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

@@ -28,58 +28,17 @@ public class AsyncJob
private bool isCancel;
private int? _waitFramesBetweenJobs;
private int _waitFramesBetweenJobsMin;
private FramerateProfiler _framerateProfiler = new FramerateProfiler();
public int WAIT_FRAMES_INCREMENT = 5;
public int WAIT_FRAMES_DECREMENT = 1;
public bool IsIdle
{
get
{
if (!isCancel)
{
return jobList.Count == 0;
}
return false;
}
}
public int? WantedWaitFramesBetweenJobs
{
set
{
_waitFramesBetweenJobs = value;
_waitFramesBetweenJobsMin = value.GetValueOrDefault();
}
}
public AsyncJob(MonoBehaviour mono, int num)
{
this.mono = mono;
this.num = num;
}
public void Add(IEnumerator enumerator)
{
jobList.Add(new Unit(enumerator, null));
}
public void Add(IEnumerator enumerator, Action calcelAction)
{
jobList.Add(new Unit(enumerator, calcelAction));
}
public void Add(Action action)
{
jobList.Add(new Unit(action, null));
}
public void Add(Action action, Action calcelAction)
{
jobList.Add(new Unit(action, calcelAction));
@@ -98,85 +57,4 @@ public class AsyncJob
{
isCancel = false;
}
public void Start()
{
for (int i = 0; i < num; i++)
{
mono.StartCoroutine(MicroThread());
}
_framerateProfiler = new FramerateProfiler();
mono.StartCoroutine(RunFpsProfiler());
}
private IEnumerator RunFpsProfiler()
{
_framerateProfiler.Init();
while (true)
{
_framerateProfiler.Update();
yield return null;
}
}
private IEnumerator MicroThread()
{
while (true)
{
if (jobList.Count <= 0)
{
yield return null;
continue;
}
Unit unit = jobList[0];
jobList.RemoveAt(0);
if (isCancel)
{
if (unit.cancelAction != null)
{
unit.cancelAction();
}
}
else if (unit.action is IEnumerator)
{
yield return mono.StartCoroutine((IEnumerator)unit.action);
if (!_waitFramesBetweenJobs.HasValue)
{
continue;
}
float? fps = _framerateProfiler.Fps;
if (fps.HasValue)
{
if (fps < 20f)
{
_waitFramesBetweenJobs += WAIT_FRAMES_INCREMENT;
_framerateProfiler.Init();
}
else if (fps > 30f)
{
_waitFramesBetweenJobs -= WAIT_FRAMES_INCREMENT;
if (_waitFramesBetweenJobs.Value < _waitFramesBetweenJobsMin)
{
_waitFramesBetweenJobs = _waitFramesBetweenJobsMin;
}
_framerateProfiler.Init();
}
}
yield return WaitFrames(_waitFramesBetweenJobs.Value);
}
else if (unit.action is Action)
{
((Action)unit.action)();
}
}
}
private static IEnumerator WaitFrames(int frameCount)
{
while (frameCount > 0)
{
frameCount--;
yield return null;
}
}
}