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:
@@ -2,48 +2,9 @@ namespace Wizard;
|
||||
|
||||
public class BGMManager
|
||||
{
|
||||
private Bgm.BGM_TYPE _nextPlayBGM;
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] BATTLE_LIST = new Bgm.BGM_TYPE[2]
|
||||
{
|
||||
Bgm.BGM_TYPE.BATTLE,
|
||||
Bgm.BGM_TYPE.SYS_WIN_LOOP
|
||||
};
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] ARENA_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.BATTLE_STANDBY };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] COLOSSEUM_FINAL_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.COLOSSEUM_FINAL };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] GRAND_PRIX_SPECIAL_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.GRANDPRIX_SPECIAL };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] GRAND_PRIX_SPECIAL_FINAL_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.GRANDPRIX_SPECIAL_FINAL };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] SEALED_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.SEALED };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] QUEST_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.QUEST };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] TITLE_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.TITLE };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] HOME_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.HOME };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] COMPETITION_LOBBY_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.COMPETITION_LOBBY };
|
||||
|
||||
private readonly Bgm.BGM_TYPE[] BINGO_LIST = new Bgm.BGM_TYPE[1] { Bgm.BGM_TYPE.BINGO };
|
||||
|
||||
private static BGMManager _instance;
|
||||
|
||||
public static BGMManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
{
|
||||
_instance = new BGMManager();
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
public static void Dispose()
|
||||
{
|
||||
if (_instance != null)
|
||||
@@ -55,95 +16,4 @@ public class BGMManager
|
||||
private BGMManager()
|
||||
{
|
||||
}
|
||||
|
||||
public void RegistBgmByScene(UIManager.ViewScene currentScene, UIManager.ViewScene nextScene, UIManager.ChangeViewSceneParam param)
|
||||
{
|
||||
Bgm.BGM_TYPE[] nowBgmList = GetBgmList(currentScene);
|
||||
Bgm.BGM_TYPE[] bgmList = GetBgmList(nextScene);
|
||||
if (nowBgmList == bgmList && currentScene != UIManager.ViewScene.Battle && nextScene != UIManager.ViewScene.Battle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
SoundMgr soundMgr = GameMgr.GetIns().GetSoundMgr();
|
||||
if (bgmList != null)
|
||||
{
|
||||
_nextPlayBGM = bgmList[0];
|
||||
for (int i = 0; i < bgmList.Length; i++)
|
||||
{
|
||||
UIManager.GetInstance().Increment_LockCountChangeView();
|
||||
soundMgr.LoadBGM(bgmList[i], delegate
|
||||
{
|
||||
UIManager.GetInstance().Decrement_LockCountChangeView();
|
||||
});
|
||||
}
|
||||
}
|
||||
if (nowBgmList == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
UIManager.GetInstance().Increment_LockCountChangeView();
|
||||
soundMgr.StopBGM(delegate
|
||||
{
|
||||
for (int j = 0; j < nowBgmList.Length; j++)
|
||||
{
|
||||
soundMgr.UnloadBGM(nowBgmList[j]);
|
||||
}
|
||||
UIManager.GetInstance().Decrement_LockCountChangeView();
|
||||
});
|
||||
}
|
||||
|
||||
public void OnChangeSceneStart()
|
||||
{
|
||||
_nextPlayBGM = Bgm.BGM_TYPE.NONE;
|
||||
}
|
||||
|
||||
public void OnUnLockUIManager()
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlayBGM(_nextPlayBGM);
|
||||
}
|
||||
|
||||
private Bgm.BGM_TYPE[] GetBgmList(UIManager.ViewScene scene)
|
||||
{
|
||||
switch (scene)
|
||||
{
|
||||
case UIManager.ViewScene.Battle:
|
||||
return BATTLE_LIST;
|
||||
case UIManager.ViewScene.TwoPick:
|
||||
return ARENA_LIST;
|
||||
case UIManager.ViewScene.Sealed:
|
||||
case UIManager.ViewScene.SealedDeckEdit:
|
||||
return SEALED_LIST;
|
||||
case UIManager.ViewScene.QuestSelectionPage:
|
||||
return QUEST_LIST;
|
||||
case UIManager.ViewScene.SealedCardPackOpen:
|
||||
return null;
|
||||
case UIManager.ViewScene.BossRushLobby:
|
||||
return GRAND_PRIX_SPECIAL_LIST;
|
||||
case UIManager.ViewScene.Colosseum:
|
||||
{
|
||||
ArenaColosseum colosseumData = Data.ArenaData.ColosseumData;
|
||||
if (colosseumData.GetStageNoFromRoundId(colosseumData.Round) == ArenaColosseum.eStageNo.FinalStage)
|
||||
{
|
||||
return COLOSSEUM_FINAL_LIST;
|
||||
}
|
||||
return ARENA_LIST;
|
||||
}
|
||||
case UIManager.ViewScene.Title:
|
||||
case UIManager.ViewScene.Prologue:
|
||||
case UIManager.ViewScene.Ending:
|
||||
case UIManager.ViewScene.LoginBonus:
|
||||
case UIManager.ViewScene.FreePackCampaign:
|
||||
return TITLE_LIST;
|
||||
case UIManager.ViewScene.Scenario:
|
||||
case UIManager.ViewScene.Scenario2:
|
||||
return null;
|
||||
case UIManager.ViewScene.Competition2Pick:
|
||||
case UIManager.ViewScene.CompetitionLobby:
|
||||
return COMPETITION_LOBBY_LIST;
|
||||
case UIManager.ViewScene.Bingo:
|
||||
return BINGO_LIST;
|
||||
default:
|
||||
return HOME_LIST;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user