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>
107 lines
2.6 KiB
C#
107 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class SystemText
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{
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private enum PARSE_TYPE
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{
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NORMAL,
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SINGULAR_PLURAL }
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private string[] patternTbl = new string[2] { "{(?<VALUE>[^@{}]*?(?<INDEX>-?\\d+)[^@{}]*?)}", "{(?<VALUE>[^@{}]*?(?<INDEX>-?\\d+)[^@{}]*?)@(?<SINGULAR>[^@{}]+?)@(?<PLURAL>[^@{}]+?)}" };
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public Dictionary<string, string> TextDictionary { get; private set; }
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public string RegionCode { get; private set; }
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public SystemText()
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{
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RegionCode = CustomPreference.GetTextLanguage();
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SetPreInstallText();
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}
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private void SetPreInstallText()
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{
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TextDictionary = new Dictionary<string, string>();
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LoadAndParse("systemtext", TextDictionary);
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LoadAndParse("errortext", TextDictionary);
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LoadAndParse("errorheadertext", TextDictionary);
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}
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private void LoadAndParse(string tag, Dictionary<string, string> dic)
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{
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TextAsset textAsset = Resources.Load("Json/Text/" + tag) as TextAsset;
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LocalizeJson.Parse(dic, RegionCode, textAsset.ToString());
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}
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public string Get(string key)
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{
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return Get(key, enableDebugReturn: true);
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}
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public string Get(string key, bool enableDebugReturn)
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{
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if (TextDictionary.ContainsKey(key))
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{
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return TextDictionary[key];
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}
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return "";
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}
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public string Get(string id, params string[] values)
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{
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return Convert(Get(id), values);
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}
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public string Convert(string text, params string[] values)
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{
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text = Parse(PARSE_TYPE.NORMAL, text, values);
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text = Parse(PARSE_TYPE.SINGULAR_PLURAL, text, values);
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if (RegionCode == Global.LANG_TYPE.Kor.ToString())
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{
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text = HangulManager.ConvertRule(text);
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}
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return text;
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}
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private string Parse(PARSE_TYPE parseType, string text, params string[] values)
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{
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if (values == null)
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{
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return text;
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}
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foreach (Match item in Regex.Matches(text, patternTbl[(int)parseType]))
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{
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string value = item.Groups["INDEX"].Value;
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bool flag = value.Contains("-");
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int num = int.Parse(value);
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if (flag)
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{
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num *= -1;
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}
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if (values.Length <= num || values[num] == null)
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{
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continue;
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}
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string value2 = item.Groups["VALUE"].Value;
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value2 = value2.Replace(item.Groups["INDEX"].Value, (!flag) ? values[num] : "");
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if (parseType == PARSE_TYPE.SINGULAR_PLURAL)
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{
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if (!flag)
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{
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value2 += " ";
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}
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value2 += item.Groups[(int.Parse(values[num]) == 1) ? "SINGULAR" : "PLURAL"].Value;
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}
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text = text.Replace(item.Groups[0].Value, value2);
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}
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return text;
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}
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}
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