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

@@ -1,4 +1,3 @@
using CriWare;
using UnityEngine;
public class Effect : MonoBehaviour
@@ -13,18 +12,8 @@ public class Effect : MonoBehaviour
private bool m_Use;
private GameObject m_ChaseObjIns;
private GameObject m_LookAtObject;
private bool _buff;
private CriAtomSource m_EffectSeSource;
private Camera _lookAtCamera;
private bool _isFollowScale;
public Effect()
{
m_Type = EffectMgr.EffectType.NONE;
@@ -34,272 +23,13 @@ public class Effect : MonoBehaviour
_buff = false;
}
public void Init(EffectMgr.EffectType type, bool isCommon = false, string SePath = "", bool isFollowScale = false)
{
m_Type = type;
if (!string.IsNullOrEmpty(SePath))
{
m_EffectSeSource = base.gameObject.GetComponent<CriAtomSource>();
m_EffectSeSource.use3dPositioning = true;
m_EffectSeSource.playOnStart = false;
}
m_GameObjIns = base.gameObject;
m_ParticleSystem = m_GameObjIns.GetComponent<ParticleSystem>();
m_ParticleSystem.GetComponent<Renderer>().sortingOrder = 4;
if (isCommon)
{
m_ParticleSystem.Stop();
}
_isFollowScale = isFollowScale;
}
public void Play(Vector3 Pos, Quaternion Rot)
{
m_Pos = Pos;
m_GameObjIns.transform.position = m_Pos;
m_GameObjIns.transform.rotation = Rot;
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
if (m_EffectSeSource != null)
{
m_EffectSeSource.Play();
}
}
public void Play(Vector3 Pos)
{
m_Pos = Pos;
m_GameObjIns.transform.position = m_Pos;
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
if (m_EffectSeSource != null)
{
m_EffectSeSource.Play();
}
}
public void Play(Vector3 Pos, GameObject obj)
{
m_ChaseObjIns = obj;
if (obj != null)
{
_buff = true;
}
m_Pos = Pos;
m_GameObjIns.transform.position = m_Pos;
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
if (m_EffectSeSource != null)
{
m_EffectSeSource.Play();
}
}
public void Play(float PosX, float PosY, float PosZ)
{
m_Pos.x = PosX;
m_Pos.y = PosY;
m_Pos.z = PosZ;
m_GameObjIns.transform.position = m_Pos;
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
if (m_EffectSeSource != null)
{
m_EffectSeSource.Play();
}
}
public void Play(float PosX, float PosY)
{
m_Pos.x = PosX;
m_Pos.y = PosY;
m_GameObjIns.transform.position = m_Pos;
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
if (m_EffectSeSource != null)
{
m_EffectSeSource.Play();
}
}
public void Play()
{
On();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
}
public void FadeOut()
{
m_ParticleSystem.Stop();
}
public void FadeIn()
{
On();
m_ParticleSystem.Play();
}
public void Stop()
{
Off();
m_GameObjIns.SetActive(value: false);
m_ParticleSystem.Stop();
}
public void PlayBuff(GameObject obj)
{
m_Pos = obj.transform.position;
m_GameObjIns.transform.position = m_Pos;
m_ChaseObjIns = obj;
_buff = true;
On();
UpdatePositionAndRotation();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
}
public void StopBuff()
{
m_ChaseObjIns = null;
_buff = false;
Off();
m_GameObjIns.SetActive(value: false);
m_ParticleSystem.Stop();
}
public void StartLookAtEffect(GameObject fromObject, GameObject toObject)
{
m_ChaseObjIns = fromObject;
m_LookAtObject = toObject;
_buff = true;
On();
UpdatePositionAndRotation();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
}
public void StartLookAtCameraEffect(GameObject fromObject, Camera toCamera)
{
m_ChaseObjIns = fromObject;
_lookAtCamera = toCamera;
_buff = true;
On();
UpdatePositionAndRotation();
m_GameObjIns.SetActive(value: true);
m_ParticleSystem.Play();
}
public void StopLookAtEffect()
{
m_ChaseObjIns = null;
m_LookAtObject = null;
_buff = false;
Off();
m_GameObjIns.SetActive(value: false);
m_ParticleSystem.Stop();
}
private void UpdatePositionAndRotation()
{
m_GameObjIns.transform.position = m_ChaseObjIns.transform.position;
m_GameObjIns.transform.rotation = CalculateRotation();
}
private void UpdateScale()
{
m_GameObjIns.transform.localScale = m_ChaseObjIns.transform.localScale;
}
private Quaternion CalculateRotation()
{
if (m_LookAtObject != null)
{
Vector3 position = m_ChaseObjIns.transform.position;
Vector3 position2 = m_LookAtObject.transform.position;
float z = Mathf.Atan2(position2.y - position.y, position2.x - position.x) * 57.29578f - 90f;
return Quaternion.Euler(0f, 0f, z);
}
if (_lookAtCamera != null)
{
Vector3 position3 = m_ChaseObjIns.transform.position;
Vector3 position4 = _lookAtCamera.transform.position;
return Quaternion.FromToRotation(Vector3.forward, position3 - position4);
}
return m_ChaseObjIns.transform.rotation;
}
private void Update()
{
if (!_buff)
{
return;
}
if (m_ChaseObjIns != null)
{
if (_isFollowScale)
{
UpdateScale();
}
UpdatePositionAndRotation();
}
else
{
StopBuff();
}
}
public void On()
{
m_Use = true;
}
public void Off()
{
m_Use = false;
}
public void Change()
{
m_Use = !m_Use;
}
public void ChangeParticleColor(Color color)
{
MotionUtils.ChangeParticleSystemColor(m_ParticleSystem.gameObject, color);
}
public EffectMgr.EffectType GetEffectType()
{
return m_Type;
}
public GameObject GetGameObjIns()
{
return m_GameObjIns;
}
public bool IsOn()
{
return m_Use;
}
public bool IsPlay()
{
if (m_ParticleSystem.isPlaying || m_ParticleSystem.isPaused || m_ParticleSystem.IsAlive())
{
return true;
}
return false;
}
public GameObject GetChaseObjIns()
{
return m_ChaseObjIns;
}
}