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

@@ -2,9 +2,7 @@
using System;
using System.Collections;
using System.Diagnostics;
using com.adjust.sdk;
using RedShellUnity;
using Steamworks;
using UnityEngine;
using Wizard;
@@ -12,18 +10,9 @@ namespace Cute;
public class BootSystem : MonoBehaviour
{
[SerializeField]
[Tooltip("チェックするとMaxFramerateが有効")]
private bool _dontVsync;
[SerializeField]
[Range(0f, 60f)]
private int _maxFramerate;
public static bool isRootBootCamera;
private Coroutine _logCoroutine;
private string _logMsg = "";
private void Awake()
@@ -38,84 +27,6 @@ public class BootSystem : MonoBehaviour
UnityEngine.Object.DontDestroyOnLoad(base.gameObject);
}
private IEnumerator Start()
{
_logCoroutine = StartCoroutine(WaitToAccumulateTraceLog());
_logMsg += " Start";
while (Toolbox.DeviceManager == null)
{
yield return 0;
}
_logMsg += " DeviceManager";
while (Toolbox.SavedataManager == null)
{
yield return 0;
}
_logMsg += " SavedataManager";
while (Toolbox.QualityManager == null)
{
yield return 0;
}
_logMsg += " QualityManager";
while (Toolbox.SceneManager == null)
{
yield return 0;
}
_logMsg += " SceneManager";
while (Toolbox.ResourcesManager == null)
{
yield return 0;
}
_logMsg += " ResourcesManager";
while (Toolbox.AssetManager == null)
{
yield return 0;
}
_logMsg += " AssetManager";
while (Toolbox.AudioManager == null)
{
yield return 0;
}
_logMsg += " AudioManager";
while (Toolbox.MovieManager == null)
{
yield return 0;
}
_logMsg += " MovieManager";
SocialServiceUtility.CreateInstance();
bootAdjust();
setupRedShell();
if (_dontVsync)
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = _maxFramerate;
}
StopCoroutine(_logCoroutine);
Toolbox.BootSystem = this;
}
private IEnumerator WaitToAccumulateTraceLog()
{
yield return new WaitForSeconds(5f);
LocalLog.AccumulateTraceInquiryLog("BootSystem " + _logMsg);
}
private void bootAdjust()
{
try
{
}
catch (Exception ex)
{
LocalLog.AccumulateTraceLog(ex.ToString());
}
Adjust.addSessionCallbackParameter("viewer_id", Certification.ViewerId.ToString());
}
private void OnDestroy()
{
}
public void VisibleBootCamera(bool enable)
{
GameObject gameObject = base.transform.Find("BootCamera").gameObject;
@@ -124,22 +35,4 @@ public class BootSystem : MonoBehaviour
gameObject.SetActive(enable);
}
}
[Conditional("STEAM")]
private void setupRedShell()
{
RedShell.SetVerboseLogs(verboseLogs: true);
RedShell.SetApiKey("04b8d4a58416140132fdcd680b17a0d8");
try
{
RedShell.SetUserId(SteamUser.GetSteamID().m_SteamID.ToString());
}
catch (Exception ex)
{
Debug.LogError("<color=aqua>steam client が起動していない。steamの機能を使えません。</color>");
Debug.LogError(ex.Message);
Debug.LogError(ex.StackTrace);
}
RedShell.MarkConversion();
}
}