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>
104 lines
2.6 KiB
C#
104 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Wizard;
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public class BannerDialog : MonoBehaviour
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{
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[SerializeField]
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private UICenterOnChild _uiCenterOnChild;
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[SerializeField]
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private int _widthContentSize = 830;
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[SerializeField]
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private UITexture _bannerObj_1;
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[SerializeField]
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private UITexture _bannerObj_2;
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[SerializeField]
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private BoxCollider _leftButton;
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[SerializeField]
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private BoxCollider _rightButton;
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[SerializeField]
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private UIToggle indicatorBase;
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private UITexture _currentBannerObj;
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private int _currentTextureIndex;
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private List<Texture> _listBannerTexture;
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private List<UIToggle> _indicatorList = new List<UIToggle>();
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private bool _isAnimation;
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private List<string> _bannerTitleList;
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private DialogBase _dialog;
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private bool _isCreateEnd;
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public void Init(List<Texture> bannerTextureList, List<string> bannerTitleList, DialogBase dialog)
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{
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_listBannerTexture = bannerTextureList;
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_currentTextureIndex = 0;
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_currentBannerObj = _bannerObj_1;
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_bannerTitleList = bannerTitleList;
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_dialog = dialog;
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_uiCenterOnChild.onFinished = _OnFinishedCenterChild;
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_bannerObj_1.transform.localPosition = Vector3.zero;
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_bannerObj_2.transform.localPosition = new Vector3(_widthContentSize, 0f, 0f);
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GameObject gameObject = indicatorBase.transform.parent.gameObject;
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if (_listBannerTexture.Count <= 1)
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{
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gameObject.SetActive(value: false);
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_rightButton.gameObject.SetActive(value: false);
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_leftButton.gameObject.SetActive(value: false);
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_bannerObj_2.gameObject.SetActive(value: false);
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}
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else
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{
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gameObject.SetActive(value: true);
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_rightButton.gameObject.SetActive(value: true);
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_leftButton.gameObject.SetActive(value: true);
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_indicatorList.Add(indicatorBase);
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for (int i = 1; i < _listBannerTexture.Count; i++)
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{
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_indicatorList.Add(NGUITools.AddChild(gameObject, indicatorBase.gameObject).GetComponent<UIToggle>());
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}
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gameObject.GetComponent<UIGrid>().Reposition();
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UpdateIndicator(_currentTextureIndex);
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}
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_bannerObj_1.mainTexture = _listBannerTexture[_currentTextureIndex];
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UpdateDialogTitle(_currentTextureIndex);
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_isCreateEnd = true;
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}
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private void _OnFinishedCenterChild()
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{
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_isAnimation = false;
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}
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private void UpdateDialogTitle(int index)
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{
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if (_dialog != null && _bannerTitleList != null)
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{
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_dialog.SetTitleLabel(_bannerTitleList[index]);
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}
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}
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private void UpdateIndicator(int index)
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{
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if (_indicatorList.Count > 1)
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{
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_indicatorList[index].value = true;
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}
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}
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}
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