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

@@ -21,44 +21,12 @@ public class PrefabMgr
}
}
public IEnumerator LoadAync(string str)
{
if (!m_PrefabData.ContainsKey(str) && !string.IsNullOrEmpty(str))
{
ResourceRequest loadRequest = Resources.LoadAsync(str);
while (!loadRequest.isDone)
{
yield return null;
}
Object asset = loadRequest.asset;
m_PrefabData.Add(str, asset);
}
}
public void UnLoad(string str)
{
if (m_PrefabData.ContainsKey(str))
{
m_PrefabData.Remove(str);
Resources.UnloadUnusedAssets();
}
}
public void AllUnLoad()
{
m_PrefabData.Clear();
Resources.UnloadUnusedAssets();
}
public GameObject CreateIns(string str)
{
if (m_PrefabData.ContainsKey(str))
{
return Object.Instantiate(m_PrefabData[str]) as GameObject;
}
return null;
}
public GameObject Get(string str)
{
if (m_PrefabData.ContainsKey(str))
@@ -68,50 +36,6 @@ public class PrefabMgr
return null;
}
public Texture GetTexture(string str)
{
if (m_PrefabData.ContainsKey(str))
{
return (Texture)m_PrefabData[str];
}
return null;
}
public Sprite GetSprite(string str)
{
if (m_PrefabData.ContainsKey(str))
{
return (Sprite)m_PrefabData[str];
}
return null;
}
public AudioClip GetAudio(string str)
{
if (m_PrefabData.ContainsKey(str))
{
return (AudioClip)m_PrefabData[str];
}
return null;
}
public Object GetObj(string str)
{
if (m_PrefabData.ContainsKey(str))
{
return m_PrefabData[str];
}
return null;
}
public void DebugDraw()
{
foreach (string key in m_PrefabData.Keys)
{
_ = key;
}
}
public Dictionary<string, Object> GetPrefabData()
{
return m_PrefabData;
@@ -129,7 +53,7 @@ public class PrefabMgr
public GameObject CloneObjectToParent(string str, GameObject parentObject)
{
GameObject gameObject = NGUITools.AddChild(parentObject, GameMgr.GetIns().GetPrefabMgr().Get(str));
GameObject gameObject = null; // Pre-Phase-5b: no PrefabMgr headless
m_AddedGameObj.Add(gameObject);
return gameObject;
}