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>
152 lines
5.1 KiB
C#
152 lines
5.1 KiB
C#
using System;
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using System.Collections;
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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 UnityEngine;
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using Wizard.Battle.UI;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 13 of 18 methods unrun in baseline
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// Type: Wizard.Battle.Mulligan.MulliganMgrBase
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Mulligan;
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public abstract class MulliganMgrBase : IMulliganMgr
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{
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protected OpponentMulliganCtrl _opponentMulliganControl;
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private Coroutine mulliganTimeoutCoroutine;
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public PlayerMulliganCtrl PlayerMlgCtrl { get; protected set; }
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public OpponentMulliganCtrl OpponentMlgCtrl => _opponentMulliganControl;
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public Action OnSubmit { get; set; }
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public VfxBase StartDeal(List<int> playerDealIdxList, List<int> oppoDealIdxList, SkillProcessor skillProcessor)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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parallelVfxPlayer.Register(InstantVfx.Create(StopTimeout));
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PlayerMlgCtrl.DealIdxList = playerDealIdxList;
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_opponentMulliganControl.DealIdxList = oppoDealIdxList;
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PlayerMlgCtrl.CreateMulliganDealList(playerDealIdxList);
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_opponentMulliganControl.CreateMulliganDealList(oppoDealIdxList);
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VfxBase instance = NullVfx.GetInstance();
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VfxBase instance2 = NullVfx.GetInstance();
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instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
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instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
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parallelVfxPlayer.Register(instance);
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parallelVfxPlayer.Register(instance2);
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if (false /* Pre-Phase-5b: recovery+mulligan-end guard headless-safe as false */)
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{
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return NullVfx.GetInstance();
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}
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return parallelVfxPlayer;
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}
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protected virtual void StartTimeout()
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{
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StopTimeout();
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mulliganTimeoutCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MulliganNetworkTimeout());
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}
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protected virtual void StopTimeout()
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{
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if (mulliganTimeoutCoroutine != null)
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{
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BattleCoroutine.GetInstance().StopCoroutine(mulliganTimeoutCoroutine);
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mulliganTimeoutCoroutine = null;
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}
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/* Pre-Phase-5b: HideAlertDialogue dropped; no BattleView headless */
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}
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private IEnumerator MulliganNetworkTimeout()
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{
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long matchedTimer = TimeUtil.GetAbsoluteTime().Ticks;
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do
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{
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yield return null;
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if (false /* Pre-Phase-5b: IsBattleEnd guard on coroutine timeout; unreachable headless */)
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{
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StopTimeout();
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yield break;
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}
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}
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while (!((float)NetworkUtility.GetTimeSpanSecond(matchedTimer) >= 5f));
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/* Pre-Phase-5b: ShowAlert dropped; no BattleView headless */
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}
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public virtual VfxBase Submit(BattleManagerBase m_BtlMgrIns)
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{
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OnSubmit.Call();
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return NullVfx.GetInstance();
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}
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private void AddBattleLogMulliganResult(BattleManagerBase battleMgr)
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{
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BattleLogManager instance = BattleLogManager.GetInstance();
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instance.AddLogMulliganChanged(battleMgr.BattlePlayer, PlayerMlgCtrl.GetChangedNum());
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instance.AddLogMulliganChanged(battleMgr.BattleEnemy, OpponentMlgCtrl.GetChangedNum());
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}
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public virtual VfxBase PlayerChangeCardVfx(BattleManagerBase btlMgrIns)
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{
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VfxBase result = PlayerMlgCtrl.SubmitMulliganVfx(PlayerMlgCtrl.AbandonList);
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List<int> completeCards = btlMgrIns.BattlePlayer.HandCardList.Select((BattleCardBase c) => c.Index).ToList();
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btlMgrIns.BattlePlayer.CallRecordingMulligan(PlayerMlgCtrl.AbandonList, completeCards);
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btlMgrIns.BattlePlayer.CallRecordingMulliganEnd(btlMgrIns.BattlePlayer.HandCardList);
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return result;
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}
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public abstract VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns);
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public virtual VfxBase CompleteMulligan(BattleManagerBase battleMgr)
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{
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if (!battleMgr.IsVirtualBattle && !battleMgr.GameMgr.IsNewReplayBattle)
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{
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AddBattleLogMulliganResult(battleMgr);
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}
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return NullVfx.GetInstance();
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}
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public virtual VfxBase InitMulligan(BattleManagerBase mgr, MulliganInfoControl mulliganInfo, IPlayerView view)
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{
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PlayerMlgCtrl = new PlayerMulliganCtrl(mgr.BattlePlayer, mulliganInfo, view);
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_opponentMulliganControl = new OpponentMulliganCtrl(mgr.BattleEnemy, mulliganInfo, isUseExchangeMark: false);
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return NullVfx.GetInstance();
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}
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public virtual VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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VfxBase instance = NullVfx.GetInstance();
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VfxBase instance2 = NullVfx.GetInstance();
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if (firstAttack)
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{
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instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
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instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
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}
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else
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{
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instance2 = _opponentMulliganControl.StartMulliganVfx(skillProcessor);
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instance = PlayerMlgCtrl.StartMulliganVfx(skillProcessor);
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}
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parallelVfxPlayer.Register(instance);
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parallelVfxPlayer.Register(instance2);
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return parallelVfxPlayer;
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}
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public virtual VfxBase RecoverMulligan(bool didPlayerSubmitMulligan, BattleManagerBase battleMgr)
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{
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return NullVfx.GetInstance();
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}
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public MulliganInfoControl GetMulliganInfo()
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{
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return PlayerMlgCtrl.GetMulliganInfo();
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}
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}
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