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>
155 lines
4.4 KiB
C#
155 lines
4.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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public class MyPageBanner : MyPageBannerBase
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{
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protected enum MoveSide
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{
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}
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[SerializeField]
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protected UICenterOnChild _uiCenterOnChild;
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[SerializeField]
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protected GameObject _pagerPrefab;
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[SerializeField]
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protected UIWrapContent _uiWrapContent;
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[SerializeField]
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protected GameObject _pagerBaseObject;
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[SerializeField]
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protected GameObject _buttonBase;
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protected bool _isAnimation;
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protected bool _isCanSlide;
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protected bool _isClickStart;
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protected Vector3 _touchPoint;
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protected int _bannerNo;
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protected List<UISprite> _pagerSpriteList;
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protected GameObject _centerObject;
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protected override IEnumerator CreateBannerImage()
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{
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_bannerList = new List<BannerInfo>(Data.MyPage.data._bannerList);
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if (!base.IsEnableBanner)
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{
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base.gameObject.SetActive(value: false);
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yield break;
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}
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yield return LoadBannerImage();
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while (!base.gameObject.activeInHierarchy)
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{
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yield return null;
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}
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for (int i = 0; i < _bannerList.Count; i++)
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{
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GameObject gameObject = UnityEngine.Object.Instantiate(_bannerImagePrefab);
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gameObject.transform.SetParent(_uiWrapContent.transform);
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gameObject.transform.localScale = Vector3.one;
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gameObject.transform.localPosition = Vector3.zero;
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_bannerList[i].BannerGameObject = gameObject;
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}
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_uiWrapContent.onInitializeItem = _OnInitializeItem;
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_uiWrapContent.SortBasedOnScrollMovement();
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_uiCenterOnChild.onFinished = _OnFinishedCenterChild;
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if (_bannerList.Count > 1)
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{
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GameObject gameObject2 = _uiWrapContent.transform.Find("0").gameObject;
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_uiWrapContent.transform.Find((_bannerList.Count - 1).ToString()).gameObject.transform.localPosition = new Vector3(gameObject2.transform.localPosition.x - (float)_uiWrapContent.itemSize, gameObject2.transform.localPosition.y, gameObject2.transform.localPosition.z);
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_pagerSpriteList = new List<UISprite>();
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for (int j = 0; j < _bannerList.Count; j++)
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{
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GameObject gameObject3 = UnityEngine.Object.Instantiate(_pagerPrefab);
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gameObject3.transform.SetParent(_pagerBaseObject.transform);
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gameObject3.transform.localScale = Vector3.one;
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gameObject3.transform.localPosition = Vector3.zero;
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gameObject3.name = j.ToString();
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_pagerSpriteList.Add(gameObject3.GetComponent<UISprite>());
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}
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_PagerUpDate();
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UIGrid component = _pagerBaseObject.GetComponent<UIGrid>();
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component.enabled = true;
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float x = component.transform.localPosition.x - component.cellWidth * (float)(_bannerList.Count - 1) / 2f;
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component.transform.localPosition = new Vector3(x, component.transform.localPosition.y, component.transform.localPosition.z);
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}
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else
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{
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_buttonBase.SetActive(value: false);
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}
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_centerObject = _uiWrapContent.transform.Find(_bannerNo.ToString()).gameObject;
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}
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protected void BannerOnPress(GameObject inObject, bool inState)
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{
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if (inState && Input.GetMouseButtonDown(0))
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{
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_touchPoint = Input.mousePosition;
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_isClickStart = true;
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_isCanSlide = true;
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StartCoroutine(BannerPressAnimation(inObject));
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}
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}
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protected void _OnInitializeItem(GameObject go, int wrapIndex, int realIndex)
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{
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int index = wrapIndex;
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UIEventListener.Get(go).onPress = BannerOnPress;
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go.name = index.ToString();
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InitializeEventHandler(go, _bannerList[index]);
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UIEventListener uIEventListener = UIEventListener.Get(go);
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uIEventListener.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener.onClick, (UIEventListener.VoidDelegate)delegate
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{
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_isClickStart = false;
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});
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}
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protected void _OnFinishedCenterChild()
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{
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_isAnimation = false;
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}
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protected void _PagerUpDate()
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{
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if (_bannerList.Count <= 1)
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{
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return;
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}
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for (int i = 0; i < _bannerList.Count; i++)
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{
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if (i == _bannerNo)
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{
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_pagerSpriteList[i].spriteName = "carousel_marker_on";
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}
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else
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{
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_pagerSpriteList[i].spriteName = "carousel_marker_off";
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}
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}
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}
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private IEnumerator BannerPressAnimation(GameObject inTweenObject)
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{
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TweenScale tweenScaleComponent = inTweenObject.GetComponent<TweenScale>();
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if ((bool)tweenScaleComponent)
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{
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tweenScaleComponent.PlayForward();
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while (Input.GetMouseButton(0))
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{
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yield return null;
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}
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tweenScaleComponent.PlayReverse();
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}
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}
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}
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