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

@@ -27,11 +27,6 @@ public class NetworkBattleSetupCardEvent
_networkBattleSetupValidateEvent = new NetworkBattleSetupValidateEvent(_battleMgr as NetworkBattleManagerBase, this);
}
public void OverwriteNetworkBattleData(NetworkBattleData data)
{
networkBattleData = data;
}
public virtual void SetupCardEvent(BattleManagerBase mgr, RegisterActionManager actionManager, BattleCardBase card, List<RegisterUnapproved> registerUnapprovedList)
{
_registerUnapprovedList = registerUnapprovedList;
@@ -387,7 +382,7 @@ public class NetworkBattleSetupCardEvent
public void SetSkillTargetsConditionCheckUList(SkillBase skill, IEnumerable<BattleCardBase> cards, SkillConditionCheckerOption option)
{
List<CardDataModel> unapprovedList = (BattleManagerBase.GetIns() as NetworkBattleManagerBase).networkBattleData.GetReceiveData().unapprovedList;
List<CardDataModel> unapprovedList = (_battleMgr as NetworkBattleManagerBase).networkBattleData.GetReceiveData().unapprovedList;
NetworkExecutionInfoCreator networkExec = skill._executionInfoCreator as NetworkExecutionInfoCreator;
foreach (BattleCardBase carddata in cards)
{
@@ -619,18 +614,6 @@ public class NetworkBattleSetupCardEvent
return NullVfx.GetInstance();
}
protected void Event_ChangeUnapprovedFromsState(SkillBase skill, IEnumerable<BattleCardBase> unapprovedCards)
{
List<BattleCardBase> unapprovedCardList = GetUnapprovedCardList(skill);
foreach (CardDataModel unapprovedCard in networkBattleData.GetReceiveData().unapprovedList)
{
if (unapprovedCardList.Find((BattleCardBase x) => x.Index == unapprovedCard.Index) != null)
{
unapprovedCard.fromState = NetworkBattleGenericTool.GetCardPlaceState(skill.SkillPrm.ownerCard.SelfBattlePlayer, unapprovedCard.Index);
}
}
}
private void Event_RegisterFilterStop(SkillBase skillBase, List<BattleCardBase> cards, SkillProcessor skillProcessor)
{
if (!skillBase.SkillPrm.ownerCard.IsSkillLost)
@@ -863,7 +846,7 @@ public class NetworkBattleSetupCardEvent
{
if (skillBase.IsLastTargetDiscardOrBanishSkill(option) && RegisterSkillConditionCheck.CheckLastTargetFilter(skillBase))
{
(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
}
}
@@ -871,7 +854,7 @@ public class NetworkBattleSetupCardEvent
{
if (option.SelectedCards.Any((SkillConditionCheckerOption.SkillAndSelectTarget s) => s.SelectSkill.ApplyingTargetFilter is SkillTargetHandFilter || s.SelectSkill.ApplyingTargetFilter is SkillTargetHandOtherSelfFilter || s.SelectSkill.ApplyAndFilter.Any((ApplySkillTargetFilterCollection f) => f.TargetFilter is SkillTargetHandFilter || f.TargetFilter is SkillTargetHandOtherSelfFilter)))
{
(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
}
}
@@ -879,7 +862,7 @@ public class NetworkBattleSetupCardEvent
{
if (RegisterSkillConditionCheck.IsPreprocessConditionCheck(skillBase))
{
(BattleManagerBase.GetIns() as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
(_battleMgr as NetworkBattleManagerBase)._networkBattleSetupCardEventBase.Event_SkillConditionCheck(skillBase, cards, option);
}
}
@@ -1168,11 +1151,6 @@ public class NetworkBattleSetupCardEvent
movementSkillList.Clear();
}
private List<BattleCardBase> GetUnapprovedCardList(SkillBase skill)
{
return (_battleMgr as NetworkBattleManagerBase).GetUnapprovedCardObj(movement: NetworkBattleGenericTool.GetSkillMovementNum(skill), player: skill.SkillPrm.ownerCard.SelfBattlePlayer, skillCardIndex: skill.SkillPrm.ownerCard.Index, publishedActiveCount: NetworkBattleGenericTool.GetPublishSkillCount(skill), skill: skill);
}
private void CheckToAddScanList(BattleCardBase card, bool evol)
{
if (evol || !card.IsCantActivateFanfare)
@@ -1198,7 +1176,7 @@ public class NetworkBattleSetupCardEvent
}
else
{
_registerActionManager.Add(new RegisterOpenMyCards(BattleManagerBase.GetIns().BattlePlayer.HandCardList, notBuff: true));
_registerActionManager.Add(new RegisterOpenMyCards(_battleMgr.BattlePlayer.HandCardList, notBuff: true));
}
}