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

@@ -7,331 +7,48 @@ public class QualityManager : MonoBehaviour, IManager
{
public enum GPUQualityLevel
{
Level_1,
Level_2,
Level_3,
Level_4
}
public enum AssetQualityLevel
{
None,
Level_1,
Level_2,
Max
}
None}
public enum SoundQualityLevel
{
None,
Level_1,
Level_2,
Max
}
None}
public enum MovieQualityLevel
{
None,
Level_1,
Level_2,
Max
}
None}
public enum MemoryQualityLevel
{
Level_1,
Level_2
}
public enum GameQualityLevel
{
Level_1,
Level_2,
Level_3,
Level_4
}
public enum OutLineLevel
{
OutLine_On,
OutLine_Off
}
private GPUQualityLevel _gpuQualityLevel;
private AssetQualityLevel _assetQualityLevel;
private SoundQualityLevel _soundQualityLevel;
private MovieQualityLevel _movieQualityLevel;
private MemoryQualityLevel _memoryQualityLevel;
private Vector2 _deviceResolution = Vector2.zero;
private Vector2 _gameResolution = Vector2.zero;
private int _defaultFrameRate = 60;
private bool _isDeviceResolutionSetting;
public bool isFullScreen;
private GameQualityLevel _gameQualityLevel;
private OutLineLevel _outlineLevel;
public Vector2 deviceResolution => _deviceResolution;
public Vector2 gameResolution => _gameResolution;
private void Awake()
{
UpdateFromUnity();
}
private IEnumerator Start()
{
while (Toolbox.SavedataManager == null)
{
yield return 0;
}
Initialize();
Toolbox.QualityManager = this;
}
private void OnDestroy()
{
}
public void Initialize()
{
CheckGPUQuality();
CheckMemoryQuality();
CheckAssetQuality();
CheckSoundQuality();
CheckMovieQuality();
InitializeGameQuality();
}
private void CheckGPUQuality()
{
_gpuQualityLevel = GPUQualityLevel.Level_4;
}
private void CheckMemoryQuality()
{
_memoryQualityLevel = MemoryQualityLevel.Level_2;
}
private void CheckAssetQuality()
{
_assetQualityLevel = ((_memoryQualityLevel == MemoryQualityLevel.Level_1) ? AssetQualityLevel.Level_1 : AssetQualityLevel.Level_2);
SetAssetQualityLevel(_assetQualityLevel);
}
private void CheckSoundQuality()
{
int num = Toolbox.SavedataManager.GetInt("SOUNDQUALIY");
if (num != 0)
{
_soundQualityLevel = (SoundQualityLevel)num;
}
else
{
_soundQualityLevel = ((_memoryQualityLevel == MemoryQualityLevel.Level_1) ? SoundQualityLevel.Level_1 : SoundQualityLevel.Level_2);
}
SetSoundQualityLevel(_soundQualityLevel);
}
private void CheckMovieQuality()
{
_movieQualityLevel = ((_memoryQualityLevel == MemoryQualityLevel.Level_1) ? MovieQualityLevel.Level_1 : MovieQualityLevel.Level_2);
}
public static GPUQualityLevel GetGPUQualityLevel()
{
if (Toolbox.QualityManager == null)
{
return GPUQualityLevel.Level_1;
}
return Toolbox.QualityManager._gpuQualityLevel;
}
public static MemoryQualityLevel GetMemoryQualityLevel()
{
if (Toolbox.QualityManager == null)
{
return MemoryQualityLevel.Level_1;
}
return Toolbox.QualityManager._memoryQualityLevel;
}
public static void SetAssetQualityLevel(AssetQualityLevel _AssetQualityLevel)
{
if (Toolbox.QualityManager != null)
{
Toolbox.QualityManager._assetQualityLevel = _AssetQualityLevel;
}
}
public static AssetQualityLevel GetAssetQualityLevel()
{
if (Toolbox.QualityManager == null)
{
return AssetQualityLevel.Level_1;
}
return Toolbox.QualityManager._assetQualityLevel;
}
public static void SetSoundQualityLevel(SoundQualityLevel _SoundQualityLevel)
{
if (Toolbox.QualityManager != null)
{
Toolbox.QualityManager._soundQualityLevel = _SoundQualityLevel;
