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>
132 lines
3.7 KiB
C#
132 lines
3.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class UIParticleEffectGroup : MonoBehaviour
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{
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private struct AutoUpdateInfo
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{
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public GameObject Effect { get; private set; }
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public GameObject Parent { get; private set; }
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public AutoUpdateInfo(GameObject effect, GameObject parent)
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{
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Effect = effect;
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Parent = parent;
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}
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}
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[SerializeField]
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private Camera _camera;
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[SerializeField]
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private GameObject _effectParentRoot;
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private List<AutoUpdateInfo> _updateList = new List<AutoUpdateInfo>();
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private RenderTexture _renderTexture;
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private UITexture _uiTexture;
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private int _saveScreenWidth;
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private int _saveScreenHeight;
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private GameObject CreateParent()
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{
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GameObject obj = new GameObject();
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Transform obj2 = obj.transform;
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obj2.parent = _effectParentRoot.transform;
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obj2.localPosition = Vector3.zero;
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obj2.localScale = Vector3.one;
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obj.layer = base.gameObject.layer;
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return obj;
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}
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public void Initialize(UITexture uiTexture)
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{
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_uiTexture = uiTexture;
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}
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private Vector3 DecideEffectLocalPosition(GameObject target)
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{
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Vector3 zero = Vector3.zero;
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while (target != null)
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{
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zero += target.transform.localPosition;
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target = target.transform.parent.gameObject;
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if (target.GetComponent<Camera>() != null)
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{
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break;
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}
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}
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return zero;
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}
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public void StartEffect(Effect2dCreateParam param, bool isEnableUpdateReposition)
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{
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GameObject parent = param.Parent;
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GameObject gameObject = CreateParent();
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gameObject.transform.localPosition = DecideEffectLocalPosition(param.Parent);
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gameObject.transform.localRotation = param.Parent.transform.localRotation;
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gameObject.transform.localScale = Vector3.one;
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param.Parent = gameObject;
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GameObject gameObject2 = EffectUtility.CreateEffect2D(param);
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gameObject2.SetLayer(gameObject.layer, isSetChildren: true);
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gameObject2.transform.localPosition = Vector3.zero;
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SetEffectCommonSetting(gameObject2);
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gameObject2.SetActive(value: true);
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if (isEnableUpdateReposition)
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{
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_updateList.Add(new AutoUpdateInfo(gameObject, parent));
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}
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}
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private void SetEffectCommonSetting(GameObject effect)
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{
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UpdateRenderTexture();
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UpdateUITextureSize(_uiTexture);
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}
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private void UpdateRenderTexture()
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{
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if (_renderTexture != null)
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{
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Object.Destroy(_renderTexture);
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}
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_saveScreenWidth = UIManager.GetInstance().FrontCameraPixelWidth;
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_saveScreenHeight = UIManager.GetInstance().FrontCameraPixelHeight;
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float num = UIManager.GetInstance().FrontCameraPixelWidth;
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float num2 = (float)UIManager.GetInstance().FrontCameraPixelHeight / num;
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_renderTexture = new RenderTexture(2048, (int)(2048f * num2), 0, RenderTextureFormat.ARGB32);
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_renderTexture.name = "UIPG" + _uiTexture.name;
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_camera.targetTexture = _renderTexture;
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_uiTexture.mainTexture = _renderTexture;
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}
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private void UpdateUITextureSize(UITexture uiTexture)
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{
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Camera frontCamera = UIManager.GetInstance().FrontCamera;
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Vector3 position = new Vector3(0f, 1f, 0f);
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Vector3 position2 = new Vector3(1f, 0f, 0f);
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Vector3 position3 = frontCamera.ViewportToWorldPoint(position);
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Vector3 position4 = frontCamera.ViewportToWorldPoint(position2);
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Vector3 vector = uiTexture.transform.InverseTransformPoint(position3);
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Vector3 vector2 = uiTexture.transform.InverseTransformPoint(position4);
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uiTexture.width = (int)(vector2.x - vector.x);
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uiTexture.height = (int)(vector.y - vector2.y);
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uiTexture.shader = Shader.Find("Cygames/UI/Transparent ColoredAdd");
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}
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public void OnBeforeDestroy()
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{
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if (_uiTexture != null)
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{
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_uiTexture.mainTexture = null;
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_uiTexture = null;
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}
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}
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}
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