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

@@ -35,10 +35,6 @@ public class DeckListMenuUI : MonoBehaviour
Lock
}
private const int MAXNUM_DECK_PER_TABLE = 9;
private const int PAGE_SHOW_LABEL_BORDER = 11;
[SerializeField]
private DeckUI _deckFrameOriginal;
@@ -78,8 +74,6 @@ public class DeckListMenuUI : MonoBehaviour
private bool _isChangePage;
private float _timeChangePage;
private List<DeckUI> _deckUIList = new List<DeckUI>();
private Action _onMultiDeckDelete;
@@ -219,19 +213,6 @@ public class DeckListMenuUI : MonoBehaviour
});
}
private void Update()
{
if (_isChangePage)
{
_timeChangePage += Time.deltaTime;
if (_timeChangePage >= 0.2f)
{
_isChangePage = false;
_timeChangePage = 0f;
}
}
}
public void UpdateDeckList(DeckGroup deckGroup, Action onFinish)
{
if (deckGroup != null)
@@ -254,7 +235,7 @@ public class DeckListMenuUI : MonoBehaviour
_resourcePathList = new List<string>();
List<int> list = new List<int>();
List<long> list2 = new List<long>();
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
DataMgr dataMgr = null; // Pre-Phase-5b: headless has no DataMgr
for (int i = 1; i < 9; i++)
{
int skin_id = dataMgr.GetCharaPrmByClassId(i).skin_id;
@@ -679,15 +660,6 @@ public class DeckListMenuUI : MonoBehaviour
return true;
}
private IEnumerator DeleteWaitCoroutine()
{
while (_loadCoroutine != null)
{
yield return null;
}
DeleteResource();
}
private void Delete()
{
if (_loadCoroutine != null)
@@ -757,7 +729,7 @@ public class DeckListMenuUI : MonoBehaviour
{
if (ChangePage(_currentPage + 1))
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
}
}
@@ -765,7 +737,7 @@ public class DeckListMenuUI : MonoBehaviour
{
if (ChangePage(_currentPage - 1))
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
}
}
@@ -791,7 +763,7 @@ public class DeckListMenuUI : MonoBehaviour
switch (_editMode)
{
case EditMode.Default:
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
this.OnSelectDeck.Call(deckDisplay.Deck);
break;
case EditMode.MultiDelete:
@@ -811,7 +783,7 @@ public class DeckListMenuUI : MonoBehaviour
private void OnClickDeckSortStart()
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
SetSortMode();
}
@@ -819,7 +791,7 @@ public class DeckListMenuUI : MonoBehaviour
{
if (!IsSortDragging && !IsPlayingSortAnimation)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL);
SetDefaultMode();
List<DeckFrame> list = new List<DeckFrame>();
for (int i = 0; i < _deckFrameDefaultList.Count; i++)
@@ -835,7 +807,7 @@ public class DeckListMenuUI : MonoBehaviour
{
if (!IsSortDragging && !IsPlayingSortAnimation)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
SaveDeckOrder(delegate
{
SetDefaultMode();
@@ -871,12 +843,6 @@ public class DeckListMenuUI : MonoBehaviour
}
}
private void OnDestroy()
{
_isOnDestroy = true;
UIManager.GetInstance().StartCoroutine(DeleteWaitCoroutine());
}
public DeckData GetDeckDataSamePage(DeckData targetDeck)
{
foreach (PageData page in _pageList)
@@ -908,7 +874,7 @@ public class DeckListMenuUI : MonoBehaviour
private void OnClickMultiDeckDeleteStartButton()
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
SaveDeckOrder(delegate
{
SetMultiDeleteMode();
@@ -917,7 +883,7 @@ public class DeckListMenuUI : MonoBehaviour
private void OnClickDeckForMultiDeckDelete(DeckUI deckDisplay)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
deckDisplay.SetVisibleCheckMark(!deckDisplay.IsCheckeMark);
deckDisplay.SetColorToGrey(deckDisplay.IsCheckeMark);
RefreshMultiDeleteDecideButtonEnable();
@@ -1020,13 +986,13 @@ public class DeckListMenuUI : MonoBehaviour
private void OnClickMultiDeckDeleteCancelButton()
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL);
SetSortMode();
}
private void OnClickMultiDeckDeleteDecideButton()
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
ClearBackButtonAction();
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateDialogClose();