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>
243 lines
7.9 KiB
C#
243 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Wizard;
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using Wizard.Battle.View.Vfx;
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public class NetworkOperationCollection : NetworkOperationCollectionBase
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{
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private bool _sendEcho;
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private bool _isTurnStart;
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private int _playCardIndexToEcho = -1;
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private NetworkBattleDefine.PlayActionType _actionTypeToEcho;
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private bool _isReceivedBattleFinish;
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public NetworkOperationCollection(NetworkBattleManagerBase networkBattleMgr, OperateMgr operateMgr, NetworkBattleReceiver.ReceiveData receivedData, NetworkBattleData networkBattleData, bool isPlayer)
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: base(networkBattleMgr, operateMgr, receivedData, networkBattleData, isPlayer)
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{
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}
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public override void RetryOperation()
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{
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_networkBattleMgr.NetworkSender.EmitRetry(_receivedData.receiveUri);
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}
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public override void SwapOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan)
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{
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RegisterSequentialVfx(OperatePlayerMulligan(_receivedData, OnReceivePlayerMulligan));
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}
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public override void SecondMulliganOperation(Func<List<int>, VfxBase> OnReceiveOpponentMulligan, Func<List<int>, VfxBase> OnReceivePlayerMulligan, Func<VfxBase> OnEndMulligan)
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{
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LocalLog.AccumulateLastTraceLog("SecondMulliganOperation" + _networkBattleData.isOppoMulliganEnd);
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RegisterSequentialVfx(OperatePlayerMulligan(_receivedData, OnReceivePlayerMulligan));
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RegisterSequentialVfx(OperateOppoMulligan(_receivedData, OnReceiveOpponentMulligan));
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if (_networkBattleData.isOppoMulliganEnd)
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{
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RegisterSequentialVfx(OnEndMulligan.GetAllFuncVfxResults());
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}
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}
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public override void TurnStartOperation(NetworkBattleDefine.NetworkBattleURI lastReceivedUri, int lastReceivedTime)
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{
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if (_networkBattleMgr.InstanceNetworkAgent.GetTurnState() || _networkBattleMgr.BattleEnemy.IsExtraTurn || _networkBattleData.isEnemyFirstTurn)
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{
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if (_networkBattleMgr.BattleEnemy.IsExtraTurn)
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{
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RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartPlayer());
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}
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else
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{
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RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartOpponent());
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}
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_sendEcho = true;
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_isTurnStart = true;
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}
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if (lastReceivedUri == NetworkBattleDefine.NetworkBattleURI.Judge && _networkBattleData.GetReceiveData().NodeResultCode == NetworkBattleDefine.ReceiveNodeResultCode.CurrentBattleError)
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{
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string[] obj = new string[6]
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{
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"#732070_",
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(_isReceivedBattleFinish ? 1 : 0).ToString(),
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"_",
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null,
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null,
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null
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};
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int result = (int)_receivedData.result;
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obj[3] = result.ToString();
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obj[4] = "_";
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obj[5] = lastReceivedTime.ToString();
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LocalLog.AccumulateTraceLog(string.Concat(obj));
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}
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}
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public override void TurnEndWithSkillActivationOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
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{
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if (_networkBattleData.nowReceiveUri != NetworkBattleDefine.NetworkBattleURI.TurnEndActions)
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{
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_networkBattleData.isReceiveTurnEndAction = true;
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RegisterSequentialVfx(_operateMgr.TurnEndOperation(isPlayer: false));
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_sendEcho = true;
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}
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}
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public override void TurnEndOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
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{
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if (_networkBattleData.nowReceiveUri != NetworkBattleDefine.NetworkBattleURI.TurnEnd)
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{
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if (_networkBattleMgr.JudgeCurrentFinishStatus() == NetworkBattleReceiver.RESULT_CODE.NotFinish && !_networkBattleData.isReceiveTurnEndAction)
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{
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RegisterSequentialVfx(_operateMgr.TurnEndOperation(isPlayer: false));
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}
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_networkBattleData.isReceiveTurnEndAction = false;
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_networkBattleMgr.SendJudge();
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}
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else
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{
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LocalLog.AccumulateLastTraceLog("AlreadyTurnEndSend");
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}
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}
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public override void TurnEndFinalOperation()
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{
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_networkBattleMgr.SendJudge();
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}
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public override void JudgeOperation()
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{
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if (_networkBattleMgr.JudgeCurrentFinishStatus() != NetworkBattleReceiver.RESULT_CODE.NotFinish)
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{
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_networkBattleMgr.BattleFinishReceiveAfterFinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS.BattleFinishToJudge);
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}
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else
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{
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RegisterSequentialVfx(_networkBattleMgr.ControlTurnStartPlayer());
