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>
97 lines
2.1 KiB
C#
97 lines
2.1 KiB
C#
using System;
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// TODO(engine-cleanup-pass2): 11 of 12 methods unrun in baseline
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// Type: Cute.TimeUtil
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Cute;
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public class TimeUtil
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{
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public struct TimeLeftParam
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{
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public int day;
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public int hour;
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public int minute;
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public int second;
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public int millisecond;
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public int count;
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public bool isEnd;
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public bool isCharge;
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public TimeLeftParam(long unixTime, long consumingTime)
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{
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if (unixTime <= 0)
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{
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isEnd = true;
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count = 0;
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day = 0;
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hour = 0;
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minute = 0;
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second = 0;
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millisecond = 0;
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isCharge = true;
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return;
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}
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isEnd = false;
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if (consumingTime == 0L)
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{
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count = 0;
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isCharge = false;
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}
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else
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{
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count = (int)(unixTime / consumingTime) + 1;
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unixTime = unixTime - (count - 1) * consumingTime + 1;
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if (unixTime == consumingTime)
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{
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isCharge = true;
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}
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else
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{
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isCharge = false;
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}
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}
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day = (int)unixTime / 86400;
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hour = (int)unixTime / 3600 % 24;
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minute = (int)unixTime / 60 % 60;
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second = (int)unixTime % 60;
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millisecond = (int)unixTime % 1000;
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}
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public override string ToString()
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{
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return $"回数{count:D2}残り{day:D2}日 {hour:D2}:{minute:D2}:{second:D2}";
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}
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}
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private static readonly DateTime UNIX_EPOCH = new DateTime(1970, 1, 1, 0, 0, 0, 0);
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public static DateTime GetNowTime_UTC(long serverTime, long connectClientTime)
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{
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return UNIX_EPOCH.AddSeconds((float)serverTime + TimeNativePlugin.GetDeviceOperatingTime() - (float)connectClientTime);
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}
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public static DateTime GetAbsoluteTime()
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{
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return UNIX_EPOCH.AddSeconds(TimeNativePlugin.GetDeviceOperatingTime());
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}
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public static TimeLeftParam GetTimeLeft(long nowTime, long endTime, long consumingTime = 0L)
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{
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return new TimeLeftParam(endTime - nowTime, consumingTime);
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}
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public static TimeSpan GetElapsedTimeByTimeSpan(DateTime baseDateTime, DateTime dateTime)
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{
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return baseDateTime - dateTime;
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}
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}
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