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

@@ -1,205 +1,13 @@
using System.Collections;
using UnityEngine;
using Wizard;
using Wizard.BattleMgr;
using Wizard.Replay;
public class NetworkReplayBattleMgr : NetworkWatchBattleMgr
{
public UIButton StopReplayBtn;
public UIButton ReplayForwardBtn;
public UIButton ReplaySkipBtn;
private UISprite ReplaySkipBtnSprite;
private const int NORMAL_SPEED = 1;
private const int SKIP_SPEED = 5;
protected const string PLAY_BUTTON_NAME = "btn_replay_play";
protected const string PAUSE_BUTTON_NAME = "btn_replay_pause";
private const string SKIP_BUTTON_NAME = "btn_replay_turn_end";
private const string NEW_SKIP_BUTTON_NAME = "btn_replay_new";
private const int REPLAY_SKIP_BUTTON_ICON_WIDTH = 32;
private const int NEW_REPLAY_SKIP_BUTTON_ICON_WIDTH = 46;
public ReplayController ReplayController;
public bool isStopReplay { get; protected set; }
public bool isForwardReplay { get; set; }
public bool isSkipReplay { get; private set; }
public NetworkReplayBattleMgr(IBattleMgrContentsCreator contentsCreator)
: base(contentsCreator)
{
networkReceiver = new NetworkReplayBattleReceiver(this);
_networkBattleSetupCardEventBase = new NetworkReplayBattleSetupCardEvent(this, RegisterActionManager, base.networkBattleData);
GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnStopReplay");
StopReplayBtn = NGUITools.AddChild(UIManager.GetInstance().getCamera().gameObject, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnStopReplay")).GetComponent<UIButton>();
UISprite StopReplayBtnSprite = StopReplayBtn.transform.GetChild(0).GetComponent<UISprite>();
StopReplayBtn.GetComponent<UIAnchor>().uiCamera = GameMgr.GetIns().GetGameObjMgr().GetUIContainerCam();
StopReplayBtn.gameObject.SetActive(value: false);
StopReplayBtn.onClick.Clear();
StopReplayBtn.onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
isStopReplay = !isStopReplay;
if (isStopReplay)
{
StopReplayBtnSprite.spriteName = "btn_replay_play";
UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: false);
}
else
{
StopReplayBtnSprite.spriteName = "btn_replay_pause";
UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: true);
}
}));
GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnReplayForward");
ReplayForwardBtn = NGUITools.AddChild(UIManager.GetInstance().getCamera().gameObject, GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnReplayForward")).GetComponent<UIButton>();
ReplayForwardBtn.GetComponent<UIAnchor>().container = StopReplayBtn.gameObject;
ReplayForwardBtn.gameObject.SetActive(value: false);
ReplayForwardBtn.onClick.Clear();
ReplayForwardBtn.onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
isForwardReplay = true;
}));
UIManager.SetObjectToGrey(ReplayForwardBtn.gameObject, b: true);
UIManager.GetInstance().StartCoroutine(WaitTillTurnEndUIReady());
}
private IEnumerator WaitTillTurnEndUIReady()
{
while (!BattlePlayer.PlayerBattleView.TurnEndBtn)
{
yield return null;
}
GameMgr.GetIns().GetPrefabMgr().Load("Prefab/UI/Replay/BtnSkipReplay");
ReplaySkipBtn = NGUITools.AddChild(BattlePlayer.PlayerBattleView.TurnEndButtonUI.GetTurnEndButton(), GameMgr.GetIns().GetPrefabMgr().Get("Prefab/UI/Replay/BtnSkipReplay")).GetComponent<UIButton>();
ReplaySkipBtnSprite = ReplaySkipBtn.transform.GetChild(0).GetComponent<UISprite>();
ReplaySkipBtnSprite.width = (GameMgr.GetIns().IsNewReplayBattle ? 46 : 32);
ReplaySkipBtn.gameObject.SetActive(value: false);
ReplaySkipBtn.onClick.Clear();
ReplaySkipBtn.onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
isSkipReplay = !isSkipReplay;
if (isSkipReplay)
{
