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

@@ -8,11 +8,16 @@ using Wizard.Battle.View.Vfx;
public class PuzzleGenerator
{
private const int EVOLVED_PUZZLE_ID = 109;
private readonly PuzzleBattleManager _puzzleBattleMgr;
public PuzzleGenerator(PuzzleBattleManager mgr)
{
_puzzleBattleMgr = mgr;
}
public VfxBase Generate(PuzzleQuestData puzzleQuestData)
{
PuzzleBattleManager obj = BattleManagerBase.GetIns() as PuzzleBattleManager;
PuzzleBattleManager obj = _puzzleBattleMgr;
BattlePlayer battlePlayer = obj.BattlePlayer;
BattleEnemy battleEnemy = obj.BattleEnemy;
IEnumerable<BattleCardBase> playerFieldCards = new List<BattleCardBase>(battlePlayer.InPlayCards);
@@ -42,9 +47,9 @@ public class PuzzleGenerator
battleEnemy.Class.SkillApplyInformation.ForceDepriveForceWrath();
battlePlayer.Class.IsSkillLost = isSkillLost;
battleEnemy.Class.IsSkillLost = isSkillLost2;
if (BattleManagerBase.GetIns().DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject != null)
if (_puzzleBattleMgr.DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject != null)
{
BattleManagerBase.GetIns().DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject.transform.parent = BattleManagerBase.GetIns().DetailMgr.DetailPanel.transform;
_puzzleBattleMgr.DetailMgr.DetailPanelControl.EvoTargetPanelColliderGameObject.transform.parent = _puzzleBattleMgr.DetailMgr.DetailPanel.transform;
}
SetUpField(battlePlayer, battleEnemy, puzzleQuestData);
battlePlayer.EvolvedCards.Clear();
@@ -62,7 +67,7 @@ public class PuzzleGenerator
DestroyCardAndCorutine(enemyDeckCards);
DestroyCardAndCorutine(enemyHandCards);
DestroyCardAndCorutine(enemyFieldCards);
}), RecoveryClassView(battlePlayer, battleEnemy), RecoveryInPlayAndHand(battlePlayer), RecoveryInPlayAndHand(battleEnemy), new DummyDeckChangeCardVfx(battlePlayer.IsPlayer, battlePlayer.DeckCardList.Count), new DummyDeckChangeCardVfx(battleEnemy.IsPlayer, battleEnemy.DeckCardList.Count), battlePlayer.StartBattleMainView(playEffect: false), battleEnemy.StartBattleMainView(playEffect: false));
}), RecoveryClassView(battlePlayer, battleEnemy), RecoveryInPlayAndHand(battlePlayer), RecoveryInPlayAndHand(battleEnemy), NullVfx.GetInstance(), NullVfx.GetInstance(), battlePlayer.StartBattleMainView(playEffect: false), battleEnemy.StartBattleMainView(playEffect: false));
return ParallelVfxPlayer.Create(sequentialVfxPlayer);
}
@@ -117,7 +122,7 @@ public class PuzzleGenerator
player.PpTotal = puzzleQuestData.BattleData.PlayerPPCount;
if (player.IsShortageDeck)
{
PuzzleBattleManager puzzleBattleManager = BattleManagerBase.GetIns() as PuzzleBattleManager;
PuzzleBattleManager puzzleBattleManager = _puzzleBattleMgr;
player.ResetIsShortageDeck();
iTween.Stop(puzzleBattleManager.ReaperCard);
puzzleBattleManager.ReaperCard.transform.SetParent(puzzleBattleManager.CardHolder.transform);
@@ -207,7 +212,7 @@ public class PuzzleGenerator
private VfxBase ClearInPlayAndHand(BattlePlayerBase player, IEnumerable<BattleCardBase> fieldCardList, IEnumerable<BattleCardBase> handCardList)
{
if (BattleManagerBase.GetIns() == null)
if (_puzzleBattleMgr == null)
{
return NullVfx.GetInstance();
}
@@ -241,7 +246,7 @@ public class PuzzleGenerator
private VfxBase RecoveryInPlayAndHand(BattlePlayerBase player)
{
return ParallelVfxPlayer.Create(new RefreshHealthVfx(player), player.Class.SkillApplyInformation.CreateVfxSkillProtection(), player.BattleView.RecoveryInPlayCards(), player.BattleView.RecoveryInHandCards(), OpeningVfx.ShowBattleUIImmediatelyVfx(player, fixDirection: true), player.UsePp(0), InstantVfx.Create(player.BattleView.HideCommonPanel));
return ParallelVfxPlayer.Create(NullVfx.GetInstance(), player.Class.SkillApplyInformation.CreateVfxSkillProtection(), player.BattleView.RecoveryInPlayCards(), player.BattleView.RecoveryInHandCards(), OpeningVfx.ShowBattleUIImmediatelyVfx(player, fixDirection: true), player.UsePp(0), InstantVfx.Create(player.BattleView.HideCommonPanel));
}
private void AddToDeckNoIndexChange(BattlePlayerBase player, BattleCardBase card)
@@ -255,8 +260,8 @@ public class PuzzleGenerator
private void FieldGenSetCard(BattlePlayerBase player, BattlePlayerBase enemy, CardPrm cardPrm)
{
bool isRecovery = BattleManagerBase.GetIns().IsRecovery;
BattleManagerBase.GetIns().IsRecovery = true;
bool isRecovery = _puzzleBattleMgr.IsRecovery;
_puzzleBattleMgr.IsRecovery = true;
SkillProcessor skillProcessor = new SkillProcessor();
BattleCardBase battleCardBase = player.CreateNextIndexCard(cardPrm.Id);
player.HandCardList.Add(battleCardBase);
@@ -277,6 +282,6 @@ public class PuzzleGenerator
battleCardBase.SkillApplyInformation.GiveChantCount(new ChantCountSetModifier(cardPrm.ChantCount));
}
battleCardBase.BattleCardView.InitializeBattleCardIcon(battleCardBase, battleCardBase.Skills).Play();
BattleManagerBase.GetIns().IsRecovery = isRecovery;
_puzzleBattleMgr.IsRecovery = isRecovery;
}
}