButtonTextureName(JsonData jsonData)
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{
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return jsonData["image_name"].ToString() + "_off";
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}
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private static string GetOnStateButtonTextureName(JsonData jsonData)
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{
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return jsonData["image_name"].ToString() + "_on";
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}
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private static UIManager.ViewScene GetChapterSelectionView(JsonData jsonData)
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{
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if (jsonData["chapter_select_type"].ToInt() != 2)
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{
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return UIManager.ViewScene.AreaSelect;
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}
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return UIManager.ViewScene.StoryChapterSelectionFlowChart;
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}
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private static StoryApiType GetStoryApiType(int storyTypeOverwrite)
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{
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switch (storyTypeOverwrite)
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{
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case 0:
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return StoryApiType.None;
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case 1:
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return StoryApiType.MainStory;
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case 2:
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return StoryApiType.LimitedStory;
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case 3:
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return StoryApiType.EventStory;
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default:
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Debug.LogError("StorySectionのstory_type_overwriteに想定外の値が設定された");
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return StoryApiType.None;
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}
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}
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}
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