Toolbox.SavedataManager.SetInt("SOUNDQUALIY", (int)Toolbox.QualityManager._soundQualityLevel);
}
}
public static SoundQualityLevel GetSoundQualityLevel()
{
if (Toolbox.QualityManager == null)
{
return SoundQualityLevel.Level_1;
}
return Toolbox.QualityManager._soundQualityLevel;
}
public static void SetMovieQualityLevel(MovieQualityLevel _MovieQualityLevel)
{
if (Toolbox.QualityManager != null)
{
Toolbox.QualityManager._movieQualityLevel = _MovieQualityLevel;
}
}
public static MovieQualityLevel GetMovieQualityLevel()
{
if (Toolbox.QualityManager == null)
{
return MovieQualityLevel.Level_1;
}
return Toolbox.QualityManager._movieQualityLevel;
}
public void LimitResolution()
{
_gameResolution = _deviceResolution;
if (_deviceResolution.x > 1280f || _deviceResolution.y > 1280f)
{
float num = 1280f / _deviceResolution.x;
_gameResolution = new Vector2(_deviceResolution.x * num, _deviceResolution.y * num);
Screen.SetResolution((int)_gameResolution.x, (int)_gameResolution.y, isFullScreen);
}
}
public void ChangeResolution(float rate, bool saveratio = true)
{
LimitResolution();
float num = _gameResolution.x * rate / _gameResolution.x;
_gameResolution = new Vector2(_gameResolution.x * num, _gameResolution.y * num);
Screen.SetResolution((int)_gameResolution.x, (int)_gameResolution.y, isFullScreen);
}
public void ChangeResolutionToDeviceSetting()
{
_gameResolution = _deviceResolution;
Screen.SetResolution((int)_gameResolution.x, (int)_gameResolution.y, isFullScreen);
}
public void ChangeResolution(float width, float height, bool fullscreen)
{
if (width == 0f || height == 0f)
{
width = Screen.width;
height = Screen.height;
}
isFullScreen = fullscreen;
_deviceResolution = new Vector2(width, height);
Screen.SetResolution((int)width, (int)height, fullscreen);
}
private void InitializeGameQuality()
{
if (_gpuQualityLevel == GPUQualityLevel.Level_4)
{
_gameQualityLevel = GameQualityLevel.Level_4;
}
else if (_gpuQualityLevel == GPUQualityLevel.Level_3)
{
_gameQualityLevel = GameQualityLevel.Level_3;
}
else if (_gpuQualityLevel == GPUQualityLevel.Level_2)
{
_gameQualityLevel = GameQualityLevel.Level_2;
}
else
{
_gameQualityLevel = GameQualityLevel.Level_1;
}
if (_memoryQualityLevel == MemoryQualityLevel.Level_1)
{
_gameQualityLevel = GameQualityLevel.Level_1;
}
if (!_isDeviceResolutionSetting)
{
_deviceResolution = new Vector2(Screen.width, Screen.height);
_isDeviceResolutionSetting = true;
}
if (_gpuQualityLevel <= GPUQualityLevel.Level_2 && Toolbox.SavedataManager.GetInt("SOUNDQUALIY") == 0)
{
SetSoundQualityLevel(SoundQualityLevel.Level_1);
}
DecideDeviceSetting();
}
private void DecideDeviceSetting()
{
string graphicsDeviceName = SystemInfo.graphicsDeviceName;
if (graphicsDeviceName.Contains("PowerVR") && graphicsDeviceName.Contains("SGX 540"))
{
_outlineLevel = OutLineLevel.OutLine_Off;
}
}
public void SetGameQualityLevel(GPUQualityLevel level)
{
_gpuQualityLevel = level;
}
public GameQualityLevel GetGameQualityLevel()
{
return _gameQualityLevel;
}
public void SetFrameRate(int frameRate)
{
_defaultFrameRate = frameRate;
}
public int GetFrameRate()
{
return _defaultFrameRate;
}
public void ChangeResolutionFixedHalf()
{
}
public void ChangeResolutionFixedBack()
{
}
public OutLineLevel GetOutLineLevel()
{
return _outlineLevel;
}
public void UpdateFromUnity()
{
isFullScreen = Screen.fullScreen;