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

@@ -5,39 +5,9 @@ public class MyPageCardPanelAnimation : MonoBehaviour
public enum State
{
Start,
Move,
Color,
End
}
private const float RANDOM_TIMER_RANGE = 0.3f;
private const float ORIGINAL_POS_X = -22100f;
private const float COLOR_TIME = 0.6f;
private const float START_WAIT_TIMER = 0.05f;
private static readonly float[] ANGLES_3 = new float[3] { 5f, 0f, -5f };
private static readonly float[] ANGLES_2 = new float[2] { 5f, -5f };
private static readonly float[] ANGLES_1 = new float[1];
private const float CARD_ORIGINAL_POS_X = -1000f;
private const float CARD_DELAY_FACTOR = 0.03f;
private const float CARD_TIME_MOTION = 0.0001f;
private const float CARD_TIME_BASE = 0.2f;
private const float CARD_TIME_FACTOR = 0.03f;
private const float RANDOM_FACTOR = 5f;
private const float ALPHA_FACTOR = 4f;
private float ClickRotateTimeTotal;
private float ClickRotateTime;
@@ -93,11 +63,6 @@ public class MyPageCardPanelAnimation : MonoBehaviour
_defaultPosition = newPosition;
}
public void PanelClear()
{
_panel = null;
}
private void InitializePanel()
{
if (_panel == null)
@@ -128,115 +93,6 @@ public class MyPageCardPanelAnimation : MonoBehaviour
}
}
public void SkipMoveAnimation()
{
_state = State.End;
ColorChange(isForceOpacity: true);
}
private void Update()
{
if (_panel != null)
{
UpdateCard();
}
}
private void UpdateCard()
{
float[] array = (new float[4][] { null, ANGLES_1, ANGLES_2, ANGLES_3 })[_cardPanel.Length];
if (_panel == null)
{
return;
}
switch (_state)
{
case State.Start:
{
ClickRotateTime = 0f;
_timer += Time.deltaTime;
for (int k = 0; k < _cardPanel.Length; k++)
{
GameObject obj = _cardPanel[k];
Vector3 localPosition = obj.transform.transform.localPosition;
localPosition.x = -1000f;
localPosition.y = _defaultPosition[k].y;
obj.transform.transform.localPosition = localPosition;
obj.transform.transform.localEulerAngles = new Vector3(0f, 0f, array[k]);
}
for (int l = 0; l < _cardPanel.Length; l++)
{
_panel[l].alpha = 0f;
}
if (_timer >= 0.05f)
{
_state++;
}
break;
}
case State.Move:
{
for (int j = 0; j < _cardPanel.Length; j++)
{
float x = _defaultPosition[j].x;
iTween.MoveTo(_cardPanel[j], iTween.Hash("x", x, "time", _isCutCardMotion ? 0.0001f : (0.2f + (float)j * 0.03f), "delay", (float)j * 0.03f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
if (!_isCutCardMotion)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SWITCH_MENU_CARD);
}
_state++;
break;
}
case State.Color:
_timer += Time.deltaTime;
ColorChange();
if (_timer >= 0.6f)
{
ColorChange(isForceOpacity: true);
_state++;
_timer = 0f;
InitRandom();
}
break;
case State.End:
{
for (int i = 0; i < _cardPanel.Length; i++)
{
float num = 0f;
if ((float)i == ClickIndex && ClickRotateTime > 0f)
{
ClickRotateTime -= Time.deltaTime;
if (ClickRotateTime < 0f)
{
ClickRotateTime = 0f;
_state = State.End;
}
float num2 = (ClickRotateTimeTotal - ClickRotateTime) / ClickRotateTimeTotal;
num2 -= 1f;
num2 = 0f - (num2 * num2 * num2 * num2 - 1f);
num = 720f * num2;
}
_randomTimer[i] += Time.deltaTime;
if (_randomTimer[i] >= 0f)
{
_cardPanel[i].transform.localEulerAngles = new Vector3(0f, num + (float)_randomDir[i] * 5f * Mathf.Sin(_randomTimer[i] / 2f), array[i] + (float)_randomDir[i] * Mathf.Sin(_randomTimer[i]));
}
}
break;
}
}
}
public void SetCardPanelAngle()
{
float[] array = (new float[4][] { null, ANGLES_1, ANGLES_2, ANGLES_3 })[_cardPanel.Length];
for (int i = 0; i < _cardPanel.Length; i++)
{
_cardPanel[i].transform.transform.localEulerAngles = new Vector3(0f, 0f, array[i]);
}
}
private void ColorChange(bool isForceOpacity = false)
{
if (_panel == null)
@@ -269,7 +125,7 @@ public class MyPageCardPanelAnimation : MonoBehaviour
ClickIndex = i;
if (isPlaySe)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_MENU_CARD);
}
}