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>
138 lines
5.4 KiB
C#
138 lines
5.4 KiB
C#
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.View;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 3 of 9 methods unrun in baseline
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// Type: Wizard.Battle.Mulligan.NetworkMulliganMgr
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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 class NetworkMulliganMgr : MulliganMgrBase
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{
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private NetworkBattleManagerBase _networkBattleManager;
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private readonly NetworkBattleSender _networkBattleSender;
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public NetworkMulliganMgr(NetworkBattleSender sender)
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{
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_networkBattleSender = sender;
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}
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public override VfxBase InitMulligan(BattleManagerBase mgr, MulliganInfoControl mulliganInfo, IPlayerView view)
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{
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_networkBattleManager = mgr as NetworkBattleManagerBase;
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base.PlayerMlgCtrl = new NetworkPlayerMulliganCtrl(mgr.BattlePlayer, mulliganInfo, view);
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_opponentMulliganControl = new NetworkOpponentMulliganCtrl(mgr.BattleEnemy, mulliganInfo, isUseExchangeMark: false);
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return NullVfx.GetInstance();
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}
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public override VfxBase MulliganStartDraw(bool firstAttack, SkillProcessor skillProcessor)
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{
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if (_networkBattleManager.OperateReceive.DealVfx != null)
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{
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return _networkBattleManager.OperateReceive.DealVfx;
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}
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_networkBattleSender.SendDeal();
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return InstantVfx.Create(StartTimeout);
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}
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public override VfxBase Submit(BattleManagerBase m_BtlMgrIns)
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{
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List<int> swapIndexList = base.PlayerMlgCtrl.AbandonList.Select((BattleCardBase x) => x.Index).ToList();
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_networkBattleSender.SendSwapInfo(swapIndexList);
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StartTimeout();
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return base.Submit(m_BtlMgrIns);
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}
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public void SetPlayerHandCardIndexList(List<int> list)
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{
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base.PlayerMlgCtrl.SetMulliganAfterCardIndexList(list);
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}
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public void SetOpponentMulliganAfterCardIndexList(List<int> list)
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{
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_opponentMulliganControl.SetMulliganAfterCardIndexList(list);
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}
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public override VfxBase PlayerChangeCardVfx(BattleManagerBase btlMgrIns)
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{
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StopTimeout();
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if (!btlMgrIns.IsRecovery)
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{
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return base.PlayerChangeCardVfx(btlMgrIns);
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}
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List<BattleCardBase> retCardList = null;
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List<int> retPosList = null;
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base.PlayerMlgCtrl.GetAbandonCardList(btlMgrIns, ref retCardList, ref retPosList);
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btlMgrIns.BattlePlayer.CallRecordingMulligan(retCardList, new int[0]);
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(base.PlayerMlgCtrl.SubmitMulliganVfx(retCardList));
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btlMgrIns.BattlePlayer.CallRecordingMulliganEnd(btlMgrIns.BattlePlayer.HandCardList);
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return sequentialVfxPlayer;
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}
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public override VfxBase EnemyChangeCardVfx(BattleManagerBase btlMgrIns)
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{
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List<BattleCardBase> retCardList = null;
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List<int> retPosList = null;
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_opponentMulliganControl.GetAbandonCardList(btlMgrIns, ref retCardList, ref retPosList);
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_opponentMulliganControl.DrawFirstMulliganCard();
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btlMgrIns.BattleEnemy.CallRecordingMulligan(retCardList, _opponentMulliganControl.GetMulliganAfterCardIndexList());
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btlMgrIns.BattleEnemy.CallRecordingMulliganEnd(_opponentMulliganControl.GetMulliganAfterCardIndexList());
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return _opponentMulliganControl.SubmitMulliganVfx(retCardList);
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}
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public override VfxBase CompleteMulligan(BattleManagerBase battleMgr)
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{
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LocalLog.AccumulateLastTraceLog("CompleteMulligan");
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VfxBase vfx = base.CompleteMulligan(battleMgr);
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battleMgr.TouchControl.ResetDetail();
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SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
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sequentialVfxPlayer.Register(vfx);
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sequentialVfxPlayer.Register(battleMgr.StartBattle());
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return sequentialVfxPlayer;
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}
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public override VfxBase RecoverMulligan(bool didPlayerSubmitMulligan, BattleManagerBase battleMgr)
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{
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if (!didPlayerSubmitMulligan)
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{
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return NullVfx.GetInstance();
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}
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MulliganInfoControl mulliganInfo = GetMulliganInfo();
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List<BattleCardBase> firstDrawList = base.PlayerMlgCtrl.GetFirstDrawList();
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List<BattleCardBase> stockList = base.PlayerMlgCtrl.GetStockList();
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base.OnSubmit.Call();
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mulliganInfo.HideButtons();
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if (stockList.Count < 3)
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{
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mulliganInfo.GetAbandonZonePlayer().alpha = 0f;
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}
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List<BattleCardBase> list = new List<BattleCardBase>();
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List<BattleCardBase> handCardList = base.PlayerMlgCtrl.GetBattlePlayer().HandCardList;
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for (int i = 0; i < handCardList.Count; i++)
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{
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if (firstDrawList[i] != handCardList[i])
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{
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BattleCardBase battleCardBase = firstDrawList[i];
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battleCardBase.BattleCardView.GameObject.SetActive(value: false);
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battleCardBase.BattleCardView.Transform.SetParent(battleMgr.CardHolder.transform);
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battleCardBase.BattleCardView.Transform.position = battleMgr.CardHolder.transform.position;
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list.Add(handCardList[i]);
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}
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IBattleCardView battleCardView = handCardList[i].BattleCardView;
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battleCardView.Transform.SetParent(mulliganInfo.GetKeepZonePlayer().gameObject.transform);
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battleCardView.Transform.localPosition = mulliganInfo.GetMulliganZoneCardPos(i, isAbandon: false, handCardList[i].IsPlayer);
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battleCardView.Transform.localScale = mulliganInfo.GetMulliganZoneCardScale();
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battleCardView.Transform.localRotation = Quaternion.Euler(MulliganViewBase.CARD_ROTATION);
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battleCardView.GameObject.SetActive(value: true);
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}
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VfxBase dummyDeckRemoveCardVfx = NullVfx.GetInstance();
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return ParallelVfxPlayer.Create(dummyDeckRemoveCardVfx, _networkBattleManager.LoadCardResources(list));
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}
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}
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