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

@@ -8,31 +8,6 @@ using UnityEngine;
[Serializable]
public class AreaSelectBG
{
private const float BGTEXTURE_WIDTH = 1024f;
private const float BGTEXTURE_HEIGHT = 1024f;
private const int BGTEXTURE_NUM_X = 4;
private const int BGTEXTURE_NUM_Y = 3;
private const float BGTEXTURE_WIDTH_HALF_LEFT = 2048f;
private const float BGTEXTURE_WIDTH_HALF_RIGHT = 2560f;
private const float BGTEXTURE_HEIGHT_HALF_UP = 1536f;
private const float BGTEXTURE_HEIGHT_HALF_BOTTOM = 1536f;
private const float BGTEXTURE_DRAG_MARGIN = 5f;
private const float BGTEXTURE_DRAG_DECELERATION = 0.875f;
private const float BGTEXTURE_DRAGARROW_ANIM_SPEED = 1f;
private const float BGDRAG_SEC_MAXSPEED = 0.25f;
private const float BGDRAG_SEC_RESETUPTOTIME_MAX = 0.5f;
private AreaSelectUI _areaSelectUI;
@@ -74,8 +49,6 @@ public class AreaSelectBG
private bool _isNormalBgSet = true;
private bool _changeChapterFirstCall = true;
private float _currentAspectRatio;
private Vector3 _currentBGScale = Vector3.one;
@@ -145,11 +118,6 @@ public class AreaSelectBG
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backGroundId.ToString("00") + "_" + (index + 1).ToString("00"), ResourcesManager.AssetLoadPathType.Background, isFetch);
}
private string GetExtraBackGroundPath(StorySectionData sectionData, int index, string suffix, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + sectionData.BackGroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
}
private string GetExtraBackGroundPath(int backgroundId, int index, string suffix, bool isFetch = false)
{
return Toolbox.ResourcesManager.GetAssetTypePath("bg_story_" + backgroundId.ToString("00") + "_" + (index + 1).ToString("00") + suffix, ResourcesManager.AssetLoadPathType.Background, isFetch);
@@ -275,8 +243,9 @@ public class AreaSelectBG
extraChapter.ExtraEffect.transform.parent = _areaSelectUI.transform;
}
extraChapter.ExtraEffect.SetActive(value: false);
List<string> collection = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.ExtraEffect, null);
_loadedResources.AddRange(collection);
// Pre-Phase-5b: GameMgr.GetEffectMgr().SetUIParticleShader queued the ExtraEffect
// for shader-swap and returned load-time resource paths for cleanup. Headless has
// no EffectMgr and no visible ExtraEffect; the resource tracker doesn't fire either.
}
if (!string.IsNullOrEmpty(extraChapter.BGFirstClearEffectPath))
{
@@ -284,15 +253,13 @@ public class AreaSelectBG
extraChapter.FirstClearEffect = UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(assetTypePath2) as GameObject);
extraChapter.FirstClearEffect.transform.parent = _areaSelectUI.transform;
extraChapter.FirstClearEffect.SetActive(value: false);
List<string> collection2 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(extraChapter.FirstClearEffect, null);
_loadedResources.AddRange(collection2);
// Pre-Phase-5b: same shader-swap pattern for FirstClearEffect. See ExtraEffect above.
}
}
List<string> collection3 = GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(list, delegate
{
_isLoadEndParticle = true;
});
_loadedResources.AddRange(collection3);
// Pre-Phase-5b: shader-swap on the collected particle systems, then callback flipped the
// `_isLoadEndParticle` flag. Headless has no EffectMgr; set the flag directly here so the
// GetLoadEnd() gate is coherent.
_isLoadEndParticle = true;
_isLoadEndBGTexture = true;
}
@@ -369,35 +336,6 @@ public class AreaSelectBG
return source.Select((ChapterExtraData s) => s.ExtraTextureChapter).ToList();
}
public void SetExtraEffect(int chapterId, bool isFirstClear = false)
{
if (_extraChapters.Count == 0)
{
return;
}
List<ChapterExtraData> list = new List<ChapterExtraData>();
list = ((BeforeChapterId >= chapterId) ? _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId > n.ExtraTextureChapter && n.ExtraTextureChapter >= chapterId) : _extraChapters.FindAll((ChapterExtraData n) => n.ExtraTextureChapter != 0 && BeforeChapterId <= n.ExtraTextureChapter && n.ExtraTextureChapter < chapterId));
BeforeChapterId = chapterId;
TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
if (isFirstClear)
{
return;
}
if (list.Count() == 0 || TransitionChapterExtraData == null)
{
_changeChapterFirstCall = false;
return;
}
TransitionChapterExtraData = list.FirstOrDefault((ChapterExtraData n) => n.ExtraEffect != null);
if (!_changeChapterFirstCall && TransitionChapterExtraData != null && TransitionChapterExtraData.ExtraEffect != null)
{
TransitionChapterExtraData.ExtraEffect.SetActive(value: false);
TransitionChapterExtraData.ExtraEffect.SetActive(value: true);
GameMgr.GetIns().GetSoundMgr().PlaySe(TransitionChapterExtraData.SeType);
}
_changeChapterFirstCall = false;
}
public IEnumerator SetClearEffect()
{
ChapterExtraData clearChapterExtraData = _extraChapters.FirstOrDefault((ChapterExtraData n) => n.ExtraTextureChapter == BeforeChapterId);
@@ -406,7 +344,7 @@ public class AreaSelectBG
yield return new WaitForSeconds(clearChapterExtraData.FirstClearEffectDelayTime);
clearChapterExtraData.FirstClearEffect.SetActive(value: false);
clearChapterExtraData.FirstClearEffect.SetActive(value: true);
GameMgr.GetIns().GetSoundMgr().PlaySe(clearChapterExtraData.FirstClearSeType);
}
}