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>
116 lines
4.2 KiB
C#
116 lines
4.2 KiB
C#
using System;
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using Cute;
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using Wizard.DeckCardEdit;
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namespace Wizard;
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public static class InCompleteDeckDecideDialog
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{
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public static void Create(DialogBase dialogDeckList, DeckData deck, ConventionDeckList conventionDeckList = null, bool canUseNonPossessionCard = false, Action<UIManager.ViewScene> unusableDeckChangeViewSceneAction = null)
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{
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DeckData.UnusableReason reason;
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if (deck.IsNoCard())
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{
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Action onStartChangeViewScene = delegate
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{
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dialogDeckList.CloseWithoutSelect();
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};
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DeckCreateMenuUI.ShowDeckCreateMenu(deck, conventionDeckList, onStartChangeViewScene);
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}
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else if (!deck.IsUsable(out reason, canUseNonPossessionCard))
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{
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CreateUnusableDeckDialog(deck, conventionDeckList, reason, unusableDeckChangeViewSceneAction, dialogDeckList);
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}
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}
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private static void CreateUnusableDeckDialog(DeckData deck, ConventionDeckList conventionDeckList, DeckData.UnusableReason unusableReason, Action<UIManager.ViewScene> changeViewSceneAction, DialogBase dialogDeckList)
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{
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if (unusableReason == DeckData.UnusableReason.MaintenanceCard && deck.IsRentalDeck)
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateConfirmationDialog(Data.SystemText.Get("Story_0060"));
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.CloseBtn);
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dialogBase.SetTitleLabel(Data.SystemText.Get("System_0022"));
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dialogBase.SetPanelDepth(100);
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return;
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}
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(string, string) textsUnusableDeckDialog = GetTextsUnusableDeckDialog(unusableReason);
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DialogBase dialogBase2 = UIManager.GetInstance().CreateDialogClose();
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dialogBase2.SetTitleLabel(textsUnusableDeckDialog.Item1);
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dialogBase2.SetText(textsUnusableDeckDialog.Item2);
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dialogBase2.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase2.SetButtonText(Data.SystemText.Get("Dia_DeckSelect_002_Button"));
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dialogBase2.onPushButton1 = delegate
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{
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if (Data.MaintenanceCodeList.Contains(NetworkDefine.MAINTENANCE_TYPE.DECK_MAINTENANCE))
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{
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}
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else
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{
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DeckCardEditUI.SetDeckEditParameter(deck, conventionDeckList);
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dialogDeckList.CloseWithoutSelect();
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if (changeViewSceneAction != null)
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{
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changeViewSceneAction(UIManager.ViewScene.DeckCardEdit);
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}
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else
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{
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UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
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{
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IsUpdateFooterMenuTexture = true
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};
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UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.DeckCardEdit, param);
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}
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}
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};
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dialogBase2.ClickSe_Btn1 = 0;
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dialogBase2.SetPanelDepth(100);
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}
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private static (string title, string body) GetTextsUnusableDeckDialog(DeckData.UnusableReason unusableReason)
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{
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string item = string.Empty;
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string item2 = string.Empty;
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switch (unusableReason)
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{
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case DeckData.UnusableReason.MaintenanceCard:
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item = Data.SystemText.Get("System_0022");
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item2 = Data.SystemText.Get("System_0039");
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break;
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case DeckData.UnusableReason.FormatRestrictCard:
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item = Data.SystemText.Get("Dia_DeckSelect_004_Title");
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item2 = Data.SystemText.Get("Card_0192");
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break;
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case DeckData.UnusableReason.TooLittleCards:
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item = Data.SystemText.Get("Dia_DeckSelect_002_Title");
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item2 = Data.SystemText.Get("Card_0069");
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break;
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case DeckData.UnusableReason.TooMuchCards:
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item = Data.SystemText.Get("Dia_DeckSelect_003_Title");
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item2 = Data.SystemText.Get("Card_0140");
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break;
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case DeckData.UnusableReason.NonPossessionCard:
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item = Data.SystemText.Get("Dia_DeckSelect_004_Title");
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item2 = Data.SystemText.Get("Card_0254");
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break;
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case DeckData.UnusableReason.ShortageMainClassCards:
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item = Data.SystemText.Get("Dia_DeckSelect_005_Title");
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item2 = Data.SystemText.Get("Card_0289");
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break;
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case DeckData.UnusableReason.ShortageSubClassCards:
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item = Data.SystemText.Get("Dia_DeckSelect_006_Title");
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item2 = Data.SystemText.Get("Card_0290");
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break;
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case DeckData.UnusableReason.ShortageBothClassCards:
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item = Data.SystemText.Get("Dia_DeckSelect_007_Title");
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item2 = Data.SystemText.Get("Card_0291");
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break;
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case DeckData.UnusableReason.Unknown:
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Debug.LogError("unknown deck unusable reason.");
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break;
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}
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return (title: item, body: item2);
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}
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}
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