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

@@ -7,16 +7,8 @@ public class InPlayCardControl
{
private readonly GameObject m_gameObject;
private const int cMax = 5;
private const float cBaseX = 215f;
private Vector3[] cPos;
private readonly Vector3 PLAYER_FIELDCARD_SPACE = new Vector3(0f, -110f, 0f);
private readonly Vector3 ENEMY_FIELDCARD_SPACE = new Vector3(0f, 158f, 0f);
public Transform transform { get; private set; }
public InPlayCardControl(GameObject gameObject)
@@ -26,84 +18,6 @@ public class InPlayCardControl
cPos = new Vector3[5];
}
private void SetInPlayPosition(List<IBattleCardView> battleCardViewList)
{
int num = battleCardViewList.Count;
if (num >= 5)
{
num = 5;
}
for (int i = 0; i < num; i++)
{
switch (m_gameObject.name)
{
case "FieldCard":
m_gameObject.transform.localPosition = PLAYER_FIELDCARD_SPACE;
cPos[i] = new Vector3(215f * (float)i - 215f * (float)(num - 1) / 2f, 0f, 0f);
break;
case "EFieldCard":
m_gameObject.transform.localPosition = ENEMY_FIELDCARD_SPACE;
cPos[i] = new Vector3(-215f * (float)i + 215f * (float)(num - 1) / 2f, 0f, 0f);
break;
}
}
}
public void RearrangePlayerInplay(float time, List<IBattleCardView> battleCardViewList)
{
SetInPlayPosition(battleCardViewList);
int num = 0;
foreach (IBattleCardView battleCardView in battleCardViewList)
{
if (!battleCardView.isHiddenFromInPlayView)
{
if (BattleManagerBase.GetIns().IsRecovery)
{
Transform transform = battleCardView.Transform;
transform.localPosition = new Vector3(cPos[num].x, transform.localPosition.y, transform.localPosition.z);
}
else
{
if (battleCardView._inPlayRearrangeCoroutine != null)
{
BattleCoroutine.GetInstance().StopCoroutine(battleCardView._inPlayRearrangeCoroutine);
}
battleCardView._inPlayRearrangeCoroutine = BattleCoroutine.GetInstance().StartCoroutine(MoveCardToNewPosition(battleCardView, cPos[num], time));
}
}
num++;
}
}
private IEnumerator MoveCardToNewPosition(IBattleCardView cardView, Vector3 targetPosition, float time)
{
Transform cardTransform = cardView.Transform;
float startTime = Time.time;
while (true)
{
float num = (Time.time - startTime) / time;
if (num > 1f)
{
break;
}
float x = Mathf.Lerp(cardTransform.localPosition.x, targetPosition.x, num);
cardTransform.localPosition = new Vector3(x, cardTransform.localPosition.y, cardTransform.localPosition.z);
yield return null;
}
cardTransform.localPosition = new Vector3(targetPosition.x, cardTransform.localPosition.y, cardTransform.localPosition.z);
}
public Vector3 GetPosition(int index)
{
return cPos[index];
}
public Vector3 GetOverflowPosition(int index, bool isPlayer)
{
float num = (isPlayer ? 1f : (-1f));
return new Vector3((430f + 215f * (float)(index + 1)) * num, 0f, 0f);
}
public static Vector3 CalcPosition(int cardCount, int index, bool isPlayer)
{
if (isPlayer)