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

@@ -1,252 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cute;
using UnityEngine;
using Wizard;
using Wizard.Story;
using Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult;
public class StoryNextSceneSelector : INextSceneSelector
{
private BattleResultUIController m_battleResultNewControl;
private const int BUILD_DECK_RENTAL_LOSE_COUNT = 2;
private const float INTERVAL_OPEN_DIALOG = 0.1f;
private bool _isEnableDeckRentalAssist;
private bool _isWin;
private int _loseCount;
private readonly IProcessing _firstSelectionProcessing;
private static bool _isHistoryOfUsingTrialDeck;
private SelectedStoryInfo SelectedStoryInfo => Data.SelectedStoryInfo;
private UIManager.ViewScene ChapterSelectionView => SelectedStoryInfo.ChapterSelectionView;
private static KeyValuePair<string, int> DeckRentalPlayerPrefsKey => new KeyValuePair<string, int>($"{PlayerPrefsWrapper.STORY_BATTLE_LOSE_COUNT}{Data.SelectedStoryInfo.StoryId}", 0);
public StoryNextSceneSelector(BattleResultUIController battleResultControl)
{
m_battleResultNewControl = battleResultControl;
_loseCount = GetDeckRentalLoseCount();
_firstSelectionProcessing = CreateSelectionProcessings();
}
public static int GetDeckRentalLoseCount()
{
return PlayerPrefsWrapper.GetValue(DeckRentalPlayerPrefsKey);
}
public static void SetDeckRentalLoseCount(int loseCount)
{
PlayerPrefsWrapper.SetValue(DeckRentalPlayerPrefsKey, loseCount);
}
public static void ResetHistoryOfUsingPreBuildDeck()
{
_isHistoryOfUsingTrialDeck = false;
}
public void Setup(bool isWin, GameObject gameObject)
{
_isWin = isWin;
if (Data.StoryInfo.IsPreBuildDeck)
{
GameMgr.GetIns().GetDataMgr().LastSelectDeckAttributeType = DeckAttributeType.BuildDeck;
}
_isHistoryOfUsingTrialDeck = _isHistoryOfUsingTrialDeck || Data.StoryInfo.IsTrialDeck;
if (!isWin)
{
Data.StoryInfo.IsPreBuildDeck = false;
}
int num = 0;
if (IsEnableDeckRentalStory() && !isWin)
{
num = _loseCount + 1;
}
if (IsEnableDeckRentalStory() && num >= 2 && !_isHistoryOfUsingTrialDeck)
{
_isEnableDeckRentalAssist = true;
}
else
{
ShowResult(isWin);
}
}
private void ShowResult(bool isWin)
{
m_battleResultNewControl.MissionBtnObj.labels[0].text = Data.SystemText.Get("Battle_0200");
m_battleResultNewControl.MissionBtnObj.buttons[0].onClick.Clear();
m_battleResultNewControl.MissionBtnObj.buttons[0].onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
UIManager.GetInstance().createInSceneCenterLoading();
MissionInfoTask missionInfoTask = GameMgr.GetIns().GetMissionInfoTask();
missionInfoTask.SetParameter();
m_battleResultNewControl.StartCoroutine(Toolbox.NetworkManager.Connect(missionInfoTask, delegate
{
m_battleResultNewControl.CreateMissionList();
}, BaseTask.OnRequestFailed, BaseTask.OnFailedErrorCode));
}));
m_battleResultNewControl.HomeBtnObj.buttons[0].onClick.Clear();
m_battleResultNewControl.RetryBtnObj.buttons[0].onClick.Clear();
if (isWin)
{
m_battleResultNewControl.HomeBtnObj.gameObject.SetActive(value: false);
m_battleResultNewControl.RetryBtnObj.labels[0].text = Data.SystemText.Get("Story_0004");
m_battleResultNewControl.RetryBtnObj.buttons[0].onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
if (isWin)
{
GameMgr.GetIns().GetBattleCtrl().BattleEnd(UIManager.ViewScene.Scenario2);
}
}));
return;
}
m_battleResultNewControl.HomeBtnObj.labels[0].text = Data.SystemText.Get("Story_0002");
m_battleResultNewControl.HomeBtnObj.buttons[0].onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL_TRANS);
GameMgr.GetIns().GetBattleCtrl().BattleEnd(ChapterSelectionView);
