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:
@@ -10,10 +10,6 @@ public abstract class HandViewBase
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protected readonly List<IBattleCardView> _battleCardViewList;
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protected const float REARRANGE_TIME = 0.2f;
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protected const float WATCH_REARRANGE_TIME = 0.1f;
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public HandViewBase()
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{
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}
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@@ -24,10 +20,6 @@ public abstract class HandViewBase
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_battleCardViewList = new List<IBattleCardView>();
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}
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public virtual void SetClassBattleCardView(IBattleCardView classBattleCardView)
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{
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}
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protected abstract void RearrangeHand(float rearrangeTime, bool isNewReplayMoveTurn = false);
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protected abstract HandControl CreateHandControl(GameObject handGameObject, BattleCamera battleCamera);
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@@ -36,10 +28,7 @@ public abstract class HandViewBase
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{
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if (!(cardViewToAdd is NullBattleCardView))
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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deckRearrangeTime = 0f;
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}
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// Pre-Phase-5b: IsRecovery guard zeroed deckRearrangeTime; see RemoveCardFromView.
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AddCardToViewWithoutRearrange(cardViewToAdd);
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RearrangeHand(deckRearrangeTime, isNewReplayMoveTurn);
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}
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@@ -53,26 +42,12 @@ public abstract class HandViewBase
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}
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}
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public void AddCardsToView(List<IBattleCardView> cardViewsToAdd, float deckRearrangeTime)
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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deckRearrangeTime = 0f;
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}
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List<IBattleCardView> list = cardViewsToAdd.FindAll((IBattleCardView cardView) => !_battleCardViewList.Contains(cardView));
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if (list.Any())
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{
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_battleCardViewList.AddRange(list);
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RearrangeHand(deckRearrangeTime);
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}
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}
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public virtual void RemoveCardFromView(IBattleCardView cardViewToRemove, float deckRearrangeTime)
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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deckRearrangeTime = 0f;
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}
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// Headless has no view manager; the deckRearrangeTime tweak is a Unity3D iTween
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// timing knob that never fires here. Preserving the pre-cull default (no zero-out)
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// is a safe no-op because the enclosing methods' rearrange calls hit no-op views.
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// Pre-Phase-5b: `if (BattleManagerBase.GetIns().IsRecovery) deckRearrangeTime = 0f;`
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if (_battleCardViewList.Contains(cardViewToRemove))
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{
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RemoveCardFromViewWithoutRearrange(cardViewToRemove);
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@@ -93,34 +68,6 @@ public abstract class HandViewBase
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return NullVfx.GetInstance();
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}
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public void HideCardFromView(IBattleCardView cardViewToHide)
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{
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float rearrangeTime = (BattleManagerBase.GetIns().IsRecovery ? 0f : 0.2f);
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if (_battleCardViewList.Contains(cardViewToHide))
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{
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cardViewToHide.isHiddenFromHandView = true;
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RearrangeHand(rearrangeTime);
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}
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}
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public void UnhideCardFromView(IBattleCardView cardViewToHide, float deckRearrangeTime = 0.2f)
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{
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if (BattleManagerBase.GetIns().IsRecovery)
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{
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deckRearrangeTime = 0f;
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}
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if (_battleCardViewList.Contains(cardViewToHide))
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{
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cardViewToHide.isHiddenFromHandView = false;
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RearrangeHand(deckRearrangeTime);
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}
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}
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public void LockHandState()
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{
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_handControl.LockHandControlState();
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}
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public virtual VfxBase HandUnfocus()
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{
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_handControl.SetHandState(HandControl.HandState.Unfocus);
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@@ -148,11 +95,6 @@ public abstract class HandViewBase
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return HandUnfocus();
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}
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public HandControl GetHandControl()
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{
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return _handControl;
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}
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public void ReplaceCardInView(IBattleCardView originalView, IBattleCardView newView)
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{
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ReplaceCardInViewWithoutRearrange(originalView, newView);
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@@ -164,29 +106,6 @@ public abstract class HandViewBase
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_battleCardViewList.RemoveAt(_battleCardViewList.IndexOf(originalView));
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}
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public int GetViewIndex(IBattleCardView viewCard)
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{
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return _battleCardViewList.IndexOf(viewCard);
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}
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public static VfxBase CreateHideCardMeshesVfx(IEnumerable<BattleCardBase> targetCards)
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{
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ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
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if (!GameMgr.GetIns().IsAdmin)
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{
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foreach (BattleCardBase targetCard in targetCards)
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{
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parallelVfxPlayer.Register(new ShowCardNumberLabelVfx(targetCard.BattleCardView, isShow: false));
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}
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}
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return parallelVfxPlayer;
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}
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public void ChangeArrangeType(HandControl.ArrangeType type)
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{
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_handControl.ChangeArrangeType(type, 0.3f, _battleCardViewList);
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}
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public virtual VfxBase AsyncTouchCard(GameObject card)
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{
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return NullVfx.GetInstance();
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