engine cleanup passes 4-7 + multi-instancing ambient rip

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>
This commit is contained in:
gamer147
2026-07-03 19:18:54 -04:00
parent 5c1db83967
commit 2d9a6eea4b
2045 changed files with 11704 additions and 158495 deletions

View File

@@ -5,16 +5,9 @@ using UnityEngine;
[AddComponentMenu("NGUI/Internal/Active Animation")]
public class ActiveAnimation : MonoBehaviour
{
public static ActiveAnimation current;
public List<EventDelegate> onFinished = new List<EventDelegate>();
[HideInInspector]
public GameObject eventReceiver;
[HideInInspector]
public string callWhenFinished;
private Animation mAnim;
private Direction mLastDirection;
@@ -103,119 +96,6 @@ public class ActiveAnimation : MonoBehaviour
}
}
public void Reset()
{
if (mAnim != null)
{
foreach (AnimationState item in mAnim)
{
if (mLastDirection == Direction.Reverse)
{
item.time = item.length;
}
else if (mLastDirection == Direction.Forward)
{
item.time = 0f;
}
}
return;
}
if (mAnimator != null)
{
mAnimator.Play(mClip, 0, (mLastDirection == Direction.Reverse) ? 1f : 0f);
}
}
private void Start()
{
if (eventReceiver != null && EventDelegate.IsValid(onFinished))
{
eventReceiver = null;
callWhenFinished = null;
}
}
private void Update()
{
float deltaTime = RealTime.deltaTime;
if (deltaTime == 0f)
{
return;
}
if (mAnimator != null)
{
mAnimator.Update((mLastDirection == Direction.Reverse) ? (0f - deltaTime) : deltaTime);
if (isPlaying)
{
return;
}
mAnimator.enabled = false;
base.enabled = false;
}
else
{
if (!(mAnim != null))
{
base.enabled = false;
return;
}
bool flag = false;
foreach (AnimationState item in mAnim)
{
if (!mAnim.IsPlaying(item.name))
{
continue;
}
float num = item.speed * deltaTime;
item.time += num;
if (num < 0f)
{
if (item.time > 0f)
{
flag = true;
}
else
{
item.time = 0f;
}
}
else if (item.time < item.length)
{
flag = true;
}
else
{
item.time = item.length;
}
}
mAnim.Sample();
if (flag)
{
return;
}
base.enabled = false;
}
if (!mNotify)
{
return;
}
mNotify = false;
if (current == null)
{
current = this;
EventDelegate.Execute(onFinished);
if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
{
eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);
}
current = null;
}
if (mDisableDirection != Direction.Toggle && mLastDirection == mDisableDirection)
{
NGUITools.SetActive(base.gameObject, state: false);
}
}
private void Play(string clipName, Direction playDirection)
{
if (playDirection == Direction.Toggle)
@@ -308,16 +188,6 @@ public class ActiveAnimation : MonoBehaviour
return activeAnimation;
}
public static ActiveAnimation Play(Animation anim, string clipName, Direction playDirection)
{
return Play(anim, clipName, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);
}
public static ActiveAnimation Play(Animation anim, Direction playDirection)
{
return Play(anim, null, playDirection, EnableCondition.DoNothing, DisableCondition.DoNotDisable);
}
public static ActiveAnimation Play(Animator anim, string clipName, Direction playDirection, EnableCondition enableBeforePlay, DisableCondition disableCondition)
{
if (enableBeforePlay != EnableCondition.IgnoreDisabledState && !NGUITools.GetActive(anim.gameObject))