}));
m_battleResultNewControl.RetryBtnObj.labels[0].text = Data.SystemText.Get("Battle_0204");
m_battleResultNewControl.RetryBtnObj.buttons[0].onClick.Add(new EventDelegate(delegate
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
CreateDeckSelectForStory();
}));
}
private void ShowDeckRentalConfirmDialog()
{
SystemText systemText = Data.SystemText;
DialogBase dialogBase = UIManager.GetInstance().CreateConfirmationDialog(systemText.Get("Story_0054"));
dialogBase.SetButtonLayout(DialogBase.ButtonLayout.BlueBtn_CancelBtn);
dialogBase.SetTitleLabel(systemText.Get("Story_0053"));
dialogBase.SetButtonText(systemText.Get("Story_0055"), systemText.Get("Common_0005"));
dialogBase.onPushButton1 = delegate
{
CreateDeckSelectForStoryWithPrimaryTrialDeck();
};
dialogBase.onPushButton2 = delegate
{
DeckRentalFinish();
};
dialogBase.onCloseWithoutSelect = delegate
{
DeckRentalFinish();
};
}
private void DeckRentalFinish()
{
if (!Data.StoryInfo.IsTrialDeck)
{
SetDeckRentalLoseCount(0);
ShowResult(_isWin);
ResultMenuAppearAnimation();
}
}
public void CreateDeckSelectForStory()
{
Parameter param = new Parameter(UIManager.GetInstance(), SelectedStoryInfo, (Format)PlayerPrefsWrapper.GetValue(PlayerPrefsWrapper.LAST_SELECT_DECK_FORMAT), DeckAttributeType.Invalid, null, null);
ExecuteSelectionProcessings(param);
}
private void CreateDeckSelectForStoryWithPrimaryTrialDeck()
{
bool isDecidedDeck = false;
Parameter param = new Parameter(UIManager.GetInstance(), SelectedStoryInfo, Format.Max, DeckAttributeType.TrialDeck, delegate
{
if (!isDecidedDeck)
{
ShowDeckRentalConfirmDialog();
}
}, delegate
{
isDecidedDeck = true;
});
ExecuteSelectionProcessings(param);
Data.StoryInfo.IsTrialDeck = false;
}
private bool IsEnableDeckRentalStory()
{
if (SelectedStoryInfo.IsFixedDeck)
{
return false;
}
if (SelectedStoryInfo.ClearStatus == StoryChapterData.ChapterClearStatus.Cleared)
{
return false;
}
return true;
}
private IEnumerator ShowRentalDeckCoroutine()
{
yield return new WaitForSeconds(0.5f);
bool isWaitRewardDialog = m_battleResultNewControl.IsRewardWait;
while (m_battleResultNewControl.IsRewardWait)
{
yield return null;
}
if (isWaitRewardDialog)
{
yield return new WaitForSeconds(0.1f);
}
ShowDeckRentalConfirmDialog();
}
public void Show()
{
if (_isEnableDeckRentalAssist)
{
m_battleResultNewControl.StartCoroutine(ShowRentalDeckCoroutine());
}
else
{
ResultMenuAppearAnimation();
}
}
private void ResultMenuAppearAnimation()
{
iTween.MoveTo(m_battleResultNewControl.ButtonGrid.gameObject, iTween.Hash("position", m_battleResultNewControl.DefaultPosDict["ButtonGrid"], "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeOutExpo));
}
private static IProcessing CreateSelectionProcessings()
{
IProcessing[] array = new IProcessing[6]
{
new DeckSelectionDialogDisplay(),
new ChapterCharaDecider(),
new DownloadInfoGetter(),
new DeckSelectionConfirmDialogDisplay(),
new Download(),
new BattleStarter()
};
for (int i = 0; i < array.Length - 1; i++)
{
array[i].NextProcessing = array[i + 1];
}
return array.FirstOrDefault();
}
private void ExecuteSelectionProcessings(Parameter param)
{
if (_firstSelectionProcessing != null)
{
_firstSelectionProcessing.Execute(param);
}
}
}
// PASS-8/Phase-1 STUB: 200-line client-side story next-scene selector reduced to the
// external static-method surface. `ResetHistoryOfUsingPreBuildDeck` is called from
// AreaSelectUI.cs:492,543 (also stubbed). No instantiations anywhere.
public class StoryNextSceneSelector
{
public static void ResetHistoryOfUsingPreBuildDeck() { }
}