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

@@ -5,113 +5,4 @@ public class ArrowControl : MonoBehaviour
{
[SerializeField]
private GameObject ArrowHead;
[SerializeField]
private GameObject ArrowEfc;
[SerializeField]
private int DivideCnt = 10;
[SerializeField]
private bool isEvo;
private IList<GameObject> ArrowEfcList;
private GameObject FromObj;
private GameObject ToObj;
private bool isOn;
private bool _isTargettingEnemy;
private float ChangeTime;
private IList<int> ArrowTarList;
private void Start()
{
ArrowEfcList = new List<GameObject>();
ArrowEfcList.Add(ArrowEfc);
for (int i = 1; i < DivideCnt; i++)
{
GameObject gameObject = Object.Instantiate(ArrowEfc);
if (!(null == gameObject))
{
gameObject.transform.parent = base.transform;
ArrowEfcList.Add(gameObject);
}
}
ArrowTarList = new List<int>();
for (int j = 0; j < DivideCnt; j++)
{
ArrowTarList.Add(j);
}
HideArrow();
}
private void Update()
{
if (isOn)
{
SetArrowLine();
}
}
public void ShowArrow(GameObject fromObj, GameObject toObj, bool isTargettingEnemy)
{
FromObj = fromObj;
ToObj = toObj;
_isTargettingEnemy = isTargettingEnemy;
isOn = true;
base.gameObject.SetActive(value: true);
}
public void HideArrow()
{
isOn = false;
for (int i = 0; i < DivideCnt; i++)
{
ArrowEfcList[i].SetActive(value: false);
}
base.gameObject.SetActive(value: false);
}
private void SetArrowLine()
{
if (isEvo)
{
ChangeTime -= Time.deltaTime * 5f;
}
else
{
ChangeTime -= Time.deltaTime;
}
if (ChangeTime <= 0f)
{
ChangeTime = 1f;
ArrowTarList.Add(ArrowTarList[0]);
ArrowTarList.RemoveAt(0);
}
ArrowHead.transform.position = ToObj.transform.position;
Vector3 position = FromObj.transform.position;
Vector3 position2 = ToObj.transform.position;
Vector3 p = (_isTargettingEnemy ? position : position2) + Vector3.back * Vector3.Distance(position, position2) + Vector3.down * Vector3.Distance(position, position2) * -0.5f;
Vector3[] array = new Vector3[DivideCnt];
array = MotionUtils.GetBezierQuad(position, p, position2, DivideCnt);
for (int i = 0; i < array.Length; i++)
{
float num = 1f - ChangeTime;
if (ArrowTarList[i] != 0)
{
ArrowEfcList[i].SetActive(value: true);
ArrowEfcList[i].transform.position = (array[ArrowTarList[i]] - array[ArrowTarList[i] - 1]) * num + array[ArrowTarList[i] - 1];
}
else
{
ArrowEfcList[i].SetActive(value: false);
ArrowEfcList[i].transform.position = array[0];
}
}
}
}