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>
253 lines
6.4 KiB
C#
253 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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public class VoiceDictionary
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{
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private VoiceAndWaitTime[] _parsedVoice;
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private string[] _allVoiceID;
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private VoiceAndWaitTime _normalVoice;
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private List<VoiceAndWaitTime> _fixedUseCostVoice = new List<VoiceAndWaitTime>();
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private List<VoiceAndWaitTime> _unionBurstVoice = new List<VoiceAndWaitTime>();
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private List<VoiceAndWaitTime> _skyboundArtVoice = new List<VoiceAndWaitTime>();
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private List<VoiceAndWaitTime> _superSkyboundArtVoice = new List<VoiceAndWaitTime>();
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private VoiceAndWaitTime _earthRiteVoice;
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private VoiceAndWaitTime _summonTokenVoice;
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public List<int> EnemyComvoList { get; private set; }
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public List<int> AllyComvoList { get; private set; }
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public VoiceDictionary(string voice)
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{
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EnemyComvoList = new List<int>();
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AllyComvoList = new List<int>();
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_parsedVoice = new VoiceAndWaitTime[0];
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_allVoiceID = new string[0];
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Initialize(voice);
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}
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private void Initialize(string voiceStr)
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{
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if (string.IsNullOrEmpty(voiceStr))
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{
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return;
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}
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string[] array = voiceStr.Split(new string[1] { "," }, StringSplitOptions.None);
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_parsedVoice = new VoiceAndWaitTime[array.Count()];
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_allVoiceID = new string[array.Count()];
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string text = "";
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int i = 0;
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for (int num = array.Length; i < num; i++)
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{
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text = array[i];
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_parsedVoice[i] = ExtractionVoice(text);
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_allVoiceID[i] = _parsedVoice[i].Voice;
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if (IsConvVoice(text))
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{
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string[] array2 = text.Split(new string[1] { "_" }, StringSplitOptions.None);
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int num2 = array2.Length - 1;
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int item = int.Parse(array2[num2]);
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if (text.Contains("_4_") || text.Contains("_7_"))
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{
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EnemyComvoList.Add(item);
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}
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else
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{
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AllyComvoList.Add(item);
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}
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}
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if (_normalVoice == null && IsNormalVoice(text))
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{
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_normalVoice = _parsedVoice[i];
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}
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if (_unionBurstVoice != null && IsUnionBurstVoice(text))
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{
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_unionBurstVoice.Add(_parsedVoice[i]);
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}
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if (_skyboundArtVoice != null && IsSkyboundArtVoice(text))
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{
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_skyboundArtVoice.Add(_parsedVoice[i]);
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}
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if (_superSkyboundArtVoice != null && IsSuperSkyboundArtVoice(text))
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{
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_superSkyboundArtVoice.Add(_parsedVoice[i]);
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}
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if (IsFixedUseCostVoice(text))
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{
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_fixedUseCostVoice.Add(_parsedVoice[i]);
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}
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if (_earthRiteVoice == null && IsEarthRiteVoice(text))
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{
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_earthRiteVoice = _parsedVoice[i];
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}
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if (_summonTokenVoice == null && IsSummonTokenVoice(text))
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{
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_summonTokenVoice = _parsedVoice[i];
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}
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}
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}
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public static void SettingVoiceData(ref VoiceDictionary normal, ref VoiceDictionary evolution, string voice)
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{
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List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
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if (list.Count > 1)
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{
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normal = new VoiceDictionary(list[0]);
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evolution = new VoiceDictionary(list[1]);
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}
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else if (list.Count == 1 && list[0] != "")
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{
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normal = new VoiceDictionary(list[0]);
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evolution = new VoiceDictionary(string.Empty);
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}
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else
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{
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normal = new VoiceDictionary(string.Empty);
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evolution = new VoiceDictionary(string.Empty);
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}
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}
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public static void SettingVoiceDataList(out List<VoiceDictionary> normal, out List<VoiceDictionary> evolution, string voice)
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{
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if (voice.IndexOf("//") == 0)
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{
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voice.Insert(0, "none");
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}
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List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
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if (list.Count > 1)
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{
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normal = CreateVoiceDataList(list[0]);
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evolution = CreateVoiceDataList(list[1]);
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}
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else if (list.Count == 1 && list[0] != "")
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{
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normal = CreateVoiceDataList(list[0]);
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evolution = CreateVoiceDataList(string.Empty);
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}
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else
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{
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normal = CreateVoiceDataList(string.Empty);
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evolution = CreateVoiceDataList(string.Empty);
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}
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}
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private static List<VoiceDictionary> CreateVoiceDataList(string voice)
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{
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if (voice == string.Empty)
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{
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return null;
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}
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List<string> list = voice.Split(new string[1] { "," }, StringSplitOptions.None).ToList();
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List<VoiceDictionary> list2 = null;
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if (list.Count > 0)
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{
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list2 = new List<VoiceDictionary>();
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for (int i = 0; i < list.Count; i++)
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{
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list2.Add(new VoiceDictionary(list[i]));
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}
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}
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return list2;
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}
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public static void SettingVoiceData(ref VoiceDictionary normal, string voice)
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{
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List<string> list = voice.Split(new string[1] { "//" }, StringSplitOptions.None).ToList();
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if (list.Count >= 1 && list[0] != "")
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{
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normal = new VoiceDictionary(list[0]);
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}
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else
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{
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normal = new VoiceDictionary(string.Empty);
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}
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}
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public string[] GetAllVoiceList()
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{
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return _allVoiceID;
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}
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private bool IsNormalVoice(string voiceName)
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{
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if (!IsConvVoice(voiceName) && !IsFixedUseCostVoice(voiceName) && !IsUnionBurstVoice(voiceName) && !IsSkyboundArtVoice(voiceName) && !IsSuperSkyboundArtVoice(voiceName) && !IsEarthRiteVoice(voiceName))
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{
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return !IsSummonTokenVoice(voiceName);
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}
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return false;
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}
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private bool IsConvVoice(string voiceName)
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{
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if (voiceName.Contains("_4_"))
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{
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string[] array = voiceName.Split(new string[1] { "_" }, StringSplitOptions.None);
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int result = 0;
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int num = array.Length - 1;
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if (array.Length > 2 && array[num].Length == 9)
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{
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return int.TryParse(array[num], out result);
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}
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return false;
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}
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if (!voiceName.Contains("_8_"))
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{
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return voiceName.Contains("_7_");
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}
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return true;
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}
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private bool IsFixedUseCostVoice(string voiceName)
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{
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return voiceName.Contains("_enh");
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}
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private bool IsUnionBurstVoice(string voiceName)
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{
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return voiceName.Contains("_ub");
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}
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private bool IsSkyboundArtVoice(string voiceName)
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{
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return voiceName.Contains("_sb");
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}
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private bool IsSuperSkyboundArtVoice(string voiceName)
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{
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return voiceName.Contains("_ssb");
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}
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private bool IsEarthRiteVoice(string voiceName)
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{
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return voiceName.Contains("_ear");
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}
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private bool IsSummonTokenVoice(string voiceName)
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{
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return voiceName.EndsWith("_11");
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}
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private VoiceAndWaitTime ExtractionVoice(string order)
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{
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string text = order;
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float waitTime = 0f;
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if (text.Contains("{"))
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{
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List<string> list = text.Split(new string[1] { "{" }, StringSplitOptions.None).ToList();
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waitTime = float.Parse(list[1].Replace("}", ""));
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text = list[0];
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}
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return new VoiceAndWaitTime(text, waitTime);
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}
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}
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