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>
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using System.Collections.Generic;
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using LitJson;
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namespace Wizard;
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public class QuestOpponentData
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{
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public string Name { get; private set; }
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public string Difficulty { get; private set; }
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public int ClearNum { get; private set; }
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public int QuestNum { get; private set; }
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public List<Format> BonusFormatList { get; private set; }
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public List<CardBasePrm.ClanType> BonusClassList { get; private set; }
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public QuestBattleData BattleData { get; private set; }
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public int WinCount { get; }
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public int WinCountForWinBonusPoint { get; }
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public QuestFinishDetail.WinBonusStatus WinBonusPointStatus { get; }
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public bool IsPlayable { get; private set; }
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public string PlayFactor { get; private set; } = string.Empty;
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public string MockBattleLabel { get; }
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public string NoticeLabel { get; }
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public QuestOpponentData(JsonData data)
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{
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Name = data["name"].ToString();
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Difficulty = data["difficulty_name"].ToString();
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ClearNum = data["clear_num"].ToInt();
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QuestNum = data["total_mission_num"].ToInt();
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BonusFormatList = new List<Format>();
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for (int i = 0; i < data["bonus_deck_format"].Count; i++)
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{
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BonusFormatList.Add(Data.ParseApiFormat(data["bonus_deck_format"][i].ToInt()));
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}
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BonusClassList = new List<CardBasePrm.ClanType>();
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for (int j = 0; j < data["bonus_class_id"].Count; j++)
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{
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BonusClassList.Add((CardBasePrm.ClanType)data["bonus_class_id"][j].ToInt());
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}
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WinCount = data.GetValueOrDefault("win_count", 0);
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WinCountForWinBonusPoint = data.GetValueOrDefault("required_win_count_for_win_bonus_point", 0);
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WinBonusPointStatus = (QuestFinishDetail.WinBonusStatus)data.GetValueOrDefault("win_bonus_point_status", 0);
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IsPlayable = data.GetValueOrDefault("is_released", defaultValue: true);
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string valueOrDefault = data.GetValueOrDefault("release_text_id", string.Empty);
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if (!string.IsNullOrEmpty(valueOrDefault))
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{
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PlayFactor = Data.SystemText.Get(valueOrDefault);
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}
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string valueOrDefault2 = data.GetValueOrDefault("mock_battle_text_id", string.Empty);
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MockBattleLabel = ((valueOrDefault2 != string.Empty) ? Data.SystemText.Get(valueOrDefault2) : null);
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string text = data["notice_text_id"].ToString();
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NoticeLabel = ((text != string.Empty) ? Data.SystemText.Get(text) : null);
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BattleData = new QuestBattleData(data);
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}
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}
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