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:
@@ -14,80 +14,6 @@ public static class AIAttachEventToBattleModuleUtility
|
||||
SetupOperateMgrEvent(operateMgr, ai);
|
||||
}
|
||||
|
||||
public static void DepriveAttachedAIBattleModule(BattlePlayerBase ally, BattlePlayerBase opponent, OperateMgr operateMgr, EnemyAI ai)
|
||||
{
|
||||
DepriveAttachedPlayerBattleEvent(ally, opponent, ai.PlayerBattleEvent);
|
||||
DepriveAttachedOperateMgrBattleEvent(operateMgr, ai.OprMgrBattleEvent);
|
||||
}
|
||||
|
||||
private static void DepriveAttachedPlayerBattleEvent(BattlePlayerBase ally, BattlePlayerBase opponent, AIAttachPlayerBattleEventCache playerBattleEvent)
|
||||
{
|
||||
if (playerBattleEvent.AllyAddCemeteryEvent != null)
|
||||
{
|
||||
ally.OnAddCemeteryEvent -= playerBattleEvent.AllyAddCemeteryEvent;
|
||||
playerBattleEvent.AllyAddCemeteryEvent = null;
|
||||
}
|
||||
if (playerBattleEvent.OpponentAddCemeteryEvent != null)
|
||||
{
|
||||
opponent.OnAddCemeteryEvent -= playerBattleEvent.OpponentAddCemeteryEvent;
|
||||
playerBattleEvent.OpponentAddCemeteryEvent = null;
|
||||
}
|
||||
if (playerBattleEvent.AllyTurnStartCompleteEvent != null)
|
||||
{
|
||||
ally.OnTurnStartComplete = (Action)Delegate.Remove(ally.OnTurnStartComplete, playerBattleEvent.AllyTurnStartCompleteEvent);
|
||||
playerBattleEvent.AllyTurnStartCompleteEvent = null;
|
||||
}
|
||||
if (playerBattleEvent.OpponentTurnStartCompleteEvent != null)
|
||||
{
|
||||
opponent.OnTurnStartComplete = (Action)Delegate.Remove(opponent.OnTurnStartComplete, playerBattleEvent.OpponentTurnStartCompleteEvent);
|
||||
playerBattleEvent.OpponentTurnStartCompleteEvent = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void DepriveAttachedOperateMgrBattleEvent(OperateMgr oprMgr, AIAttachOperateMgrBattleEventCache oprMgrBattleEvent)
|
||||
{
|
||||
if (oprMgrBattleEvent.OnSetCardSuccessEvent != null)
|
||||
{
|
||||
oprMgr.OnSetCardSuccess -= oprMgrBattleEvent.OnSetCardSuccessEvent;
|
||||
oprMgrBattleEvent.OnSetCardSuccessEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnSetCardExecutedEvent != null)
|
||||
{
|
||||
oprMgr.OnSetCardExecuted -= oprMgrBattleEvent.OnSetCardExecutedEvent;
|
||||
oprMgrBattleEvent.OnSetCardExecutedEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnEvolveSuccessEvent != null)
|
||||
{
|
||||
oprMgr.OnEvolveSuccess -= oprMgrBattleEvent.OnEvolveSuccessEvent;
|
||||
oprMgrBattleEvent.OnEvolveSuccessEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnEvolveCompleteEvent != null)
|
||||
{
|
||||
oprMgr.OnEvoleComplete -= oprMgrBattleEvent.OnEvolveCompleteEvent;
|
||||
oprMgrBattleEvent.OnEvolveCompleteEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnBeforeAttackEvent != null)
|
||||
{
|
||||
oprMgr.OnBeforeAttack -= oprMgrBattleEvent.OnBeforeAttackEvent;
|
||||
oprMgrBattleEvent.OnBeforeAttackEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnAttackExecutedEvent != null)
|
||||
{
|
||||
oprMgr.OnAttackExecuted -= oprMgrBattleEvent.OnAttackExecutedEvent;
|
||||
oprMgrBattleEvent.OnAttackExecutedEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnBeforeFusionEvent != null)
|
||||
{
|
||||
oprMgr.OnBeforeFusion -= oprMgrBattleEvent.OnBeforeFusionEvent;
|
||||
oprMgrBattleEvent.OnBeforeFusionEvent = null;
|
||||
}
|
||||
if (oprMgrBattleEvent.OnAfterFusionEvent != null)
|
||||
{
|
||||
oprMgr.OnAfterFusion -= oprMgrBattleEvent.OnAfterFusionEvent;
|
||||
oprMgrBattleEvent.OnAfterFusionEvent = null;
|
||||
}
|
||||
}
|
||||
|
||||
private static void SetupOnAddCemeteryEvent(BattlePlayerBase ally, BattlePlayerBase opponent, EnemyAI ai)
|
||||
{
|
||||
ai.PlayerBattleEvent.AllyAddCemeteryEvent = delegate(BattleCardBase card, BattlePlayerBase.CEMETERY_TYPE cemeteryType, bool isOpen, SkillBase skill)
|
||||
|
||||
Reference in New Issue
Block a user