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>
94 lines
2.5 KiB
C#
94 lines
2.5 KiB
C#
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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namespace Wizard;
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public class GachaLayoutEffect : MonoBehaviour
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{
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[SerializeField]
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private GameObject _effectRoot;
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[SerializeField]
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private UITexture _maskTexture;
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private bool _isCompleteSetup;
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private bool _isChangingPack;
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private GameObject _effectObj;
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public void Setup(string effectName, int stencil, List<string> resourceList)
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{
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if (!_isChangingPack)
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{
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_isChangingPack = true;
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if (_isCompleteSetup)
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{
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Object.Destroy(_effectObj);
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_effectObj = null;
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_isCompleteSetup = false;
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}
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if (stencil > 0)
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{
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SetupStencilMaskMaterial(stencil);
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}
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UIManager.GetInstance().StartCoroutine(SetupEffect(effectName, stencil, resourceList));
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}
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}
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private void SetupStencilMaskMaterial(int stencil)
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{
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_maskTexture.material = MaterialDefine.CreateNguiStencilMaskMaterial(stencil);
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}
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private IEnumerator SetupEffect(string effectName, int stencil, List<string> resourceList)
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{
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bool isCompleteMaterialSet = false;
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List<string> effectAssets = new List<string> { Toolbox.ResourcesManager.GetAssetTypePath(effectName, ResourcesManager.AssetLoadPathType.Effect2D) };
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yield return Toolbox.ResourcesManager.LoadAssetGroup(effectAssets, delegate
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{
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resourceList.AddRange(effectAssets);
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});
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_effectObj = EffectUtility.CreateEffect2D(new Effect2dCreateParam
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{
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Parent = _effectRoot,
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EffectName = effectName,
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ColorCode = null,
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InitActive = false,
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MaterialSetEndCallback = delegate
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{
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isCompleteMaterialSet = true;
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},
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UnloadAssetList = resourceList
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});
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while (!isCompleteMaterialSet)
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{
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yield return null;
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}
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_effectObj.SetActive(value: true);
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if (stencil > 0)
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{
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ParticleSystemRenderer[] componentsInChildren = _effectObj.GetComponentsInChildren<ParticleSystemRenderer>();
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foreach (ParticleSystemRenderer obj in componentsInChildren)
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{
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obj.sortingOrder = 1;
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obj.material = new Material(obj.material);
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}
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/* Pre-Phase-5b: ChangeMaskShader dropped */
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}
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float num2 = 1f / _effectObj.transform.localScale.x;
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Transform[] componentsInChildren2 = _effectObj.GetComponentsInChildren<Transform>();
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foreach (Transform obj2 in componentsInChildren2)
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{
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Vector3 localPosition = obj2.localPosition;
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localPosition *= num2;
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obj2.localPosition = localPosition;
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}
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_effectObj.SetLayer(base.gameObject.layer, isSetChildren: true);
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_isCompleteSetup = true;
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_isChangingPack = false;
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}
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}
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