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>
135 lines
2.9 KiB
C#
135 lines
2.9 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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public class UIBase : MonoBehaviour
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{
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private bool isAssetSetting;
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private bool isOpen;
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private List<string> m_loadBackgroundList = new List<string>();
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private UIManager.ViewScene backSceneSave;
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protected bool IsShowFooterMenu { get; set; }
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public virtual bool IsGetOutOfScene(Action backupExec)
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{
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return true;
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}
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public virtual bool IsUseCommonBackground()
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{
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return false;
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}
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protected virtual void OnDestroy()
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{
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UnloadBackground();
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}
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public IEnumerator assetSetting()
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{
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if (isAssetSetting)
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{
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yield return null;
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}
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isAssetSetting = true;
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bool flag = UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Battle);
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UIManager.GetInstance().AttachAtlas(base.gameObject, !flag);
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SetBackground();
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}
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private void SetBackground()
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{
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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UIBase_Textuer[] componentsInChildren = base.gameObject.GetComponentsInChildren<UIBase_Textuer>(includeInactive: true);
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foreach (UIBase_Textuer bgTex in componentsInChildren)
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{
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string texName = bgTex.TextuerName;
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string assetTypePath = resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background);
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m_loadBackgroundList.Add(assetTypePath);
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resMgr.StartCoroutine_LoadAssetGroupAsync(assetTypePath, delegate
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{
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if (bgTex != null)
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{
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bgTex.GetComponent<UITexture>().mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(texName, ResourcesManager.AssetLoadPathType.Background, isfetch: true));
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}
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});
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}
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}
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private void UnloadBackground()
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{
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Toolbox.ResourcesManager.RemoveAssetGroup(m_loadBackgroundList);
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m_loadBackgroundList.Clear();
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}
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public virtual void onFirstStart()
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{
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Open();
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}
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public void Open()
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{
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if (!isOpen)
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{
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isOpen = true;
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if (IsShowFooterMenu)
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{
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UIManager.GetInstance().ShowFooterMenu(isShow: true);
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}
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}
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onOpen();
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}
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protected virtual void onOpen()
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{
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if (base.transform.localScale.x != 1f)
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{
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base.transform.localScale = new Vector3(1f, 1f, 1f);
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}
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}
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public void Close()
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{
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if (isOpen)
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{
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isOpen = false;
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if (IsShowFooterMenu)
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{
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UIManager.GetInstance().ShowFooterMenu(isShow: false);
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}
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onClose();
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}
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}
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protected virtual void onClose()
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{
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// Pre-Phase-5b: re-enable the back key on the ambient GameMgr's InputMgr.
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// Headless has no input manager; the branch was a no-op through the null-guards
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// anyway (GameMgr's InputMgr wasn't seeded), so dropping the ambient reach is safe.
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}
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public virtual void onMove()
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{
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}
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public virtual void PushTurnButton()
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{
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}
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public virtual void assetBundleEnd()
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{
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}
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public UIManager.ViewScene getBackScene()
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{
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return backSceneSave;
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}
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}
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