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

@@ -11,7 +11,6 @@ using Wizard.Battle.View.Vfx;
public class BattleEnemy : BattlePlayerBase
{
private readonly Vector3 OFFSET_THINK_ICON_FROM_CLASSVIEW = new Vector3(0.62f, 0.15f, 0f);
private IEmotion _emotion;
@@ -83,7 +82,7 @@ public class BattleEnemy : BattlePlayerBase
public override VfxBase StartTurnControl(string log = "")
{
if (GameMgr.GetIns().IsAdminWatch)
if (BattleMgr.GameMgr.IsAdminWatch)
{
UpdateHandCardsPlayability();
}
@@ -91,7 +90,7 @@ public class BattleEnemy : BattlePlayerBase
SequentialVfxPlayer sequentialVfxPlayer = TurnEvolveControl(BattleView.EpIcon);
VfxBase vfx = TurnStart();
sequentialVfxPlayer.Register(vfx);
VfxBase vfx2 = BattleManagerBase.GetIns().JudgeBattleResult();
VfxBase vfx2 = BattleMgr.JudgeBattleResult();
sequentialVfxPlayer.Register(vfx2);
sequentialVfxPlayer.Register(CreateThinkingVfx(base.BattleMgr));
return sequentialVfxPlayer;
@@ -99,15 +98,11 @@ public class BattleEnemy : BattlePlayerBase
public VfxBase CreateThinkingVfx(BattleManagerBase battleMgr)
{
if (GameMgr.GetIns().IsAdminWatch)
if (BattleMgr.GameMgr.IsAdminWatch)
{
return NullVfx.GetInstance();
}
return new DelaySetupVfx(() => new ThinkIconShowVfx(delegate
{
Vector3 position = base.BattleCamera.Get3DCamera().WorldToScreenPoint(base.Class.BattleCardView.Transform.position + OFFSET_THINK_ICON_FROM_CLASSVIEW);
return UIManager.GetInstance().getCamera().ScreenToWorldPoint(position);
}, battleMgr.BattleResourceMgr));
return NullVfx.GetInstance();
}
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
@@ -122,7 +117,7 @@ public class BattleEnemy : BattlePlayerBase
Vector3 position = base.BattleCamera.Get3DCamera().WorldToScreenPoint(StatusPanelControl.GetPPPanel().transform.Find("PPIcon/PPLabel").transform.position);
labelPosition = UIManager.GetInstance().getCamera().ScreenToWorldPoint(position);
}));
sequentialVfxPlayer.Register(new DelaySetupVfx(() => m_vfxCreator.CreateUsePp(usedPp, maxPp, labelPosition, isNewReplayMoveTurn)));
sequentialVfxPlayer.Register(NullVfx.GetInstance());
return sequentialVfxPlayer;
}
@@ -144,7 +139,7 @@ public class BattleEnemy : BattlePlayerBase
public override VfxBase CardDrawVfx(IEnumerable<BattleCardBase> DrawList, bool skipShuffle = false, bool isOpenDrawSkill = false)
{
SequentialVfxPlayer sequentialVfxPlayer = SequentialVfxPlayer.Create();
if (GameMgr.GetIns().IsAdminWatch)
if (BattleMgr.GameMgr.IsAdminWatch)
{
foreach (BattleCardBase card in DrawList)
{
@@ -158,15 +153,15 @@ public class BattleEnemy : BattlePlayerBase
}
}
}
sequentialVfxPlayer.Register(new OpponentDrawCardVfx(DrawList, isOpenDrawSkill));
sequentialVfxPlayer.Register(new OpponentDrawCardToHandVfx(DrawList.ToList(), 0.4f, isOpenDrawSkill, skipShuffle));
sequentialVfxPlayer.Register(NullVfx.GetInstance());
sequentialVfxPlayer.Register(NullVfx.GetInstance());
return sequentialVfxPlayer;
}
public override VfxBase TurnEnd()
{
ParallelVfxPlayer result = ParallelVfxPlayer.Create(base.TurnEnd(), new ThinkIconHideVfx(base.BattleMgr.BattleResourceMgr));
if (GameMgr.GetIns().IsAdminWatch)
ParallelVfxPlayer result = ParallelVfxPlayer.Create(base.TurnEnd(), NullVfx.GetInstance());
if (BattleMgr.GameMgr.IsAdminWatch)
{
foreach (BattleCardBase handCard in base.HandCardList)
{
@@ -178,7 +173,7 @@ public class BattleEnemy : BattlePlayerBase
protected override void SetActive()
{
if (GameMgr.GetIns().IsAdminWatch)
if (BattleMgr.GameMgr.IsAdminWatch)
{
UpdateHandCardsPlayability();
}
@@ -201,7 +196,7 @@ public class BattleEnemy : BattlePlayerBase
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard.BattleCardView.UpdateMovability();
}
if (!GameMgr.GetIns().IsAdmin)
if (!BattleMgr.GameMgr.IsAdmin)
{
return;
}
@@ -218,7 +213,7 @@ public class BattleEnemy : BattlePlayerBase
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
{
return SequentialVfxPlayer.Create(new OpponentDrawCardToHandVfx(cardsToMoveToHand.ToList(), 0.3f), InstantVfx.Create(delegate
return SequentialVfxPlayer.Create(NullVfx.GetInstance(), InstantVfx.Create(delegate
{
UpdateHandCardsPlayability();
}));
@@ -226,7 +221,7 @@ public class BattleEnemy : BattlePlayerBase
public override EffectBattle GetSkillEffect(string skillEffectPath)
{
return GameMgr.GetIns().GetEffectMgr().GetEnemyEffectBattle(skillEffectPath);
return BattleMgr.GameMgr.GetEffectMgr().GetEnemyEffectBattle(skillEffectPath);
}
public override Vector3 GetFieldCenterPosition()