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

@@ -4,8 +4,6 @@ using Wizard;
public class BattleUIContainer : MonoBehaviour
{
[SerializeField]
public BattleButtonControl ButtonControl;
[SerializeField]
private WizardUIButton BattleMenuBtn;
@@ -19,82 +17,16 @@ public class BattleUIContainer : MonoBehaviour
[SerializeField]
private GameObject _battery;
private const float LONG_PRESS_TIME = 0.2f;
private float? _predictionWaitTime;
public Action<bool> ShowPrediction;
private bool _enableMenuRequest;
private InputMgr _inputMgr;
public bool PlayerCardPlaying;
private bool _forceDisableMenu;
public GameObject Battery => _battery;
private void Start()
{
BattleMenuBtn.onPress.Clear();
BattleMenuBtn.onPress.Add(new EventDelegate(delegate
{
ButtonControl.OnPressMenuBtn();
}));
if (!GameMgr.GetIns().IsWatchBattle)
{
TurnEndBtn.onClick.Clear();
TurnEndBtn.onClick.Add(new EventDelegate(delegate
{
ButtonControl.OnPressTurnEnd();
}));
}
_predictionWaitTime = null;
UIEventListener.Get(TurnEndBtn.gameObject).onPress = delegate(GameObject obj, bool isPress)
{
if (isPress)
{
_predictionWaitTime = Time.realtimeSinceStartup;
}
else
{
_predictionWaitTime = null;
if (ShowPrediction != null)
{
ShowPrediction(obj: false);
}
}
};
UIEventListener.Get(TurnEndBtn.gameObject).onHover = delegate(GameObject obj, bool isHover)
{
if (BattleManagerBase.UseCustomMouse && UIManager.GetInstance().ApplicationHasFocus)
{
if (isHover)
{
_predictionWaitTime = Time.realtimeSinceStartup;
}
else
{
_predictionWaitTime = null;
if (ShowPrediction != null)
{
ShowPrediction(isHover);
}
}
}
};
UIEventListener.Get(TurnEndBtn.gameObject).onDragOut = delegate
{
_predictionWaitTime = null;
if (ShowPrediction != null)
{
ShowPrediction(obj: false);
}
};
_inputMgr = GameMgr.GetIns().GetInputMgr();
}
public void EnableMenu()
{
if (!PlayerCardPlaying && !_forceDisableMenu)
@@ -110,15 +42,6 @@ public class BattleUIContainer : MonoBehaviour
_enableMenuRequest = true;
}
private void TryEnableMenu()
{
if (BattleManagerBase.GetIns().GetBattlePlayer(isPlayer: true).BattleView.IsTouchable())
{
EnableMenu();
_enableMenuRequest = false;
}
}
public void ForceEnableMenu()
{
_forceDisableMenu = false;
@@ -127,7 +50,11 @@ public class BattleUIContainer : MonoBehaviour
public void DisableMenu(bool isForceDisable = false)
{
if (isForceDisable || (!BattleManagerBase.GetIns().IsRecovery && !GameMgr.GetIns().IsReplayBattle && !GameMgr.GetIns().IsWatchBattle))
// Pre-Phase-5b: gate was `isForceDisable || (!IsRecovery && !IsReplayBattle && !IsWatchBattle)`.
// IsReplayBattle/IsWatchBattle are const-false in headless (Phase 4); the mgr's IsRecovery
// state is entirely a UI-hint concern here. Collapsing the branch to `isForceDisable` matches
// the semantic in the only path that matters headless (button visibility never observed).
if (isForceDisable)
{
BattleMenuBtn.isEnabled = false;
SetEnableReset(isEnable: false);
@@ -144,77 +71,17 @@ public class BattleUIContainer : MonoBehaviour
public void SetEnableReset(bool isEnable)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
if (ins is PuzzleBattleManager)
{
(ins as PuzzleBattleManager).ResetButton.SetState((!isEnable) ? UIButtonColor.State.Disabled : UIButtonColor.State.Normal, immediate: false);
}
// Puzzle-mode only. Headless never runs PuzzleBattleManager; the branch was dead
// past the type check, so dropping the ambient reach preserves runtime behavior.
}
public void SetEnableHint(bool isEnable)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
if (ins is PuzzleBattleManager)
{
(ins as PuzzleBattleManager).HintButton.isEnabled = isEnable;
}
// Puzzle-mode only. See SetEnableReset — dropping the ambient reach is a no-op.
}
public bool IsEnableMenu()
{
return BattleMenuBtn.isEnabled;
}
private void Update()
{
UIManager instance = UIManager.GetInstance();
GameMgr ins = GameMgr.GetIns();
BattleManagerBase ins2 = BattleManagerBase.GetIns();
if (_enableMenuRequest)
{
if (BattleMenuBtn.isEnabled)
{
_enableMenuRequest = false;
}
else
{
TryEnableMenu();
}
}
if (!Input.GetMouseButton(0) && instance != null && instance.IsCurrentScene(UIManager.ViewScene.Battle) && !instance.isOpenLoading() && !instance.isFading() && ins.GetInputMgr().isBackKeyEnable && !BattleManagerBase.IsTutorial)
{
if (BattleMenuBtn.gameObject.activeInHierarchy && BattleMenuBtn.isActiveAndEnabled && !instance.isOpenDialog())
{
if (Input.GetKeyDown(KeyCode.Escape) && IsEnableMenu())
{
ButtonControl.OnPressMenuBtn();
}
if (BattleManagerBase.UseKeyboardTurnEndSpaceShortcut && _inputMgr.IsKeyboardSpace() && ins2.BattlePlayer.PlayerBattleView.TurnEndButtonUI.GameObject.activeInHierarchy && ins2.BattlePlayer.PlayerBattleView.TurnEndButtonUI.GetEnableLabel && ins2.BattlePlayer.IsSelfTurn && _inputMgr.KeyboardEnableControlSpace)
{
ButtonControl.OnPressTurnEnd();
}
}
else if (instance.isOpenDialog() && !ButtonControl.IsSettingMenuOpen && !ButtonControl.IsRetireMenuOpen && !ButtonControl.IsQuestMissionOpen && Input.GetKeyDown(KeyCode.Escape))
{
ins2.BattlePlayer.PlayerBattleView.IsMenuCloseEscape = true;
ButtonControl.HideBattleMenu();
}
}
if (TurnEndBtn.state == UIButtonColor.State.Pressed || BattleManagerBase.UseCustomMouse)
{
if (ShowPrediction != null && _predictionWaitTime.HasValue && _predictionWaitTime.Value + 0.2f < Time.realtimeSinceStartup)
{
ShowPrediction(obj: true);
_predictionWaitTime = null;
}
}
else
{
_predictionWaitTime = null;
}
if (ins.IsWatchBattle && ins2.IsBattleEnd)
{
ButtonControl.HideAllMenu(isWithoutSE: true);
}
}
}