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>
152 lines
4.0 KiB
C#
152 lines
4.0 KiB
C#
using System;
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using Cute;
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using UnityEngine;
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using Wizard;
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using Wizard.RoomMatch;
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public class TopBar : MonoBehaviour
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{
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[SerializeField]
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public GameObject TitleObject;
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[SerializeField]
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public GameObject NameWindowObject;
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[SerializeField]
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public UIButton BuyCrystalButton;
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[SerializeField]
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public UILabel NameLabel;
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[SerializeField]
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public UIButton BackButton;
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[SerializeField]
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private UILabelGradientOverwriter _backLabelGradientOverwriter;
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[SerializeField]
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private UILabel BackButtonTitleLabel;
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[SerializeField]
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private UISprite _backButtonTitleLabelBG;
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private Vector3 _firstPositionBack;
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private Vector3 _firstPositionTitle;
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private Vector3 _firstPositionName;
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private bool _isWideMode;
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public void SetBackButtonEnable(bool enable)
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{
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// Pre-Phase-5b: also flipped GameMgr's InputMgr back-key flag. Headless has no
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// InputMgr; the button toggle below is the only observable effect.
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BackButton.enabled = enable;
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UIManager.SetObjectToGrey(BackButton.gameObject, !enable);
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}
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public void SetBackButtonEvent(GameObject obj, UIManager.ViewScene backScene, EventDelegate inEvent)
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{
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BackButton.onClick.Clear();
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if (inEvent != null)
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{
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BackButton.onClick.Add(inEvent);
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return;
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}
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BackButton.onClick.Add(new EventDelegate(delegate
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{
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UIBase uibase = obj.GetComponent<UIBase>();
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Action action = delegate
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{
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if (backScene == UIManager.ViewScene.None)
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{
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uibase.PushTurnButton();
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}
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else
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{
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UIManager.ViewScene currentScene = UIManager.GetInstance().GetCurrentScene();
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if (UIManager.GetInstance().IsCurrentScene(UIManager.ViewScene.Room))
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{
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(UIManager.GetInstance().GetUIBase(UIManager.ViewScene.Room) as RoomRoot).CreateChangeSceneDialog(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene]);
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}
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else
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{
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UIManager.GetInstance().ChangeViewScene(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene], UIManager.GetInstance().GetLastSceneChangeParam(uibase.getBackScene()));
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}
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}
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};
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if (uibase.IsGetOutOfScene(action))
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{
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action();
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}
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}));
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}
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private void Awake()
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{
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TitleObject.SetActive(value: true);
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NameWindowObject.SetActive(value: false);
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_firstPositionBack = BackButton.transform.localPosition;
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_firstPositionTitle = TitleObject.transform.localPosition;
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_firstPositionName = NameWindowObject.transform.localPosition;
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}
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public void SetTitleLabel(string text, bool isWideMode)
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{
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_isWideMode = isWideMode;
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SetTitleLabel(text);
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}
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public void SetTitleLabel(string text)
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{
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if (string.IsNullOrEmpty(text))
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{
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return;
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}
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int length = text.Length;
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int num = 16;
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int num2 = 15;
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if (CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Jpn.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Cht.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Chs.ToString() || CustomPreference.GetTextLanguage() == Global.LANG_TYPE.Kor.ToString())
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{
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num = 9;
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num2 = 30;
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}
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int num3 = 294;
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int num4 = (_isWideMode ? 543 : 504);
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if (length > num)
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{
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int num5 = length - num;
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num3 += num5 * num2;
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if (num3 > num4)
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{
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num3 = num4;
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}
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}
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BackButtonTitleLabel.width = num3 + -30;
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_backButtonTitleLabelBG.width = num3;
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BackButtonTitleLabel.text = text;
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}
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public void SetTitleLabelWidth(int width)
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{
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BackButtonTitleLabel.width = width + -30;
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_backButtonTitleLabelBG.width = width;
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}
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public void OverwriteBackLabelColors(eColorCodeId gradientTopColorId, eColorCodeId gradientBottomColorId)
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{
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OverwriteBackLabelGradient(gradientTopColorId, gradientBottomColorId);
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}
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private void OverwriteBackLabelGradient(eColorCodeId topColorId, eColorCodeId bottomColorId)
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{
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_backLabelGradientOverwriter.enabled = true;
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_backLabelGradientOverwriter.GradientTopColorId = topColorId;
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_backLabelGradientOverwriter.GradientBottomColorId = bottomColorId;
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}
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}
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