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>
118 lines
3.1 KiB
C#
118 lines
3.1 KiB
C#
using System;
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using UnityEngine;
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using Wizard.Battle.View;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 16 of 18 methods unrun in baseline
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// Type: Wizard.Battle.Mulligan.PlayerMulliganView
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Mulligan;
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public class PlayerMulliganView : MulliganViewBase
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{
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private IPlayerView m_PlayerBattleView;
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public event Func<VfxBase> OnMulliganDragSuccess;
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public PlayerMulliganView(MulliganInfoControl mlgInfoCtrl, IPlayerView view)
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: base(mlgInfoCtrl)
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{
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m_PlayerBattleView = view;
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m_MlgUI.InitMulliganInfo();
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m_MlgUI.OnTimeUp += OnTimeUp;
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}
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public void DragCardStart(BattleCardBase card)
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{
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m_PlayerBattleView.MoveCardStart(card, isEffectAndSoundOn: false);
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}
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public void DragCard(BattleCardBase card, Vector3 Pos)
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{
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m_PlayerBattleView.MoveCard(card, Pos);
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}
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public void DragCardStop(BattleCardBase card)
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{
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m_PlayerBattleView.CardMoveEffectSwitch(on: false);
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card.SetOnMove(move: false);
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}
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public override SequentialVfxPlayer MoveCardToStaticPosition(BattleCardBase card, int posIndex, bool isAbandon)
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{
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VfxBase vfx = NullVfx.GetInstance();
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if (isAbandon)
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{
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vfx = this.OnMulliganDragSuccess.GetAllFuncVfxResults();
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}
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SequentialVfxPlayer sequentialVfxPlayer = base.MoveCardToStaticPosition(card, posIndex, isAbandon);
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sequentialVfxPlayer.Register(InstantVfx.Create(delegate
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{
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DragCardStop(card);
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if (isAbandon)
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{
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m_MlgUI.SetExchangeMarkPlayer(posIndex, on: true);
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}
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}));
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sequentialVfxPlayer.Register(vfx);
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return sequentialVfxPlayer;
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}
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public void ShowCardDetail(BattleCardBase card)
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{
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bool flag = Mathf.Approximately(card.BattleCardView.Transform.localPosition.x, 0f); // Pre-Phase-5b: IsWatchBattle const-false
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m_PlayerBattleView.SetDetailScreenPosition(!flag && _IsDetailScreenRight());
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m_PlayerBattleView.ShowDetailPanel(null, null, card, DetailPanelControl.ShowRequest.MULLIGAN);
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}
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private bool _IsDetailScreenRight()
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{
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if (InputMgr.ShowDetailLeftAndRight /* Pre-Phase-5b: IsWatchBattle const-false */)
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{
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return Input.mousePosition.x < (float)Screen.width / 2f;
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}
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return false;
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}
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public void ShutDownCardDetail()
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{
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m_PlayerBattleView.HideDetailPanel();
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}
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public RaycastHit[] ConvertMousePositionToRayCastHits(Vector3 position)
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{
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return m_MlgUI.GetRaycastHitFromPosition(position);
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}
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public RaycastHit[] ConvertMousePositionToFrontUIRaycastHits(Vector3 position)
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{
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return m_MlgUI.Get2DRaycastHitFromPosition(position);
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}
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public Vector3 GetWorldPointInMulliganUICamera(Vector3 position)
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{
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return m_MlgUI.ScreenToWorldPoint3D(position);
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}
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private VfxBase OnTimeUp()
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{
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return InstantVfx.Create(ShutDownCardDetail);
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}
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protected override GameObject GetMulliganUIKeepZone()
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{
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return m_MlgUI.GetKeepZonePlayer().gameObject;
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}
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protected override GameObject GetMulliganUIAbandonZone()
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{
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return m_MlgUI.GetAbandonZonePlayer().gameObject;
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}
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public override void HideMulliganUIAbandonZone()
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{
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m_MlgUI.HideMulliganChangeUI();
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}
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}
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