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

@@ -37,8 +37,6 @@ public class StoryChapterData : HeaderData
public ChapterClearStatus ClearStatus { get; private set; }
public string BtnLoadPath { get; set; }
public bool IsMaintenanceChapter { get; private set; }
public SubChapterData(JsonData jsonData)
@@ -102,42 +100,6 @@ public class StoryChapterData : HeaderData
public bool IsEnableBattleSkip { get; }
public bool IsSkipBattle
{
get
{
if (IsEnableBattleSkip)
{
return PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.IS_SKIP_CLEARED_STORY_BATTLE);
}
return false;
}
}
public bool IsDoBattle
{
get
{
if (ExistsBattle)
{
return !IsSkipBattle;
}
return false;
}
}
public bool IsFixedDeck
{
get
{
if (SectionId != StorySection.TUTORIAL_SECTION_ID)
{
return IsClassTutorial;
}
return true;
}
}
public int EnemyAiId { get; }
public List<BattleSettingData> BattleSettingDatas { get; }
@@ -158,18 +120,6 @@ public class StoryChapterData : HeaderData
public int TutorialStep { get; }
public bool IsClassTutorial
{
get
{
if (SectionId == 1)
{
return ChapterId == "1";
}
return false;
}
}
public bool IsAlreadyRead => ClearStatus == ChapterClearStatus.AlreadyRead;
public bool IsCleared => ClearStatus == ChapterClearStatus.Cleared;
@@ -186,36 +136,8 @@ public class StoryChapterData : HeaderData
}
}
public List<int> AvailableDeckClassList => BattleSettingDatas.Select((BattleSettingData bd) => bd.DeckClassId).Distinct().ToList();
public List<int> CharaIdList => BattleSettingDatas.Select((BattleSettingData bd) => bd.PlayerCharaId).Distinct().ToList();
public bool IsBranchChapter => !string.IsNullOrEmpty(UIUtil.ExtractStringAlphabet(ChapterId));
public bool IsDuplicateDeckClass => (from bd in BattleSettingDatas
select bd.DeckClassId into x
group x by x).Any((IGrouping<int, int> x) => x.Count() > 1);
public bool IsExistNextChapter => NextChapterId != "0";
public string AllReadButtonPath { get; set; }
public bool IsNotReleasedDisplayChapter { get; set; }
public int[] AllSubStoryIds => SubChapterDatas.Select((SubChapterData x) => x.StoryId).ToArray();
public bool ExistsSubChapter => SubChapterDatas.Count > 0;
public BattleSettingData FindBattleSettingDataByDeckSkinId(int deckSkinId)
{
return BattleSettingDatas.Find((BattleSettingData x) => x.DeckSkinId == deckSkinId);
}
public BattleSettingData FindBattleSettingDataByDeckClassId(int deckClassId)
{
return BattleSettingDatas.Find((BattleSettingData x) => x.DeckClassId == deckClassId);
}
public BattleSettingData FindBattleSettingDataByPlayerCharaId(int playerCharaId)
{
return BattleSettingDatas.Find((BattleSettingData x) => x.PlayerCharaId == playerCharaId);
@@ -364,33 +286,6 @@ public class StoryChapterData : HeaderData
return ChapterClearStatus.NotCleared;
}
private SubChapterData FindSubChapterData(int subChapterId)
{
return SubChapterDatas.Find((SubChapterData data) => data.SubChapterId == subChapterId);
}
public int[] GetStartStoryIds(int? subChapterId)
{
if (!subChapterId.HasValue)
{
return new int[1] { StoryId };
}
if (subChapterId == SUB_CHAPTER_ALL)
{
return AllSubStoryIds;
}
return new int[1] { FindSubChapterData(subChapterId.Value).StoryId };
}
public int GetFinishStoryId(int? subChapterId)
{
if (!subChapterId.HasValue)
{
return StoryId;
}
return FindSubChapterData(subChapterId.Value).StoryId;
}
private static string GetRouteName(int sectionId, int charaId, string chapterId)
{
string text = UIUtil.ExtractStringAlphabet(chapterId);