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

@@ -18,11 +18,6 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
_networkBattleData = networkBattleData;
}
public void SetOperateMgr(OperateMgr operateMgr)
{
_operateMgr = operateMgr;
}
public void ReadySetting(int cardIndex, List<NetworkBattleReceiver.TargetData> targetDataList)
{
_cardIdx = cardIndex;
@@ -108,16 +103,15 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
List<BattleCardBase> list = null;
list = ((!player.IsPlayer) ? NetworkBattleGenericTool.GetOpposingCardObjTarget(_battleMgr, _playHandTargetDataList) : NetworkBattleGenericTool.LookForActionDataToTargetCard(_battleMgr, _playHandTargetDataList));
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
if ((GameMgr.GetIns().IsWatchBattle && player.IsPlayer) || GameMgr.GetIns().IsAdminWatch)
if ((_battleMgr.GameMgr.IsWatchBattle && player.IsPlayer) || _battleMgr.GameMgr.IsAdminWatch)
{
CanNotTouchCardVfx canNotTouchCardVfx = new CanNotTouchCardVfx();
VfxBase canNotTouchCardVfx = NullVfx.GetInstance();
_battleMgr.VfxMgr.RegisterImmediateVfx(canNotTouchCardVfx);
parallelVfxPlayer.Register(_actingCard.SelfBattlePlayer.BattleView.RemoveFusionSelectedCardFromHand(_selectedCards));
parallelVfxPlayer.Register(_actingCard.SelfBattlePlayer.BattleView.CreateStopShowSelectVfx(_actingCard, isAct: true, stopChoiceSelectUiImmediately: false));
parallelVfxPlayer.Register(_operateMgr.FusionCard(indexToCardBase, player.IsPlayer, list));
_battleMgr.VfxMgr.RegisterSequentialVfx(SequentialVfxPlayer.Create(parallelVfxPlayer, InstantVfx.Create(delegate
{
canNotTouchCardVfx.End();
})));
}
else
@@ -132,19 +126,19 @@ public class PlayHandCardReflection : ReceivePlayActionsReflectionBase
public void ChoiceBraveMove(BattlePlayerBase player, List<int> choiceIdList)
{
BattleCardBase battleCardBase = player.Class;
if (!player.CanChoiceBraveThisTurn && !BattleManagerBase.GetIns().IsRecovery)
if (!player.CanChoiceBraveThisTurn && !_battleMgr.IsRecovery)
{
SendEcho(battleCardBase, _networkBattleData.GetReceiveData().actionType);
return;
}
ParallelVfxPlayer parallelVfxPlayer = ParallelVfxPlayer.Create();
GameMgr gameMgr = GameMgr.GetIns();
GameMgr gameMgr = _battleMgr.GameMgr;
if ((!gameMgr.IsWatchBattle || !player.IsPlayer) && !gameMgr.IsAdminWatch && !_battleMgr.IsRecovery)
{
parallelVfxPlayer.Register(InstantVfx.Create(delegate
{
gameMgr.GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_SELECT_3, _battleMgr.BattleUIContainer.EnemyChoiceBraveBtn.position);
gameMgr.GetSoundMgr().PlaySe(Se.TYPE.SYS_CMN_CARD_SELECT_3);
player.BattleView.UpdateChoiceBraveButtonPulsateEffectAndSprite();
}));
}