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

@@ -1,6 +1,12 @@
using UnityEngine;
using Wizard;
// Post-Phase-5b (2026-07-03) UI stub. The turn-end button is a UIBase with
// SetActive/sprite/iTween logic driven by BattlePlayer/NetworkBattleManagerBase
// UI paths (ShowBtn/HideBtn/ChangeButtonView/HideAnimation/EnableButton/etc.).
// Nothing headless observes the button state; every method body has been reduced
// to a no-op while the surface stays intact so the ~15 external call sites
// (BattlePlayer, BattlePlayerBase, NetworkBattleManagerBase, PuzzleBattleManager,
// NetworkBattleReceiver, RecoveryManagerBase) still resolve.
public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
{
public enum ViewType
@@ -10,20 +16,6 @@ public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
Replay
}
private const int TITLELABEL_FONTSIZE_NORMAL = 28;
private const int TITLELABEL_FONTSIZE_WATCH = 25;
private const int HIDE_X_VALUE = 200;
private const string SPRITE_NAME_BLUE = "battle_btn_turnend_off";
private const string SPRITE_NAME_BLUE_WATCH = "battle_btn_turnend_owner";
private const string SPRITE_NAME_RED = "battle_btn_turnend_red";
private const string SPRITE_NAME_RED_WATCH = "battle_btn_turnend_guest";
[SerializeField]
private GameObject BtnMain;
@@ -36,206 +28,65 @@ public class TurnEndButtonUI : UIBase, ITurnEndButtonUI
[SerializeField]
private UIButton TurnEndButtonButton;
private Vector3 _defPos;
private bool _isSettingDefPost;
public bool _isButtonForcedOff { get; set; }
public bool GetEnableLabel => TitleLabel.gameObject.activeSelf;
public bool GetEnableLabel => TitleLabel != null && TitleLabel.gameObject.activeSelf;
public bool _isChangeViewLock { get; set; }
public GameObject GameObject => base.gameObject;
private ViewType ActiveView
{
get
{
if (GameMgr.GetIns().IsReplayBattle)
{
return ViewType.Replay;
}
if (GameMgr.GetIns().IsWatchBattle)
{
return ViewType.Watch;
}
return ViewType.Normal;
}
}
public void StartTurnEndCountdown()
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_ACTUVATE_TURNEND_BUTTON);
base.gameObject.SetActive(value: true);
ShowBtn();
}
public void ShowBtn(bool canPlayerEndTurnImmediately = false)
{
BattleManagerBase ins = BattleManagerBase.GetIns();
BattlePlayer battlePlayer = ins.BattlePlayer;
BattlePlayerBase battlePlayer2 = ins.GetBattlePlayer(isPlayer: false);
if (!battlePlayer.IsTurnStartEffectNotFinished && !battlePlayer.Class.IsDead && !battlePlayer2.Class.IsDead && !ins.IsPlayerRetire)
{
if (_isButtonForcedOff)
{
DisableButton();
}
else
{
EnableButton();
}
bool isSelfTurn = battlePlayer.IsSelfTurn;
if (isSelfTurn)
{
BtnMain.SetActive(value: true);
}
if (ActiveView == ViewType.Watch)
{
TitleLabel.gameObject.SetActive(value: true);
}
else
{
TitleLabel.gameObject.SetActive(isSelfTurn);
}
ChangeButtonView(isSelfTurn);
if (canPlayerEndTurnImmediately)
{
EnableEndTurnPulsateEffect();
}
else
{
DisableEndTurnPulsateEffect();
}
}
}
public void HideBtn()
{
if (ActiveView == ViewType.Normal)
{
TitleLabel.gameObject.SetActive(value: false);
}
DisableButton();
DisableEndTurnPulsateEffect();
}
public void HideAnimation()
{
iTween.MoveTo(BtnMain, iTween.Hash("position", BtnMain.transform.localPosition + Vector3.right * 200f, "time", 0.5f, "islocal", true, "easetype", iTween.EaseType.easeInOutExpo));
}
public void ChangeButtonView(bool isMyTurn)
{
if (!_isChangeViewLock)
{
ChangeSpriteOnTurn(isMyTurn);
ChangeTitleLabelOnTurn(isMyTurn);
}
}
private void ChangeSpriteOnTurn(bool isMyTurn)
{
string text = "";
text = ((ActiveView != ViewType.Normal) ? (isMyTurn ? "battle_btn_turnend_owner" : "battle_btn_turnend_guest") : (isMyTurn ? "battle_btn_turnend_off" : "battle_btn_turnend_red"));
TurnEndButtonImg.spriteName = text;
TurnEndButtonButton.normalSprite = text;
}
private void ChangeTitleLabelOnTurn(bool isMyTurn)
{
string text = string.Empty;
int num = 28;
if (ActiveView == ViewType.Normal && isMyTurn)
{
text = "Battle_0109";
num = 28;
}
else if (ActiveView == ViewType.Normal && !isMyTurn)
{
text = string.Empty;
num = 28;
}
else if (ActiveView == ViewType.Replay)
{
TitleLabel.text = string.Empty;
num = 28;
}
else
{
text = (isMyTurn ? "Battle_0468" : "Battle_0469");
num = 25;
}
if (!string.IsNullOrEmpty(text))
{
TitleLabel.text = Data.SystemText.Get(text);
TitleLabel.fontSize = num;
}
else
{
TitleLabel.text = string.Empty;
TitleLabel.fontSize = 28;
}
}
public void EnableButton()
{
if (BattleManagerBase.GetIns().BattlePlayer.IsSelfTurn && !_isButtonForcedOff && !_isChangeViewLock)
{
TurnEndButtonButton.isEnabled = true;
}
}
public void DisableButton()
{
TurnEndButtonButton.isEnabled = false;
}
public void EnableEndTurnPulsateEffect()
{
if (TurnEndButtonButton.isEnabled && GetEnableLabel && base.gameObject.activeSelf && ActiveView != ViewType.Watch)
{
GameMgr.GetIns().GetEffectMgr().Start(EffectMgr.EffectType.CMN_FRAME_BTN_1, GetBtnPosition());
}
}
public void DisableEndTurnPulsateEffect()
{
GameMgr.GetIns().GetEffectMgr().Stop(EffectMgr.EffectType.CMN_FRAME_BTN_1);
}
public Vector3 GetBtnPosition()
{
return BtnMain.transform.position;
return BtnMain != null ? BtnMain.transform.position : Vector3.zero;
}
public void SettingTimer(float second, bool isRed)
{
if (!isRed)
{
if (!_isSettingDefPost)
{
_defPos = BtnMain.transform.localPosition;
_isSettingDefPost = true;
}
BtnMain.transform.localPosition = _defPos;
}
else
{
float num = 20f - second;
BtnMain.transform.localPosition = new Vector3(num * Random.value - num * 0.5f, num * Random.value - num * 0.5f, 0f) + _defPos;
}
}
public void Recovery()
{
BtnMain.SetActive(value: false);
BtnMain.SetActive(value: true);
}
public GameObject GetTurnEndButton()
{
return TurnEndButtonButton.gameObject;
return TurnEndButtonButton != null ? TurnEndButtonButton.gameObject : null;
}
}