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>
109 lines
3.5 KiB
C#
109 lines
3.5 KiB
C#
using System.Collections;
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using Cute;
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using UnityEngine;
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namespace Wizard;
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public class SealedClassSelectObject : MonoBehaviour
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{
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[SerializeField]
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private ClassInfoParts _classInfoParts;
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[SerializeField]
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private UITexture _charaTexture;
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[SerializeField]
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private UIGrid _cardObjectsGrid;
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[SerializeField]
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private UIButton _selectButton;
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[SerializeField]
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private UITexture _effectMask;
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private readonly eColorCodeId[] EFFECT_COLORCODEID_TABLE = new eColorCodeId[9]
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{
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eColorCodeId.MAX,
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eColorCodeId.SEALED_CLASS_ELF_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_ROYAL_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_WITCH_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_DRAGON_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_NECRO_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_VAMPIRE_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_BISHOP_EFFECT_COLOR,
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eColorCodeId.SEALED_CLASS_NEMESIS_EFFECT_COLOR
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};
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private GameObject _effect;
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public SealedClassSelectLoadRequest Init(SealedClassSelectObjectInitParam initParam)
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{
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_classInfoParts.InitByCharaPrm(initParam.CharaParam);
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foreach (CardListTemplate cardObject in initParam.CardObjectList)
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{
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cardObject.SetParentAndResetPos(_cardObjectsGrid.transform);
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}
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_cardObjectsGrid.Reposition();
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UIEventListener.Get(_selectButton.gameObject).onClick = delegate
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{
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initParam.SelectButtonClickCallback();
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};
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int class_id = initParam.CharaParam.class_id;
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CreateEffect(initParam, class_id);
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InitEffectMask(class_id);
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return CreateLoadRequest(initParam);
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}
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private SealedClassSelectLoadRequest CreateLoadRequest(SealedClassSelectObjectInitParam initParam)
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{
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SealedClassSelectLoadRequest sealedClassSelectLoadRequest = new SealedClassSelectLoadRequest();
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ResourcesManager resMgr = Toolbox.ResourcesManager;
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string strSkinId = initParam.CharaParam.skin_id.ToString();
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sealedClassSelectLoadRequest.LoadAssetList.Add(resMgr.GetAssetTypePath(strSkinId, ResourcesManager.AssetLoadPathType.ClassCharaBase));
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sealedClassSelectLoadRequest.LoadEndCallback = delegate
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{
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_charaTexture.mainTexture = resMgr.LoadObject<Texture>(resMgr.GetAssetTypePath(strSkinId, ResourcesManager.AssetLoadPathType.ClassCharaBase, isfetch: true));
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_effect.transform.position = base.transform.position;
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};
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return sealedClassSelectLoadRequest;
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}
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private void CreateEffect(SealedClassSelectObjectInitParam initParam, int stencil)
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{
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StartCoroutine(CreateEffectCoroutine(initParam, stencil));
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}
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private IEnumerator CreateEffectCoroutine(SealedClassSelectObjectInitParam initParam, int stencil)
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{
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bool isEndMaterialSet = false;
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_effect = EffectUtility.CreateEffect2D(new Effect2dCreateParam
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{
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Parent = initParam.EffectRoot,
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EffectName = "cmn_sealed_class_1",
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ColorCode = EFFECT_COLORCODEID_TABLE[initParam.CharaParam.class_id],
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InitActive = true,
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MaterialSetEndCallback = delegate
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{
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isEndMaterialSet = true;
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},
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UnloadAssetList = initParam.UnloadAssetList
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});
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while (!isEndMaterialSet)
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{
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yield return null;
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}
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ParticleSystemRenderer[] componentsInChildren = _effect.GetComponentsInChildren<ParticleSystemRenderer>();
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foreach (ParticleSystemRenderer obj in componentsInChildren)
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{
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obj.sortingOrder = 2;
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obj.material = new Material(obj.material);
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}
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/* Pre-Phase-5b: ChangeMaskShader dropped */
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}
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private void InitEffectMask(int stencil)
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{
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_effectMask.material = MaterialDefine.CreateNguiStencilMaskMaterial(stencil);
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}
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}
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