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

@@ -16,7 +16,7 @@ public class BattlePlayer : BattlePlayerBase
private BattleUIContainer _battleUIContainer;
protected CanNotTouchCardVfx _canNotTouchCardVfx;
protected VfxBase _canNotTouchCardVfx;
public bool _isPlayerActive;
@@ -96,7 +96,7 @@ public class BattlePlayer : BattlePlayerBase
PlayerEmotion = _innerOptionsBuilder.CreatePlayerEmotion((IClassBattleCardView)base.Class.BattleCardView);
base.OnTurnEnd += (SkillProcessor skill) => InstantVfx.Create(delegate
{
if (!GameMgr.GetIns().IsWatchBattle)
if (!BattleMgr.GameMgr.IsWatchBattle)
{
PlayerBattleView.TurnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
}
@@ -107,7 +107,7 @@ public class BattlePlayer : BattlePlayerBase
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
if (!turnEndButtonUI.GameObject.activeSelf)
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
turnEndButtonUI.GameObject.SetActive(value: true);
turnEndButtonUI.EnableButton();
@@ -167,12 +167,12 @@ public class BattlePlayer : BattlePlayerBase
{
if (_canNotTouchCardVfx == null)
{
_canNotTouchCardVfx = new CanNotTouchCardVfx();
BattleManagerBase.GetIns().VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
_canNotTouchCardVfx = NullVfx.GetInstance();
BattleMgr.VfxMgr.RegisterImmediateVfx(_canNotTouchCardVfx);
}
if (GameMgr.GetIns().IsNetworkBattle)
if (BattleMgr.GameMgr.IsNetworkBattle)
{
NetworkBattleManagerBase networkBattleManagerBase = BattleManagerBase.GetIns() as NetworkBattleManagerBase;
NetworkBattleManagerBase networkBattleManagerBase = BattleMgr as NetworkBattleManagerBase;
if (networkBattleManagerBase.turnEndTimeController != null)
{
networkBattleManagerBase.turnEndTimeController.AddTurnEndTimerLog("TurnStart" + log);
@@ -194,7 +194,7 @@ public class BattlePlayer : BattlePlayerBase
public override VfxBase UsePp(int pp, bool isNewReplayMoveTurn = false)
{
base.UsePp(pp);
if (BattleManagerBase.IsForecast)
if (this.BattleMgr.InstanceIsForecast)
{
return NullVfx.GetInstance();
}
@@ -218,7 +218,7 @@ public class BattlePlayer : BattlePlayerBase
public override VfxBase TurnEnd()
{
bool flag = false;
if (BattleManagerBase.GetIns().VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
if (BattleMgr.VfxMgr.IsEnd && IsTimeOverTurnEndProcessing)
{
base.HandControl.RearrangeHand(0.4f, base.HandCardList.ConvertToViewList());
flag = true;
@@ -267,14 +267,13 @@ public class BattlePlayer : BattlePlayerBase
{
TurnStartEffectEnd();
EnableBattleMenu();
if (!GameMgr.GetIns().IsWatchBattle && !GameMgr.GetIns().IsReplayBattle)
if (!BattleMgr.GameMgr.IsWatchBattle && !BattleMgr.GameMgr.IsReplayBattle)
{
ITurnEndButtonUI turnEndButtonUI = PlayerBattleView.TurnEndButtonUI;
turnEndButtonUI.StartTurnEndCountdown();
turnEndButtonUI.ChangeButtonView(base.IsSelfTurn);
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
BattleMgr.GameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_UI_TURN_1, turnEndButtonUI.GetBtnPosition());
}
_canNotTouchCardVfx.End();
_canNotTouchCardVfx = null;
if (!IsGameFirst || Turn != 1)
{
@@ -295,22 +294,13 @@ public class BattlePlayer : BattlePlayerBase
handCard.BattleCardView.areArrowsForcedOff = areArrowsForcedOff;
handCard.BattleCardView.UpdateMovability();
}
if (base.IsSelfTurn && !GameMgr.GetIns().IsNewReplayBattle)
if (base.IsSelfTurn && !BattleMgr.GameMgr.IsNewReplayBattle)
{
CantPlayChoiceBrave = areArrowsForcedOff;
BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}
}
private bool IsDrawing()
{
if (base.HandCardList.Count != 0)
{
return base.HandCardList[0].IsOnDraw;
}
return false;
}
public override VfxBase MoveToHand(List<BattleCardBase> cardsToMoveToHand)
{
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
@@ -331,7 +321,7 @@ public class BattlePlayer : BattlePlayerBase
public override EffectBattle GetSkillEffect(string skillEffectPath)
{
return GameMgr.GetIns().GetEffectMgr().GetEffectBattle(skillEffectPath);
return BattleMgr.GameMgr.GetEffectMgr().GetEffectBattle(skillEffectPath);
}
public override Vector3 GetFieldCenterPosition()