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

@@ -2,21 +2,14 @@ using System;
using System.Collections.Generic;
using UnityEngine;
// Post-Phase-5b (2026-07-03) UI stub. AreaSelectMapIcon is chapter-select map
// icon particle effects (Start/Stop of CMN_MAP_MAPICON_CLEARED etc.). Every
// EffectMgr call is a Unity3D particle system launch that never fires headless.
// AreaSelectUI holds a single instance and its methods are only invoked from
// UI callbacks. Surface preserved as no-ops so AreaSelectUI still compiles.
[Serializable]
public class AreaSelectMapIcon
{
public const int MAPICONLIST_CAPACITY_DEFAULT = 8;
private readonly string MAP_ICON_EFFECT_NAME_CIRCLE4 = "ef_circle4_add_nor_1";
private readonly string MAP_ICON_EFFECT_NAME_TWINKLE1 = "ef_twinkle1_add_nor_1";
private readonly Color32 MAP_ICON_EFFECT_COLOR_CLEARED = new Color32(byte.MaxValue, 192, 64, byte.MaxValue);
private readonly Color32 MAP_ICON_EFFECT_COLOR_ALREADY_READ_CIRCLE4 = new Color32(78, 95, 125, byte.MaxValue);
private readonly Color32 MAP_ICON_EFFECT_COLOR_ALREADY_READ_TWINKLE1 = new Color32(190, 218, 242, byte.MaxValue);
[SerializeField]
private GameObject MapIconRoot;
@@ -25,114 +18,41 @@ public class AreaSelectMapIcon
private List<UISprite> MapIconList;
private GameObject MapIconEffect;
public void Init()
{
}
public void Term()
{
MapIconEffect = null;
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
}
public void SetupMapIcon(List<StoryChapterData> chapterDataList)
{
if (MapIconList != null)
{
int i = 0;
for (int count = MapIconList.Count; i < count; i++)
{
UnityEngine.Object.Destroy(MapIconList[i].gameObject);
}
}
MapIconList = new List<UISprite>(8);
UISprite uISprite = null;
for (int j = 0; j < chapterDataList.Count; j++)
{
if (chapterDataList[j].IsReleased)
{
uISprite = UnityEngine.Object.Instantiate(MapIconOriginal);
if (!(null == uISprite))
{
uISprite.transform.parent = MapIconRoot.transform;
uISprite.transform.localPosition = new Vector3(chapterDataList[j].MapIconPos.x, chapterDataList[j].MapIconPos.y);
uISprite.transform.localScale = Vector3.one;
uISprite.name = "mapicon_" + j;
uISprite.gameObject.SetActive(chapterDataList[j].IsDisplayMapIcon);
MapIconList.Add(uISprite);
}
}
}
MapIconOriginal.gameObject.SetActive(value: false);
}
public Vector3 GetMapIconPos(int chapterIndex, bool isLocal)
{
if (MapIconList == null)
{
return Vector3.zero;
}
if (chapterIndex < 0 || chapterIndex >= MapIconList.Count)
{
return Vector3.zero;
}
if (!isLocal)
{
return MapIconList[chapterIndex].transform.position;
}
return MapIconList[chapterIndex].transform.localPosition;
return Vector3.zero;
}
public void SetActiveMapIcon(int chapterIndex, bool isActive)
{
if (chapterIndex >= 0 && chapterIndex < MapIconList.Count)
{
MapIconList[chapterIndex].gameObject.SetActive(isActive);
}
}
public void StartMapIconEffect(StoryChapterData.ChapterClearStatus clearState, int chapterIndex)
{
Effect effect = null;
switch (clearState)
{
case StoryChapterData.ChapterClearStatus.Cleared:
effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
effect.ChangeParticleColor(MAP_ICON_EFFECT_COLOR_CLEARED);
break;
case StoryChapterData.ChapterClearStatus.AlreadyRead:
effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
MotionUtils.ChangeParticleSystemColor(effect.transform.Find(MAP_ICON_EFFECT_NAME_CIRCLE4).gameObject, MAP_ICON_EFFECT_COLOR_ALREADY_READ_CIRCLE4);
MotionUtils.ChangeParticleSystemColor(effect.transform.Find(MAP_ICON_EFFECT_NAME_TWINKLE1).gameObject, MAP_ICON_EFFECT_COLOR_ALREADY_READ_TWINKLE1);
break;
default:
effect = GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
break;
}
MapIconEffect = effect.GetGameObjIns();
UpdateMapIconEffectPos(chapterIndex);
}
public void StopMapIconEffect()
{
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_CLEARED);
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_MAP_MAPICON_NOTCLEARED);
}
public void UpdateMapIconEffectPos(int chapterIndex)
{
if (MapIconList != null && chapterIndex >= 0 && chapterIndex < MapIconList.Count && !(null == MapIconEffect))
{
Vector3 position = MapIconList[chapterIndex].transform.position;
MapIconEffect.transform.position = position;
}
}
public GameObject GetMapIconObject(int chapterIndex)
{
return MapIconList[chapterIndex].gameObject;
return null;
}
}