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}
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}
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public override void PlayHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null, bool isChoice = false)
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{
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CommonPlayHandCardOperation(networkPlayCardAction, _networkBattleMgr.BattleEnemy, isPlayer: false, _receivedData.OpponentTargetDataList, choiceIdList, isChoice);
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}
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public override void PlaySkillSelectHandCardOperation(PlayHandCardReflection networkPlayCardAction, List<int> choiceIdList = null)
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{
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SetupNetworkPlayCardAction(networkPlayCardAction, _receivedData.OpponentTargetDataList);
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RegisterSequentialVfx(InstantVfx.Create(delegate
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{
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networkPlayCardAction.PlayAction(isPlayer: false, choiceIdList);
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}));
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}
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public override void InPlayActionOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
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{
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LocalLog.AccumulateLastTraceLog("PlayActionsReceive");
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switch (_receivedData.actionType)
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{
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case NetworkBattleDefine.PlayActionType.PLAY_HAND:
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if (!_receivedData.IsChoiceBrave)
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{
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PlayHandCardOperation(networkPlayCardAction, _receivedData.choiceIdList, _receivedData.IsChoice);
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}
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else
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{
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ChoiceBraveOperation(networkPlayCardAction, _receivedData.choiceIdList);
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}
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break;
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case NetworkBattleDefine.PlayActionType.PLAY_HAND_SELECT:
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if (!_receivedData.IsChoiceBrave)
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{
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PlaySkillSelectHandCardOperation(networkPlayCardAction, _receivedData.choiceIdList);
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}
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else
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{
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ChoiceBraveOperation(networkPlayCardAction, _receivedData.choiceIdList);
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}
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break;
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case NetworkBattleDefine.PlayActionType.ATTACK:
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case NetworkBattleDefine.PlayActionType.EVOLUTION:
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case NetworkBattleDefine.PlayActionType.EVOLUTION_SELECT:
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networkInPlayAction.ReadySetting(_receivedData.OpponentTargetDataList, _receivedData.actionType, _receivedData.playCardIndex);
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networkInPlayAction.Play(_isPlayer, _receivedData.choiceIdList, _receivedData.IsChoice);
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_sendEcho = true;
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_playCardIndexToEcho = _receivedData.playCardIndex;
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break;
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case NetworkBattleDefine.PlayActionType.FUSION:
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FusionCardOperation(networkPlayCardAction, isPlayer: false, _receivedData.OpponentTargetDataList);
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break;
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}
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_actionTypeToEcho = _receivedData.actionType;
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}
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public override void RetireOperation()
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{
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_networkBattleMgr.ReceiveRetire(_receivedData.isWin);
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}
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public override void ChatStampOperation()
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{
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ClassCharaPrm.EmotionType oppoChatStamp = (ClassCharaPrm.EmotionType)_receivedData.oppoChatStamp;
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if (!ClassCharaPrm.IsEvolutionEmotionType(oppoChatStamp))
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{
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VfxBase vfx = _networkBattleMgr.BattleEnemy.Emotion.PlayEmotion(oppoChatStamp, 1.5f);
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}
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}
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public override void DataInconsistencyBattleEndOperation()
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{
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JudgeEndTypeToLose(_receivedData.judgeEndType);
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}
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public override void TouchOperation()
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{
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}
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public override void SelectSkillOperation(PlayHandCardReflection networkPlayCardAction, InPlayCardReflection networkInPlayAction)
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{
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}
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public override void SelectObjectOperation()
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{
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}
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public override void TurnEndReady()
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{
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}
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public override void SlideObject()
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{
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}
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public override void BattleFinishOperation()
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{
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_isReceivedBattleFinish = true;
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_networkBattleMgr.JudgeResultReceive(_receivedData.result);
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}
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public override void MaintenanceOperation()
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{
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}
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public override void JudgeResultOperation()
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{
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_networkBattleMgr.JudgeResultReceive(_receivedData.result);
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}
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public override void WriteOperationToTraceLog()
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{
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LocalLog.AccumulateLastTraceLog("StartOperateURI:" + _receivedData.dataUri);
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}
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public override void SendEcho()
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{
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if (_sendEcho)
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{
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_networkBattleMgr.SendEcho(_playCardIndexToEcho, _actionTypeToEcho, isNotActiveSeq: false, _isTurnStart);
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}
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}
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}
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