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

@@ -121,8 +121,6 @@ public class SkillCreator
protected readonly IBattleResourceMgr _battleResourceMgr;
private const string PARSE_CONTENTINFO_PATTERN = "\\(.+?\\)";
public SkillCreator(BattleCardBase ownerCard, BattlePlayerBase selfBattlePlayer, BattlePlayerBase opponentBattlePlayer, IBattleResourceMgr battleResourceMgr)
{
_ownerCard = ownerCard;
@@ -134,7 +132,7 @@ public class SkillCreator
private SkillBase CreateSkillFactory(string skillName, SkillBuildInfo buildInfo, SkillParameter skillParam)
{
SkillKeywordInfo.SkillKeyword keyword = SkillKeywordInfo.GetKeyword(skillName);
bool flag = skillParam.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
bool flag = skillParam.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !skillParam.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
switch (keyword)
{
case SkillKeywordInfo.SkillKeyword.damage_modifier:
@@ -1283,7 +1281,7 @@ public class SkillCreator
conditionFilterCollection.CardFilterList.Add(new SkillTargetNotUniqueBaseCardIdFilter());
break;
case SkillFilterCreator.ContentKeyword.attacked:
if (BattleManagerBase.GetIns() is SingleBattleMgr)
if (ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
{
conditionFilterCollection.CardFilterList.Add(new SkillAttackedCardFilter(info.ValueStr));
}
@@ -1344,7 +1342,7 @@ public class SkillCreator
private static ISkillTargetFilter CreateTargetFilterOld(SkillFilterCreator.ContentInfo info, SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard, SkillBase skill)
{
bool flag = BattleManagerBase.GetIns() is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
bool flag = ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
switch (keyword)
{
case SkillFilterCreator.ContentKeyword.inplay:
@@ -1579,16 +1577,6 @@ public class SkillCreator
};
}
private static ISkillConditionChecker CreateHealingCardChecker(SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard)
{
return keyword switch
{
SkillFilterCreator.ContentKeyword.self_class => new SkillConditionHealingCardIsClass(ownerCard, isSelf: true),
SkillFilterCreator.ContentKeyword.opp_class => new SkillConditionHealingCardIsClass(ownerCard, isSelf: false),
_ => null,
};
}
private static ISkillConditionChecker CreateInHandChecker(SkillFilterCreator.ContentKeyword keyword, BattleCardBase ownerCard)
{
return keyword switch
@@ -1793,7 +1781,7 @@ public class SkillCreator
filterCollection.CardFilterList.Add(new SkillTargetNotUniqueBaseCardIdFilter());
break;
case SkillFilterCreator.ContentKeyword.attacked:
if (BattleManagerBase.GetIns() is SingleBattleMgr)
if (ownerCard.SelfBattlePlayer.BattleMgr is SingleBattleMgr)
{
filterCollection.CardFilterList.Add(new SkillAttackedCardFilter(info.ValueStr));
}
@@ -1816,7 +1804,7 @@ public class SkillCreator
protected virtual ISkillSelectFilter CreateRandomSelectUntilFilter(string count, BattlePlayerBase player, SkillBase skill)
{
if (!(BattleManagerBase.GetIns() is NetworkBattleManagerBase) || GameMgr.GetIns().IsAINetwork)
if (!(skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase) || skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork)
{
return new SkillRandomSelectUntilFilter(count, player);
}
@@ -1840,7 +1828,7 @@ public class SkillCreator
protected virtual ISkillSelectFilter CreateSkillRandomEachSameBaseCardIdFilter(int count, BattlePlayerBase player, SkillBase skill)
{
if (!(BattleManagerBase.GetIns() is NetworkBattleManagerBase) || GameMgr.GetIns().IsAINetwork)
if (!(skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase) || skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork)
{
return new SkillRandomEachSameBaseCardIdFilter(count, player);
}
@@ -1858,7 +1846,7 @@ public class SkillCreator
private static SkillPreprocessBase MakeSkillPreprocess(SkillBase skill, SkillFilterCreator.ContentInfo info, ref bool isExecutionCheck, ref bool isReferencePreviousPreprocess)
{
bool flag = BattleManagerBase.GetIns() is NetworkBattleManagerBase && !GameMgr.GetIns().IsAINetwork;
bool flag = skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr is NetworkBattleManagerBase && !skill.SkillPrm.ownerCard.SelfBattlePlayer.BattleMgr.GameMgr.IsAINetwork;
SkillPreprocessBase skillPreprocessBase = null;
switch (info.Name)
{