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

@@ -1,124 +1,28 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
// Post-Phase-5b (2026-07-03) UI stub. BattleControl handles UI-side end-of-battle
// scene-change cleanup (DestroyBattleEffectContainer, ResetEnemyData, UIContainer
// visibility, iTween tear-down). Every method is only invoked from UI code paths
// (DialogBase.OnClose, MyPageBannerBase, FreeAndRankMatchDeckSelectConfirmDialog,
// RecoveryManagerBase, SceneTransition) that don't run headless. The type stays
// because GameMgr.GetBattleCtrl() lazy-inits it; the method bodies are no-ops.
public class BattleControl : MonoBehaviour
{
private BattleManagerBase m_BtlMgrIns;
private int FirstAttack;
public void Init()
{
m_BtlMgrIns = BattleManagerBase.GetIns();
GameMgr.GetIns().GetInputMgr().SetLayerMask(512);
LocalLog.AccumulateLastTraceLog("StartBattleCoroutine ");
StartCoroutine(WaitLoadOpponentObjectToBattleStart(m_BtlMgrIns.LoadOpponentObjects()));
}
private IEnumerator WaitLoadOpponentObjectToBattleStart(VfxBase vfx)
{
if (GameMgr.GetIns().IsNetworkBattle)
{
FirstAttack = ToolboxGame.RealTimeNetworkAgent.GetIsFirstPlayer();
}
while (!vfx.IsEnd)
{
yield return null;
}
LocalLog.AccumulateLastTraceLog("DecideFirstUser End ");
m_BtlMgrIns.StartOpening(FirstAttack);
}
public void BattleEnd(UIManager.ViewScene MoveTo, Action callback = null, Action<UIManager.ChangeViewSceneParam> paramCustomize = null, object sceneParam = null)
{
ToolboxGame.UIManager.gameObject.SetActive(value: true);
UIManager.ChangeViewSceneParam changeViewSceneParam = new UIManager.ChangeViewSceneParam();
changeViewSceneParam.OnBeforeChange = delegate
{
BattleManagerBase.GetIns().DisposeBattleGameObj();
};
changeViewSceneParam.OnChange = delegate
{
GameMgr.GetIns().GetEffectMgr().DestroyBattleEffectContainer();
GameMgr.GetIns().GetDataMgr().ResetEnemyData();
GameMgr.GetIns().DestroyBattleManagements();
GameMgr.GetIns().GetGameObjMgr().GetUIContainer()
.SetActive(value: false);
if (callback != null)
{
callback();
}
};
paramCustomize.Call(changeViewSceneParam);
StartCoroutine(UnloadAllResources(MoveTo, changeViewSceneParam, null, sceneParam));
}
private IEnumerator UnloadAllResources(UIManager.ViewScene MoveTo = UIManager.ViewScene.None, UIManager.ChangeViewSceneParam param = null, Action callback = null, object sceneParam = null)
{
BattleLogManager.GetInstance().Clear();
GameMgr.GetIns().GetEffectMgr().ClearLastCacheEffect();
StopAllTweens();
yield return Resources.UnloadUnusedAssets();
GC.Collect();
callback?.Invoke();
if (MoveTo != UIManager.ViewScene.None)
{
UIManager.GetInstance().ChangeViewScene(MoveTo, param, sceneParam);
}
}
public IEnumerator BattleEnd(Action callback = null)
{
BattleRelease();
yield return Resources.UnloadUnusedAssets();
GC.Collect();
yield return null;
callback?.Invoke();
}
public void BattleRelease()
{
ToolboxGame.UIManager.gameObject.SetActive(value: true);
GameMgr.GetIns().GetEffectMgr().DestroyBattleEffectContainer();
GameMgr.GetIns().GetDataMgr().ResetEnemyData();
if (BattleManagerBase.GetIns() != null)
{
BattleManagerBase.GetIns().DisposeBattleGameObj();
}
GameMgr.GetIns().DestroyBattleManagements();
GameMgr.GetIns().GetGameObjMgr().GetUIContainer()
.SetActive(value: false);
BattleLogManager.GetInstance().Clear();
GameMgr.GetIns().GetEffectMgr().ClearLastCacheEffect();
StopAllTweens();
}
private void StopAllTweens()
{
HashSet<GameObject> hashSet = new HashSet<GameObject>();
for (int i = 0; i < iTween.tweens.Count; i++)
{
if (iTween.tweens[i] != null)
{
GameObject gameObject = (GameObject)iTween.tweens[i]["target"];
if (gameObject != null)
{
hashSet.Add(gameObject);
}
}
}
foreach (GameObject item in hashSet)
{
if (item != null)
{
iTween.Stop(item);
}
}
iTween.tweens.Clear();
}
}