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

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