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

@@ -88,9 +88,9 @@ public class CardCreatorBase
return null;
}
GameObject gobj = cardCreatorBase.LoadRootObject();
GameObject gameObject = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, BattleManagerBase.GetIns().Battle3DContainer);
GameObject gameObject = battleMgr.GameMgr.GetPrefabMgr().CloneObjectToParent(gobj, battleMgr.Battle3DContainer);
CardTemplate component = gameObject.GetComponent<CardTemplate>();
if (flag && !GameMgr.GetIns().IsWatchBattle && !sBattleLoad.isDbgEnableEnemyHandView && !GameMgr.GetIns().IsAdmin)
if (flag && !battleMgr.GameMgr.IsWatchBattle && !sBattleLoad.isDbgEnableEnemyHandView && !battleMgr.GameMgr.IsAdmin)
{
gameObject.GetComponent<CardTemplate>().CardNormalLodGroup.enabled = false;
}
@@ -189,9 +189,9 @@ public class CardCreatorBase
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(cardId);
_ = cardParameterFromId.CharType;
GameObject gobj = new SpecialSkillCardCreator(sBattleLoad.SpellCardTemplate.gameObject).LoadRootObject();
GameObject gameObject = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, BattleManagerBase.GetIns().Battle3DContainer);
GameObject gameObject = battleMgr.GameMgr.GetPrefabMgr().CloneObjectToParent(gobj, battleMgr.Battle3DContainer);
CardTemplate component = gameObject.GetComponent<CardTemplate>();
if (flag && !GameMgr.GetIns().IsWatchBattle && !sBattleLoad.isDbgEnableEnemyHandView && !GameMgr.GetIns().IsAdmin)
if (flag && !battleMgr.GameMgr.IsWatchBattle && !sBattleLoad.isDbgEnableEnemyHandView && !battleMgr.GameMgr.IsAdmin)
{
gameObject.GetComponent<CardTemplate>().CardNormalLodGroup.enabled = false;
}
@@ -231,7 +231,7 @@ public class CardCreatorBase
tag2 = "Enemy";
gameObject.name = "E0";
}
CardTypeBuildInfo cardTypeBuildInfo = CreateCardTypeBuildInfo(cardParameterFromId.CharType, isPlayer);
CardTypeBuildInfo cardTypeBuildInfo = CreateCardTypeBuildInfo(battleMgr, cardParameterFromId.CharType, isPlayer);
gameObject.SetActive(cardTypeBuildInfo.isActive);
gameObject.transform.localPosition = cardTypeBuildInfo.localPosition;
gameObject.transform.localScale = cardTypeBuildInfo.localScale;
@@ -262,7 +262,7 @@ public class CardCreatorBase
tag = "Enemy";
gameObject.name = "E" + battleCardIndex;
}
CardTypeBuildInfo cardTypeBuildInfo = CreateCardTypeBuildInfo(cardParameterFromId.CharType, isPlayer);
CardTypeBuildInfo cardTypeBuildInfo = CreateCardTypeBuildInfo(battleMgr, cardParameterFromId.CharType, isPlayer);
gameObject.SetActive(cardTypeBuildInfo.isActive);
gameObject.transform.localPosition = cardTypeBuildInfo.localPosition;
gameObject.transform.localScale = cardTypeBuildInfo.localScale;
@@ -287,11 +287,6 @@ public class CardCreatorBase
return CreateBase(new BattleCardBase.BuildInfo(null, cardId, battleMgr.GetBattlePlayer(isPlayer), battleMgr.GetBattlePlayer(!isPlayer), battleMgr.GetBattlePlayer(isPlayer), cardSkillsBuildInfo.normalSkillBuildInfos, cardSkillsBuildInfo.evolveSkillBuildInfos, isPlayer, battleCardIndex, innerOptionsBuilder.CreateCardOptions(), battleMgr, battleMgr.BattleResourceMgr), createNullView: true);
}
public static BattleCardBase CreateVirtualClass(bool isPlayer, BattleManagerBase battleMgr, IInnerOptionsBuilder innerOptionsBuilder)
{
return new VirtualClassBattleCard(new ClassBattleCardBase.ClassBuildInfo(isPlayer, 20, battleMgr.GetBattlePlayer(isPlayer), battleMgr.GetBattlePlayer(!isPlayer), battleMgr, NullBattleResourceMgr.GetInstance()));
}
public static BattleCardBase CreateVirtualCard(int cardId, int index, bool isPlayer, BattleManagerBase battleMgr, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer, IInnerOptionsBuilder innerOptionsBuilder)
{
CardParameter cardParameterFromId = CardMaster.GetInstanceForBattle().GetCardParameterFromId(cardId);
@@ -367,9 +362,8 @@ public class CardCreatorBase
return _dummyCardInstance;
}
private static CardTypeBuildInfo CreateCardTypeBuildInfo(CardBasePrm.CharaType type, bool isPlayer)
private static CardTypeBuildInfo CreateCardTypeBuildInfo(BattleManagerBase ins, CardBasePrm.CharaType type, bool isPlayer)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
CardTypeBuildInfo cardTypeBuildInfo = new CardTypeBuildInfo();
if (type == CardBasePrm.CharaType.CLASS)
{
@@ -389,16 +383,4 @@ public class CardCreatorBase
}
return cardTypeBuildInfo;
}
public static void SetupClassMaterialToCenterCharacterMesh(MeshRenderer insideMesh, MeshRenderer outsideMesh, Material cardArtMaterial, Material cardFrameMaterial)
{
Material[] materials = insideMesh.materials;
Material[] materials2 = outsideMesh.materials;
cardFrameMaterial.shader = Shader.Find(cardFrameMaterial.shader.name);
cardArtMaterial.shader = Shader.Find(cardArtMaterial.shader.name);
materials2[0] = cardFrameMaterial;
materials[0] = cardArtMaterial;
insideMesh.materials = materials;
outsideMesh.materials = materials2;
}
}