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:
@@ -16,11 +16,6 @@ public class TimeData
|
||||
connectClientTime = (long)TimeNativePlugin.GetDeviceOperatingTime();
|
||||
}
|
||||
|
||||
public DateTime GetNowTime()
|
||||
{
|
||||
return TimeUtil.GetNowTime(serverTime, connectClientTime);
|
||||
}
|
||||
|
||||
public DateTime GetNowTime_UTC()
|
||||
{
|
||||
return TimeUtil.GetNowTime_UTC(serverTime, connectClientTime);
|
||||
@@ -30,48 +25,4 @@ public class TimeData
|
||||
{
|
||||
return (float)TimeUtil.GetTimeLeft(serverTime, endTime, 0L).millisecond / 1000f;
|
||||
}
|
||||
|
||||
[Obsolete("動作未検証", false)]
|
||||
public IEnumerator StartTimeLeft(MonoBehaviour obj, long endTime, Action<TimeUtil.TimeLeftParam> callback)
|
||||
{
|
||||
IEnumerator enumerator = timeLeftCoroutine(callback, endTime, 0L);
|
||||
obj.StartCoroutine(enumerator);
|
||||
return enumerator;
|
||||
}
|
||||
|
||||
[Obsolete("動作未検証", false)]
|
||||
public IEnumerator StartTimeLeft(MonoBehaviour obj, long endTime, long consumingTime, Action<TimeUtil.TimeLeftParam> callback)
|
||||
{
|
||||
IEnumerator enumerator = timeLeftCoroutine(callback, endTime, consumingTime);
|
||||
obj.StartCoroutine(enumerator);
|
||||
return enumerator;
|
||||
}
|
||||
|
||||
[Obsolete("動作未検証", false)]
|
||||
public string GetNowTimeString()
|
||||
{
|
||||
DateTime nowTime = GetNowTime();
|
||||
return $"{nowTime.Year:D4}-{nowTime.Month:D2}-{nowTime.Day:D2} {nowTime.Hour:D2}:{nowTime.Minute:D2}:{nowTime.Second:D2}";
|
||||
}
|
||||
|
||||
[Obsolete("動作未検証", false)]
|
||||
private TimeUtil.TimeLeftParam GetTimeLeft(long endTime, long consumingTime = 0L)
|
||||
{
|
||||
return TimeUtil.GetTimeLeft(TimeUtil.ToUnixTime(GetNowTime()), endTime, consumingTime);
|
||||
}
|
||||
|
||||
[Obsolete("動作未検証", false)]
|
||||
private IEnumerator timeLeftCoroutine(Action<TimeUtil.TimeLeftParam> callback, long endTime, long consumingTime = 0L)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
TimeUtil.TimeLeftParam timeLeft = GetTimeLeft(endTime, consumingTime);
|
||||
callback(timeLeft);
|
||||
if (timeLeft.isEnd)
|
||||
{
|
||||
break;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user