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>
206 lines
4.3 KiB
C#
206 lines
4.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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 LocalizeJson
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{
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private enum ParserState
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{
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ObjectAwait,
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ObjectStart,
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ObjectEnd,
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KeyAwait,
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KeyStart,
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KeyEnd,
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ValueAwait,
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ValueStart,
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ValueEnd
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}
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private static readonly string PC_SP_TEXT_PREFIX = "[pcsp]";
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private static readonly char PC_SP_SPLIT = '|';
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public static void Parse(IDictionary<string, string> dic, string region, string text, bool isTrimKey = false)
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{
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int i;
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for (i = 0; i < text.Length && Convert.ToInt32(text[i]) == 65279; i++)
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{
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}
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int length = text.Length;
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int num = 0;
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int num2 = 0;
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string text2 = "";
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bool flag = false;
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bool flag2 = false;
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bool flag3 = false;
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bool flag4 = false;
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ParserState parserState = ParserState.ObjectAwait;
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for (; i < text.Length; i++)
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{
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char c = text[i];
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switch (c)
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{
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case '{':
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switch (parserState)
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{
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case ParserState.ObjectAwait:
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parserState = ParserState.ObjectStart;
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num2++;
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break;
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default:
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flag4 = true;
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break;
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case ParserState.KeyStart:
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case ParserState.ValueStart:
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break;
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}
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break;
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case '"':
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switch (parserState)
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{
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case ParserState.ObjectStart:
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case ParserState.KeyAwait:
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parserState = ParserState.KeyStart;
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num = i + 1;
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break;
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case ParserState.ValueAwait:
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parserState = ParserState.ValueStart;
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num = i + 1;
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break;
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case ParserState.KeyStart:
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if (flag3)
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{
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text2 = text.Substring(num, i - num);
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}
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else if (num2 == 2 && text.Substring(num, i - num) == region)
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{
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flag3 = true;
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}
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parserState = ParserState.KeyEnd;
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break;
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case ParserState.ValueStart:
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if (flag3)
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{
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string text3 = text.Substring(num, i - num);
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if (flag)
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{
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text3 = text3.Replace("\\n", "\n");
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flag = false;
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}
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if (flag2)
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{
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text3 = text3.Replace("\\\"", "\"");
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flag2 = false;
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}
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if (text3.StartsWith(PC_SP_TEXT_PREFIX, StringComparison.Ordinal))
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{
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text3 = text3.Remove(0, PC_SP_TEXT_PREFIX.Length);
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text3 = text3.Split(PC_SP_SPLIT)[0];
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}
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dic.Add(isTrimKey ? text2.Trim() : text2, text3);
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}
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parserState = ParserState.ValueEnd;
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break;
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default:
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flag4 = true;
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break;
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}
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break;
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case ':':
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switch (parserState)
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{
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case ParserState.KeyEnd:
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parserState = ((num2 == 3) ? ParserState.ValueAwait : ParserState.ObjectAwait);
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break;
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default:
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flag4 = true;
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break;
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case ParserState.KeyStart:
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case ParserState.ValueStart:
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break;
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}
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break;
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case '}':
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switch (parserState)
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{
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case ParserState.ObjectStart:
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case ParserState.ObjectEnd:
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case ParserState.ValueEnd:
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if (flag3)
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{
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return;
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}
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parserState = ParserState.ObjectEnd;
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num2--;
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break;
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default:
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flag4 = true;
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break;
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case ParserState.KeyStart:
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case ParserState.ValueStart:
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break;
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}
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break;
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case ',':
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switch (parserState)
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{
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case ParserState.ObjectEnd:
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parserState = ParserState.KeyAwait;
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break;
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case ParserState.ValueEnd:
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parserState = ParserState.KeyAwait;
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break;
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default:
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flag4 = true;
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break;
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case ParserState.KeyStart:
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case ParserState.ValueStart:
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break;
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}
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break;
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case '\\':
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i++;
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if (flag3 && i < text.Length)
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{
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switch (text[i])
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{
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case 'n':
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flag = true;
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break;
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case '"':
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flag2 = true;
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break;
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}
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}
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break;
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default:
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if (parserState != ParserState.KeyStart && parserState != ParserState.ValueStart)
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{
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switch (c)
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{
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default:
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flag4 = true;
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break;
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case '\t':
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case '\n':
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case '\r':
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case ' ':
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break;
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}
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}
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break;
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}
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if (flag4)
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{
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throw new ApplicationException($"Could not parse localize JSON: invalid '{c}' at position {i}, state {parserState.ToString()}, around '{text.Substring(Math.Max(i - 32, 0), Math.Min(64, length - i))}'");
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}
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}
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}
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}
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