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>
167 lines
5.3 KiB
C#
167 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cute;
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using LitJson;
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using UnityEngine;
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namespace Wizard;
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public class PuzzleQuestSelectDialog : MonoBehaviour
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{
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public class DisplayData
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{
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public PuzzleQuestData Data;
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public int Difficulty;
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public bool IsCleared;
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public bool IsAdditional;
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public bool IsUnlocked;
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public bool IsDisplayNew;
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public string UnlockConditionText;
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}
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[SerializeField]
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private GameObject _groupOrigin;
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[SerializeField]
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private Transform _groupParent;
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private Action<PuzzleQuestData, int> _onDecide;
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public static List<string> CollectResourcePath(List<DisplayData> displayDataList)
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{
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List<string> list = new List<string>();
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foreach (int item in displayDataList.Select((DisplayData data) => data.Data.PlayerSkin).Distinct())
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{
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list.Add(Toolbox.ResourcesManager.GetAssetTypePath(item.ToString(), ResourcesManager.AssetLoadPathType.DeckListTexture));
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}
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return list;
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}
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public static List<DisplayData> CreateDisplayData(bool isDisplayNew, JsonData jsonData)
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{
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List<DisplayData> list = new List<DisplayData>();
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for (int i = 0; i < jsonData.Count; i++)
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{
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JsonData jsonData2 = jsonData[i];
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int id = jsonData2["puzzle_id"].ToInt();
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PuzzleQuestData puzzleQuestData = Data.Master.PuzzleQuestDataList.Find((PuzzleQuestData item) => item.Id == id);
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if (puzzleQuestData == null)
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{
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Debug.LogError($"unknown puzzle quest id : {id}");
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continue;
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}
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bool valueOrDefault = jsonData2.GetValueOrDefault("is_additional", defaultValue: false);
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bool valueOrDefault2 = jsonData2.GetValueOrDefault("is_playable", defaultValue: true);
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string valueOrDefault3 = jsonData2.GetValueOrDefault("release_condition_text_id", string.Empty);
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list.Add(new DisplayData
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{
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Data = puzzleQuestData,
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Difficulty = jsonData2["puzzle_difficulty"].ToInt(),
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IsCleared = jsonData2["is_cleared"].ToBoolean(),
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IsAdditional = valueOrDefault,
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IsUnlocked = valueOrDefault2,
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IsDisplayNew = (isDisplayNew && valueOrDefault && valueOrDefault2),
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UnlockConditionText = GetUnlockConditionText(valueOrDefault3)
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});
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}
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return list;
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}
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public static DialogBase CreateDialog(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
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{
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DialogBase dialog = UIManager.GetInstance().CreateDialogClose();
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dialog.SetTitleLabel(Data.SystemText.Get("Puzzle_SelectDialog_0001"));
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dialog.SetSize(DialogBase.Size.XL);
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dialog.SetButtonLayout(DialogBase.ButtonLayout.NONE);
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GameObject gameObject = UnityEngine.Object.Instantiate((GameObject)Resources.Load("UI/layoutParts/Dialog/PuzzleQuestSelectDialog"));
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gameObject.GetComponent<PuzzleQuestSelectDialog>().Setup(info, delegate(PuzzleQuestData data, int difficulty)
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{
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onDecide(data, difficulty);
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dialog.Close();
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});
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dialog.SetObj(gameObject);
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return dialog;
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}
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private void Setup(PuzzleQuestInfo info, Action<PuzzleQuestData, int> onDecide)
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{
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_onDecide = onDecide;
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List<List<DisplayData>> list = CreateOrderedDisplayDataList(info.DisplayDatas);
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_groupOrigin.gameObject.SetActive(value: true);
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float num = 0f;
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foreach (List<DisplayData> item in list)
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{
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PuzzleQuestSelectGroup component = UnityEngine.Object.Instantiate(_groupOrigin, _groupParent).GetComponent<PuzzleQuestSelectGroup>();
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component.Setup(info.GetDifficultyName(item[0].Difficulty), item, OnClickItem);
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UIUtil.SetLocalPositionY(component.transform, num);
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num -= component.GetHeight();
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}
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_groupParent.GetComponent<UIScrollView>().ResetPosition();
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_groupOrigin.gameObject.SetActive(value: false);
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}
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private List<List<DisplayData>> CreateOrderedDisplayDataList(List<DisplayData> displayDataList)
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{
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List<List<DisplayData>> list = new List<List<DisplayData>>(4);
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List<List<DisplayData>> list2 = new List<List<DisplayData>>(4);
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int i = 0;
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while (i < 4)
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{
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List<DisplayData> list3 = displayDataList.Where((DisplayData data) => data.Difficulty == i).ToList();
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if (list3.Count != 0)
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{
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if (list3.All((DisplayData data) => data.IsCleared))
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{
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list2.Add(list3);
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}
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else
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{
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list.Add(list3);
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}
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}
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int num = i + 1;
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i = num;
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}
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list.AddRange(list2);
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return list;
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}
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private void OnClickItem(DisplayData displayData)
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{
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DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();
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dialogBase.SetTitleLabel(Data.SystemText.Get("Common_0021"));
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dialogBase.SetSize(DialogBase.Size.S);
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dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
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dialogBase.SetButtonText(Data.SystemText.Get("Common_0004"), Data.SystemText.Get("Common_0005"));
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dialogBase.SetPanelDepth(20);
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dialogBase.ClickSe_Btn1 = 0;
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dialogBase.onPushButton1 = delegate
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{
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_onDecide(displayData.Data, displayData.Difficulty);
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};
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string text = string.Format(arg0: Data.SystemText.Get(displayData.Data.QuestNameTextId), format: Data.SystemText.Get("Puzzle_SelectDialog_0002"));
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if (displayData.IsCleared)
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{
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text = text + "\n" + Data.SystemText.Get("Puzzle_SelectDialog_0003");
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}
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dialogBase.SetText(text);
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}
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private static string GetUnlockConditionText(string textId)
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{
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if (!(textId != string.Empty))
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{
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return null;
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}
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return Data.SystemText.Get(textId);
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}
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}
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