ReplaySkipBtnSprite.spriteName = "btn_replay_pause";
ReplaySkipBtnSprite.width = 32;
Time.timeScale = 5f;
}
else
{
ResetSkipStatus();
}
}));
}
protected override void SetUpDisconnectCheck()
{
}
public void ResetSkipStatus()
{
isSkipReplay = false;
ReplaySkipBtnSprite.spriteName = (GameMgr.GetIns().IsNewReplayBattle ? "btn_replay_new" : "btn_replay_turn_end");
ReplaySkipBtnSprite.width = (GameMgr.GetIns().IsNewReplayBattle ? 46 : 32);
Time.timeScale = 1f;
}
public void SetActiveReplayButton(bool isActive)
{
StopReplayBtn.gameObject.SetActive(isActive);
ReplayForwardBtn.gameObject.SetActive(isActive);
ReplaySkipBtn.gameObject.SetActive(isActive);
if (!isActive)
{
isStopReplay = false;
isForwardReplay = false;
}
}
protected override void SetUpRetireEvent()
{
BattlePlayer.PlayerBattleView.OnRetire += delegate
{
if (!(ToolboxGame.RealTimeNetworkAgent == null))
{
ResetSkipStatus();
ReplayController._replayDataHandler.Stop();
BattleCoroutine.GetInstance().StopAllCoroutines();
ToolboxGame.RealTimeNetworkAgent.DestroyObj(RealTimeNetworkAgent.DESTROY_OBJECT_LOG.Replay);
UIManager.GetInstance().StartCoroutine(GameMgr.GetIns().GetBattleCtrl().BattleEnd(delegate
{
UIManager.ViewScene replayEndBackScene = Data.ReplayBattleInfo.ReplayEndBackScene;
UIManager.ChangeViewSceneParam replayEndBackSceneParam = Data.ReplayBattleInfo.ReplayEndBackSceneParam;
UIManager.GetInstance().ChangeViewScene(replayEndBackScene, replayEndBackSceneParam);
}));
}
};
}
public override void DisposeBattleGameObj()
{
base.DisposeBattleGameObj();
ReplayController = null;
Time.timeScale = 1f;
Object.Destroy(StopReplayBtn.gameObject);
Object.Destroy(ReplayForwardBtn.gameObject);
}
protected override NetworkOperationCollectionBase CreateNetworkOperationCollection(NetworkBattleReceiver.ReceiveData receivedData, bool isPlayer)
{
return new ReplayOperationCollection(this, OperateMgr, receivedData, base.networkBattleData, isPlayer);
}
public override void ReceiveRetire(bool isWin)
{
if (isWin == Data.ReplayBattleInfo.is_win)
{
FinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS.ReplayRetireDiff, Data.ReplayBattleInfo.is_win);
}
else
{
base.ReceiveRetire(isWin);
}
}
protected override void FinishBattleSend(NetworkBattleSender.JUDGE_RESULT_STATUS log, bool isWin = false, bool isNotRetry = false)
{
isWin = Data.ReplayBattleInfo.is_win;
base.FinishBattleSend(log, isWin, isNotRetry);
}
protected override bool isNetworkOepn()
{
return true;
}
protected override OperateReceive CreateOperateReceive()
{
return new ReplayOperateReceive(this, RegisterActionManager, OperateMgr, base.networkBattleData);
}
protected override BattlePlayer CreateBattlePlayer()
{
return new BattlePlayer(this, _battleCamera, _backGround, CreatePlayerInnerOptionsBuilder());
}
protected override BattleEnemy CreateBattleEnemy()
{
return new BattleEnemy(this, _battleCamera, _backGround, CreateEnemyInnerOptionsBuilder());
}
}
using Wizard.BattleMgr;
// PASS-6 STUB: 177-line body dropped. NetworkReplayBattleMgr is the intermediate
// class between NetworkWatchBattleMgr and NewReplayBattleMgr — replay-specific
// UI buttons (stop / forward / skip) and playback state. Never constructed in
// headless; sits only for the inheritance chain NewReplayBattleMgr : NetworkReplay-
// BattleMgr : NetworkWatchBattleMgr : NetworkBattleManagerBase. Grep confirmed
// zero external member accesses to its public surface (StopReplayBtn / ReplayController /
// isStopReplay etc.).
public class NetworkReplayBattleMgr : NetworkWatchBattleMgr
{
public NetworkReplayBattleMgr(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
}