Files
SVSimServer/SVSim.BattleEngine/Shim/Generated/PlayerControllerForOwn.g.cs
gamer147 4b9a603cd4 feat(battle-engine): full View/VFX/UI/Touch/Story type closure (4254->3916, unmasked)
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.

Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:01:37 -04:00

93 lines
5.1 KiB
C#

// AUTO-GENERATED no-op stubs (m1_stub_gen) from Shadowverse_Code_2026-05-23\Wizard.RoomMatch\PlayerControllerForOwn.cs
using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
namespace Wizard.RoomMatch
{
public partial class PlayerControllerForOwn
{
private string _battleID;
private bool _isEmitedEnterRoom;
private bool _receiveAliveForDisconnect;
private List<NetworkBattleSender.EmitData> _alreadyEmitList;
private const float FAILURE_RETRY_INTERVAL = 5f;
private Coroutine _escapeRoomWaitCoroutine;
private DialogBase _escapeRoomDialog;
public GatheringAutoJoinTaskInfo GatheringAutoJoinTaskInfo;
public bool IsEmitting { get; set; }
public bool IsEmitLeave { get; set; }
public bool IsEmitRelease { get; set; }
private bool IsEnableSendForWatch { get; set; }
public bool IsSendRematch { get; set; }
public bool IsDoneForceClose { get; set; }
public long GetBattleId() => default!;
public PlayerControllerForOwn(Player target, RoomConnectController room) { }
public void Init(bool isRecovery) { }
public void Ready() { }
public void CancelReady() { }
public void CheckGatheringRoom() { }
public void SelectDeck(DeckData deck, bool isDefaultDeck) { }
public void Release() { }
public void SelectDeckForMutliDeck(DeckData deck, bool isDefaultDeck, Action apiEndAction) { }
public void SelectDeckOpen() { }
public void SelectDeckClose() { }
public void FirstTurnSelect(int type) { }
public void CreateRoomServer(RoomConnectController room) { }
public void CreateRoomBattleServer(RoomConnectController room) { }
public void SetBattleId(string battleId) { }
public void SendDeckInfoForWatch(DeckData deck) { }
public void EnterRoomServer(string roomId) { }
private void UpdateSelfRank() { }
private void EnterRoomSuccess(BaseRoomBattleEnterRoomTask task) { }
public void RecoverRoomSuccess(OpenRoomBattleGetRecoveryParamTask task) { }
public void InitilizeRoomBattleServer(string roomId) { }
public static List<int> ConvertResultMap(Dictionary<int, List<InitializeRoomBattle.Result>> resultMap, int targetViewerId) => default!;
private static Dictionary<string, object> CreateSendDeckParameter(DeckData deckData) => default!;
public void SendOwnerChoiceDeckForWatch(DeckData deck) { }
public void SendDraftChoiceDeckForWatch(DeckData[] deck) { }
public void SendOpponentResetForWatch() { }
private void SendRoomNotify(string notifyMsg) { }
public void EnterRoomBattleServer() { }
public void ExitRoom(string roomId) { }
protected void CloseOrExitRoomBeforeInitializeRoomBattleServer() { }
private IEnumerator EscapeRoomReceiveCoroutine(Action onRetry) => default!;
public void StopEscapeRoomReceiveCorutineAndCloseDialog() { }
public void PlayExitRoom() { }
public void KickRoom() { }
public void PlayKick() { }
public void ForceKickRoom() { }
public void OnReceiveAlive() { }
public void CloseRoom() { }
public void ReleaseRoom() { }
public void ForceCloseRoom() { }
public void StartForceCloseRoom() { }
public void OwnerForcecloseRoom() { }
private IEnumerator ForceCloseCoroutine() => default!;
public void Emote(int id) { }
public void SendDeckReset(Action SuccessFunction, Action onFailed = null) { }
public void Send2PickBeginDeckCreateAPIAfterEmit(Action SuccessFunction, Action onFailed = null) { }
public void Emit2PickBeginDeckCreate(int[] candidateClassIds) { }
public void Send2PickSelectClassAPIAfterEmit(int inClassId, Action SuccessFunction) { }
public void Emit2PickSelectClass(int inClassId, List<CandidateCard> candidateCardList) { }
public void Send2PickSelectCardAPIAfterEmit(int selectedId, Action SuccessFunction) { }
public void Emit2PickSelectCard(List<CandidateCard> candidateCards) { }
public void EmitRetry2PickDeckCreate() { }
public void SendBanDeck(DeckData deck) { }
public void SendSetDeckForDeckOpenBo1(DeckData deck) { }
public void SendSetMultiDeck(List<DeckData> deckList) { }
public void SendMultiDeckRematch() { }
private void EmitRematch() { }
public void ReceiveRematch() { }
public void SendConventionRetire(Action callback) { }
public void EmitNotifyRoomCreateOrEnter(ROOM_URI id, Dictionary<string, object> data = null) { }
private void EmitNotify(ROOM_URI id, Dictionary<string, object> data = null) { }
public void OnAck(Dictionary<string, object> inObject) { }
private void EmitMsg(string uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
private void EmitMsg(ROOM_URI uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
public IEnumerator EmitRetry(string uri) => default!;
}
}