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

@@ -62,7 +62,10 @@ public class BackGroundBase
_battleCamera = null;
m_Battle3DContainer = null;
m_BattleCutInContainer = null;
m_BtlMgrIns = BattleManagerBase.GetIns();
// Pre-Phase-5b: seeded m_BtlMgrIns from the ambient mgr. All Field*.cs subclass ctors
// were stubbed to no-ops in chunk 3; nothing reads m_BtlMgrIns after that cull. Keeping
// the field as null in headless is safe (no user of it survives the Field cull).
m_BtlMgrIns = null;
IsLoadDone = false;
_str3DFieldNo = "";
_str3DFieldPath = "";
@@ -103,66 +106,11 @@ public class BackGroundBase
BattleCoroutine.GetInstance().StopCoroutine(battleLoadCoroutine);
}
public void CreateField(BattleCamera battleCamera, GameObject battle3DContainer, GameObject cutInContainer)
{
_battleCamera = battleCamera;
m_Battle3DContainer = battle3DContainer;
m_BattleCutInContainer = cutInContainer;
Camera componentInChildren = m_Battle3DContainer.GetComponentInChildren<Camera>();
Camera component = componentInChildren.transform.Find("Camera 3DGround").GetComponent<Camera>();
_battleCamera.SetUp(componentInChildren, m_BattleCutInContainer.transform.Find("Camera").GetComponent<UICamera>(), component);
LoadField();
}
protected void LoadField()
{
IsLoadDone = false;
m_BtlMgrIns = BattleManagerBase.GetIns();
_str3DFieldNo = GetFieldIdString(FieldEffectId);
_str3DFieldPath = "3DField" + GetFieldIdString(FieldId);
m_SoundAssetPathList.Add($"s/se_field_{_str3DFieldNo}.acb");
m_SoundAssetPathList.Add(string.Format("b/bgm_field_{0}.acb", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo));
m_SoundAssetPathList.Add(string.Format("b/bgm_field_{0}.awb", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo));
m_FieldAssetPath = Toolbox.ResourcesManager.GetAssetTypePath(_str3DFieldPath, ResourcesManager.AssetLoadPathType.Field3D);
List<string> additionalAssetList = CollectAdditionalAssets();
GameMgr.GetIns().GetEffectMgr().InitCommonEffect(string.Format("Json/FIeld" + _str3DFieldNo + "EffectData", _str3DFieldNo), isBattle: true);
battleLoadCoroutine = BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(m_SoundAssetPathList, delegate
{
BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetAsync(m_FieldAssetPath, delegate
{
Toolbox.ResourcesManager.BattleListAssetPathList.AddRange(m_SoundAssetPathList);
Toolbox.ResourcesManager.BattleListAssetPathList.Add(m_FieldAssetPath);
(UnityEngine.Object.Instantiate(Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath(_str3DFieldPath, ResourcesManager.AssetLoadPathType.Field3D, isfetch: true))) as GameObject).name = _str3DFieldPath;
if (additionalAssetList.IsNotNullOrEmpty())
{
BattleCoroutine.GetInstance().StartCoroutine(Toolbox.ResourcesManager.LoadAssetGroupAsync(additionalAssetList, delegate
{
Toolbox.ResourcesManager.BattleListAssetPathList.AddRange(additionalAssetList);
BattleFieldBuild();
}));
}
else
{
BattleFieldBuild();
}
}));
}));
}
private string GetFieldIdString(int fieldId)
{
return fieldId.ToString((fieldId < 100) ? "00" : "0000");
}
private string GetFieldIdString(string fileldId)
{
if (int.TryParse(fileldId, out var result))
{
return result.ToString((result < 100) ? "00" : "0000");
}
return fileldId;
}
protected virtual void BattleFieldBuild()
{
}
@@ -178,7 +126,7 @@ public class BackGroundBase
public virtual void StartFieldTapEffect(int areaId, Vector3 pos)
{
BattleManagerBase.GetIns().BattlePlayer.PlayerBattleView.IsTouchable();
m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable();
}
public void StartFieldOpening()
@@ -191,7 +139,7 @@ public class BackGroundBase
public void PlayBgm()
{
GameMgr.GetIns().GetSoundMgr().PlayBGM(string.Format("bgm_field_{0}", (_bgmId != "NONE") ? GetFieldIdString(_bgmId) : _str3DFieldNo), 0f, 0L);
}
protected virtual IEnumerator RunFieldOpening()
@@ -201,16 +149,16 @@ public class BackGroundBase
public static IEnumerator ObjectChecker(float fWaitSecs, string strObjectFind, Action callback)
{
while (GameObject.Find(strObjectFind) == null || !GameMgr.GetIns().GetEffectMgr().IsFieldEffectReady || !GameMgr.GetIns().GetEffectMgr().IsBattleUIEffectReady)
{
yield return null;
}
// Pre-Phase-5b: polled GameObject.Find + EffectMgr readiness flags. All Field*.cs
// subclass BattleFieldBuild bodies were stubbed to no-ops in chunk 3; ObjectChecker
// is now only reachable via dead code. Fire the callback immediately.
yield return null;
callback();
}
public void StartFieldGimic(GameObject obj)
{
if (!GameMgr.GetIns().IsReplayBattle && BattleManagerBase.GetIns().BattlePlayer.PlayerBattleView.IsTouchable())
if (!m_BtlMgrIns.GameMgr.IsReplayBattle && m_BtlMgrIns.BattlePlayer.PlayerBattleView.IsTouchable())
{
BattleCoroutine.GetInstance().StartCoroutine(RunFieldGimic(obj));
}