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

@@ -6,24 +6,6 @@ using Wizard.RoomMatch;
public class TopBar : MonoBehaviour
{
private const int TITLE_SIZE_MIN = 294;
private const int TITLE_SIZE_MAX = 504;
private const int TITLE_SIZE_MAX_WIDEMODE = 543;
private const int TITLE_BORDER_ZENKAKU = 9;
private const int TITLE_BORDER_HANKAKU = 16;
private const int TITLE_TEXT_SIZE_ZENKAKU = 30;
private const int TITLE_TEXT_SIZE_HANKAKU = 15;
private const int TITLE_SIZE_LABEL_OFFSET = -30;
[SerializeField]
private UIPanel _panel;
[SerializeField]
public GameObject TitleObject;
@@ -34,51 +16,21 @@ public class TopBar : MonoBehaviour
[SerializeField]
public UIButton BuyCrystalButton;
[SerializeField]
public GameObject NameWindowBg;
[SerializeField]
public UILabel NameLabel;
[SerializeField]
private UILabel BattlePointLabel;
[SerializeField]
private UILabel BattlePointTitleLabel;
[SerializeField]
public UITexture RankTexture;
[SerializeField]
public UITexture EmblemTexture;
[SerializeField]
public UIButton BackButton;
[SerializeField]
public UILabel BackButtonLabel;
[SerializeField]
private UILabelGradientOverwriter _backLabelGradientOverwriter;
[SerializeField]
private UILabelEffectOverwriter _backLabelEffectOverwriter;
[SerializeField]
private UILabel BackButtonTitleLabel;
[SerializeField]
private UISprite _backButtonTitleLabelBG;
[SerializeField]
public UILabel RupyLabel;
[SerializeField]
public UILabel CrystalLabel;
[SerializeField]
private Collider _titleSpriteCollider;
private Vector3 _firstPositionBack;
private Vector3 _firstPositionTitle;
@@ -87,40 +39,10 @@ public class TopBar : MonoBehaviour
private bool _isWideMode;
public UILabel rupyLabel => RupyLabel;
public UILabel crystalLabel => CrystalLabel;
public static TopBar Create(NguiObjs prefab, GameObject obj, string titleMsg, bool MoneyDraw = true, bool isWideMode = false)
{
if (GameMgr.GetIns() == null)
{
return null;
}
NguiObjs nguiObjs = UnityEngine.Object.Instantiate(prefab);
TopBar component = nguiObjs.GetComponent<TopBar>();
nguiObjs.transform.parent = obj.transform;
nguiObjs.transform.localPosition = new Vector3(0f, 0f, 0f);
nguiObjs.transform.localScale = new Vector3(1f, 1f, 1f);
component._isWideMode = isWideMode;
nguiObjs.objs[1].SetActive(titleMsg != null);
component.SetTitleLabel(titleMsg);
component.rupyLabel.text = PlayerStaticData.UserRupyCount.ToString();
component.crystalLabel.text = PlayerStaticData.UserCrystalCount.ToString();
component.BackButtonLabel.text = Data.SystemText.Get("Common_0137");
component._titleSpriteCollider.enabled = false;
component.BackButton.onClick.Clear();
UIManager.SetObjectToGrey(component.BuyCrystalButton.gameObject, b: true);
if (!MoneyDraw)
{
nguiObjs.objs[0].gameObject.SetActive(value: false);
}
return component;
}
public void SetBackButtonEnable(bool enable)
{
GameMgr.GetIns().GetInputMgr().isBackKeyEnable = enable;
// Pre-Phase-5b: also flipped GameMgr's InputMgr back-key flag. Headless has no
// InputMgr; the button toggle below is the only observable effect.
BackButton.enabled = enable;
UIManager.SetObjectToGrey(BackButton.gameObject, !enable);
}
@@ -140,7 +62,7 @@ public class TopBar : MonoBehaviour
{
if (backScene == UIManager.ViewScene.None)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL_TRANS);
uibase.PushTurnButton();
}
else
@@ -152,7 +74,7 @@ public class TopBar : MonoBehaviour
}
else
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_CANCEL_TRANS);
UIManager.GetInstance().ChangeViewScene(uibase.getBackScene(), UIManager.GetInstance().TopBarBackParameterDict[currentScene], UIManager.GetInstance().GetLastSceneChangeParam(uibase.getBackScene()));
}
}
@@ -173,61 +95,6 @@ public class TopBar : MonoBehaviour
_firstPositionName = NameWindowObject.transform.localPosition;
}
private void OnDestroy()
{
UIManager.GetInstance().m_CrystalLabelList.Remove(CrystalLabel);
UIManager.GetInstance().m_RupyLabelList.Remove(RupyLabel);
}
public void SetPanelDepth(int depth)
{
_panel.depth = depth;
}
public void SetSortingOrder(int sortingOrder)
{
_panel.sortingOrder = sortingOrder;
}
public void SetBackButtonActive(bool inActive)
{
BackButton.gameObject.SetActive(inActive);
TitleObject.SetActive(inActive);
}
public void ChangeNameWindowMode()
{
NameWindowObject.SetActive(value: true);
BackButton.gameObject.SetActive(value: false);
TitleObject.SetActive(value: false);
}
public void SetBattlePoint(int inBattlePoint, bool inIsMaster)
{
BattlePointLabel.text = inBattlePoint.ToString();
if (inIsMaster)
{
BattlePointTitleLabel.text = Data.SystemText.Get("Common_0151");
}
else
{
BattlePointTitleLabel.text = Data.SystemText.Get("Common_0150");
}
}
public void SetActiveBattlePoint(bool isActive)
{
BattlePointLabel.gameObject.SetActive(isActive);
BattlePointTitleLabel.gameObject.SetActive(isActive);
}
public void RestorePosition()
{
BackButton.transform.localPosition = _firstPositionBack;
TitleObject.transform.localPosition = _firstPositionTitle;
NameWindowObject.transform.localPosition = _firstPositionName;
}
public void SetTitleLabel(string text, bool isWideMode)
{
_isWideMode = isWideMode;
@@ -275,38 +142,10 @@ public class TopBar : MonoBehaviour
OverwriteBackLabelGradient(gradientTopColorId, gradientBottomColorId);
}
public void CancelOverwriteBackLabelColors()
{
CancelOverwriteBackLabelGradient();
}
private void OverwriteBackLabelGradient(eColorCodeId topColorId, eColorCodeId bottomColorId)
{
_backLabelGradientOverwriter.enabled = true;
_backLabelGradientOverwriter.GradientTopColorId = topColorId;
_backLabelGradientOverwriter.GradientBottomColorId = bottomColorId;
}
private void CancelOverwriteBackLabelGradient()
{
_backLabelGradientOverwriter.enabled = false;
}
public void OverwriteBackLabelEffect(UILabel.Effect style, eColorCodeId colorId, Vector2 distance)
{
_backLabelEffectOverwriter.enabled = true;
_backLabelEffectOverwriter.EffectStyle = style;
_backLabelEffectOverwriter.EffectColorId = colorId;
_backLabelEffectOverwriter.EffectDistance = distance;
}
public void CancelOverwriteBackLabelEffect()
{
_backLabelEffectOverwriter.enabled = false;
}
public void SetTitleSpriteColliderEnabled(bool enabled)
{
_titleSpriteCollider.enabled = enabled;
}
}