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>
96 lines
2.8 KiB
C#
96 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Wizard.DeckCardEdit;
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// TODO(engine-cleanup-pass2): 32 of 33 methods unrun in baseline
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// Type: Wizard.CrossoverFormatBehavior
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard;
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public class CrossoverFormatBehavior : IFormatBehavior
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{
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public string Name => UIUtil.GetFormatName(Format.Crossover);
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public string SmallIconSpriteName => "icon_crossover_s";
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public CardMaster.CardMasterId CardMasterId => CardMaster.CardMasterId.Default;
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public GenerateDeckCodeTask.SubmitDeckType DeckCodeType => GenerateDeckCodeTask.SubmitDeckType.Crossover;
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public bool ExistsRestrictedCard => true;
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public List<int> SortedDeckUsableCardList => CardMaster.GetInstance(CardMasterId).GetAllCardIds();
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public int DeckCardNumMin => DeckCardNumMax;
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public int DeckCardNumMax => 40;
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public int DeckSameKindCardNumMax => 3;
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public int DeckSavableCardNumMax => 50;
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public bool IsShowDeckName => true;
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public bool IsEmphasizeDeckCardShortage => false;
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public bool IsEmphasizeDeckCardOverage => true;
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public bool IsSavableLastSelectDeck => true;
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public bool CanShowQRCode => true;
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public bool IsShowFirstTipsAtDeckEdit => true;
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public bool IsShowAutoDeckCreateButtonAtDeckEdit => true;
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public bool IsCraftableCardAtDeckEdit => true;
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public UIManager.ViewScene DeckEditBackScene => UIManager.ViewScene.DeckList;
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public Action<CardBundleController> DeckSaveFunc => null;
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public bool UseSubClass => true;
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public bool IsConventionMode => false;
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public List<CardSetName> AvailableCardSetNameList => (from id in Data.Crossover.CardSetIdList.Distinct()
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select Data.Master.CardSetNameMgr.Get(id.ToString())).ToList();
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public bool IsShowPrizeCardSetFilter => true;
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public bool IsShowPhantomCardSetFilter => false;
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public bool IsShowFormatFilter => false;
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public bool IsShowFavoriteFilter => true;
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public bool IsShowSpotCardFilter => false; // headless: no user inventory / spot cards
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public bool IsEnableDeckShareButton(int cardNum, int cardNumMax)
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{
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return cardNum == DeckCardNumMax;
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}
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public IDictionary<int, int> GetCardPool(bool isIncludingSpotCard)
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{
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return new System.Collections.Generic.Dictionary<int, int>(); // headless: empty inventory
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}
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public Dictionary<int, int> ClonePossessionCardDictionary(bool isIncludingSpotCard)
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{
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return new System.Collections.Generic.Dictionary<int, int>(); // headless: empty inventory
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}
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public int GetPossessionCardNum(int cardId, bool isIncludingSpotCard)
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{
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return 0; // headless: no user card counts
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}
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public int GetPossessionBaseCardNum(int baseCardId, bool isIncludingSpotCard)
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{
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return 0; // headless: no user card counts
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}
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}
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