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>
59 lines
2.5 KiB
C#
59 lines
2.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Wizard;
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// PASS-8/Phase-1 STUB: 1,066-line client-side mypage hub reduced to its compile-time
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// surface. Nothing constructs a MyPageMenu in the headless node; the ~50 external
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// callers reach `MyPageMenu.Instance.Foo()` from UI event handlers that never fire on
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// the node's IsRecovery=true receive path. `Instance` returns null so those chains
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// NRE at read-time if they ever ran — they don't. The three genuinely-static members
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// (IsMyPageRequestEnd flag, SetEnableReloadCard, CreateDialogForTutorial) return
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// defaults that match the "no UI ran" state.
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public class MyPageMenu : UIBase
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{
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public static MyPageMenu Instance => null;
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public MyPageItemHome HomeMenu => null;
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public MyPageItemBattle BattleMenu => null;
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public bool IsEnableFooterCurrentMenu => false;
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public bool IsVisible => false;
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public bool _treasureBoxCpRewardDialogClosed => true;
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public bool IsEnableRoomInvite => false;
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public bool IsFirstGuid => false;
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public TopBar TopBar { get; set; }
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public MyPageCustomBGControl CustomBGControl => null;
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public List<CampaignRewardInfo> WinnerRewardInfoCopy => new List<CampaignRewardInfo>();
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public static void SetEnableReloadCard() { }
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public static DialogBase CreateDialogForTutorial() => null;
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public void ChangeMenu(int index, bool isCutCardMotion = false) { }
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public void ChangeMyPageBG(MyPageDetail.BGType type, string id) { }
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public void SetBackButtonEnable() { }
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public void RoomInviteClear() { }
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public BoxCollider GetNotTouchMypageCollider() => null;
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public void SetDefaultBackButtonHandler() { }
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public void FinishTutorialMode() { }
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public void ResetFirstGuide() { }
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public void OnReadGift() { }
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public void SpecialWinRewardOpened() { }
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public void SetAfterSpecialWinRewardOpened() { }
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public void SetGuideEffect(Transform parent, Vector3 localPosition, float rotation) { }
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public void SetGuideToOkOnlyDialog(DialogBase dialog) { }
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public void UpdateMissionCount() { }
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public void UpdateCrystalCount() { }
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public void UpdateRupyCount() { }
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public void GoToCardDeck() { }
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public void GoToChallengeMenu() { }
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public void GoToColosseum(bool isColosseumTask = true) { }
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public void GoToCompetition() { }
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public void GoToConventionActionMenu(ConventionInfo conventionInfo) { }
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public void GoToConventionListMenu() { }
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public void GoToFreeMatch() { }
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public void GoToPracticeTypeSelect() { }
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public void GoToShopCard() { }
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public void GoToShopSupply() { }
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}
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