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

@@ -8,17 +8,6 @@ using Wizard.Battle.View.Vfx;
public abstract class PlayQueueViewBase
{
protected const float REARRANGE_TIME = 0.5f;
protected const float ACCELERATE_REARRANGE_TIME = 0.2f;
private const float queueUpdateSpeed = 10f;
private const float aspectRatio_4_3 = 1.333f;
private const float SMOOTHING_AMOUNT = 0.01f;
private const float DECAY_MULTIPLIER = 5f;
private Action _computeCorners;
@@ -59,11 +48,6 @@ public abstract class PlayQueueViewBase
_computeCorners();
}
public virtual void ForceClearPlayQueue()
{
queuedCards.Clear();
}
public int QueueCount()
{
return queuedCards.Count;
@@ -78,14 +62,6 @@ public abstract class PlayQueueViewBase
}
}
public virtual void InsertCardFromView(IBattleCardView originalView, IBattleCardView insertView)
{
if (queuedCards.Count > 0 && queuedCards[0] == originalView && queuedCards.Any((IBattleCardView c) => c == originalView))
{
queuedCards.Insert(queuedCards.IndexOf(originalView), insertView);
}
}
public virtual void ReplaceCard(IBattleCardView cardViewToAdd, IBattleCardView cardViewToRemove)
{
cardViewToAdd._hasCardEnteredPlayQueue = true;
@@ -98,18 +74,6 @@ public abstract class PlayQueueViewBase
}
}
public virtual void ForceRemoveCardFromView(IBattleCardView cardViewToRemove)
{
cardViewToRemove.ResetPlayQueueFlags();
queuedCards.Remove(cardViewToRemove);
iTween.Stop(cardViewToRemove.GameObject);
}
protected virtual bool IsCardPlayedInstantly(bool forceCardIntoPlayQueue)
{
return !forceCardIntoPlayQueue;
}
public bool IsCardInQueue(IBattleCardView battleCardView)
{
return queuedCards.Contains(battleCardView);
@@ -138,51 +102,6 @@ public abstract class PlayQueueViewBase
return new Vector3(delta.x * MotionUtils.GetEase(t, MotionUtils.EaseType.easeOutQuad), delta.y * MotionUtils.GetEase(t, MotionUtils.EaseType.linear), delta.z * MotionUtils.GetEase(t, MotionUtils.EaseType.linear)) + queueTopPosition;
}
protected float CalculateAspectRatioMultiplier(float aspectRatio)
{
if (aspectRatio <= 1.333f)
{
aspectRatio = 1.333f;
}
return aspectRatio - 1f;
}
protected float CalculateInverseAspectRatioMultiplier(float aspectRatio)
{
if (aspectRatio <= 1.333f)
{
aspectRatio = 1.333f;
}
return 1f / (aspectRatio - 1f);
}
protected void AddCardToQueue(IBattleCardView playedCardView)
{
queuedCards.Add(playedCardView);
if (!BattleManagerBase.GetIns().IsRecovery)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_HAND_MOVE_CENTER);
iTween.Stop(playedCardView.GameObject);
if (playedCardView.GameObject.activeSelf)
{
iTween.RotateAdd(playedCardView.GameObject, iTween.Hash("y", RotationAmount, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
iTween.ScaleTo(playedCardView.GameObject, iTween.Hash("scale", Global.CARD_BATTLE_SCALE, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
}
}
protected VfxBase WaitUntilCardIsInQueueVfx(IBattleCardView playedCardView)
{
if (!BattleManagerBase.GetIns().IsRecovery)
{
playedCardView._hasCardEnteredPlayQueue = true;
}
return InstantVfx.Create(delegate
{
playedCardView._waitUntilCardIsInQueueCoroutine = BattleCoroutine.GetInstance().StartCoroutine(WaitUntilCardIsInQueue(playedCardView));
});
}
private IEnumerator WaitUntilCardIsInQueue(IBattleCardView playedCardView)
{
yield return new WaitForSeconds(0.5f);
@@ -196,9 +115,4 @@ public abstract class PlayQueueViewBase
protected abstract Vector3 GetScreenTopCornerOffset(float aspectRatio);
protected abstract Vector3 GetScreenBottomCornerOffset(float aspectRatio);
protected void PlayPlayedCardEffect(IBattleCardView playedCardView)
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_CARD_SET_1, playedCardView.GameObject.transform.position, playedCardView.GameObject.transform.rotation);
}
}