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

@@ -23,22 +23,6 @@ public class BetterList<T>
}
}
[DebuggerHidden]
[DebuggerStepThrough]
public IEnumerator<T> GetEnumerator()
{
if (buffer != null)
{
int i = 0;
while (i < size)
{
yield return buffer[i];
int num = i + 1;
i = num;
}
}
}
private void AllocateMore()
{
T[] array = ((buffer != null) ? new T[Mathf.Max(buffer.Length << 1, 32)] : new T[32]);
@@ -74,12 +58,6 @@ public class BetterList<T>
size = 0;
}
public void Release()
{
size = 0;
buffer = null;
}
public void Add(T item)
{
if (buffer == null || size == buffer.Length)
@@ -89,63 +67,6 @@ public class BetterList<T>
buffer[size++] = item;
}
public void Insert(int index, T item)
{
if (buffer == null || size == buffer.Length)
{
AllocateMore();
}
if (index > -1 && index < size)
{
for (int num = size; num > index; num--)
{
buffer[num] = buffer[num - 1];
}
buffer[index] = item;
size++;
}
else
{
Add(item);
}
}
public bool Contains(T item)
{
if (buffer == null)
{
return false;
}
for (int i = 0; i < size; i++)
{
ref readonly T reference = ref buffer[i];
object obj = item;
if (reference.Equals(obj))
{
return true;
}
}
return false;
}
public int IndexOf(T item)
{
if (buffer == null)
{
return -1;
}
for (int i = 0; i < size; i++)
{
ref readonly T reference = ref buffer[i];
object obj = item;
if (reference.Equals(obj))
{
return i;
}
}
return -1;
}
public bool Remove(T item)
{
if (buffer != null)
@@ -199,31 +120,4 @@ public class BetterList<T>
Trim();
return buffer;
}
[DebuggerHidden]
[DebuggerStepThrough]
public void Sort(CompareFunc comparer)
{
int num = 0;
int num2 = size - 1;
bool flag = true;
while (flag)
{
flag = false;
for (int i = num; i < num2; i++)
{
if (comparer(buffer[i], buffer[i + 1]) > 0)
{
T val = buffer[i];
buffer[i] = buffer[i + 1];
buffer[i + 1] = val;
flag = true;
}
else if (!flag)
{
num = ((i != 0) ? (i - 1) : 0);
}
}
}
}
}