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

@@ -18,8 +18,6 @@ public class DeckDetailDialog : MonoBehaviour
Gathering
}
private const int CHARACTER_NAME_SMALL_SIZE = 31;
[SerializeField]
private UILabel _deckNameLabel;
@@ -59,22 +57,6 @@ public class DeckDetailDialog : MonoBehaviour
[SerializeField]
private FlexibleGrid _classDisplayGrid;
private const int DECKNAME_EDIT_DIALOG_DEPTH = 400;
private const int DECKCODE_COPY_DIALOG_DEPTH = 400;
private const int SKIN_SELECTION_DIALOG_DEPTH = 400;
private const int SLEEVE_SELECTION_DIALOG_DEPTH = 400;
private const int SKIN_RANDOM_SELECT_DIALOG_DEPTH = 600;
private const long INVALID_SLEEVE_ID = -1L;
private const string SKIN_SELECTED_RANDOM_KEY = "skin_random";
private const int CLASS_DISPLAY_WIDTH_MAX = 375;
private Action _onDeckUpdateSuccess;
private DeckData _deck;
@@ -121,12 +103,6 @@ public class DeckDetailDialog : MonoBehaviour
InitializeCommon(deck, taskType, onDeckUpdateSuccess, loadedVoiceList, conventionDeckList);
}
public void InitializeForGathering(DeckData deck, bool IsEntryDeckOnly, Action onDeckUpdateSuccess, List<string> loadedVoiceList)
{
eTaskType taskType = (IsEntryDeckOnly ? eTaskType.Gathering : eTaskType.Normal);
InitializeCommon(deck, taskType, onDeckUpdateSuccess, loadedVoiceList, null);
}
private void InitializeCommon(DeckData deck, eTaskType taskType, Action onDeckUpdateSuccess, List<string> loadedVoiceList, ConventionDeckList conventionDeckList)
{
_deck = deck;
@@ -304,7 +280,7 @@ public class DeckDetailDialog : MonoBehaviour
private void OnClickDeckNameEditButton(GameObject g)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
string oldDeckName = _deck.GetDeckName();
SystemText systemText = Data.SystemText;
DialogBase dialogBase = InputDialog.Create(30, 24);
@@ -350,7 +326,7 @@ public class DeckDetailDialog : MonoBehaviour
private void OnClickDeckCodeCreateButton(GameObject g)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
GenerateDeckCodeTask generateDeckCodeTask = new GenerateDeckCodeTask();
SetGenerateDeckCodeTask(generateDeckCodeTask);
StartCoroutine(Toolbox.NetworkManager.Connect(generateDeckCodeTask, OnSuccessCreateDeckCode, null, null, encrypt: false));
@@ -392,7 +368,7 @@ public class DeckDetailDialog : MonoBehaviour
private void OnClickSkinChangeButton(GameObject g)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
StartCoroutine(OpenSkinSelectionDialog());
}
@@ -459,8 +435,7 @@ public class DeckDetailDialog : MonoBehaviour
if (_selectRandomSkinIdList.Contains(0))
{
_selectRandomSkinIdList.Remove(0);
_selectRandomSkinIdList.Add(GameMgr.GetIns().GetDataMgr().GetCharaPrmByClassId(_deck.GetDeckClassID())
.skin_id);
// Pre-Phase-5b: chara master lookup dropped; headless has no default skin to add
_selectRandomSkinIdList.Sort();
}
_skinSelection.AddItem("skin_random", null, isSelectable: true, null, null, null, isDisplaySprite: true, string.Empty, new string[2]
@@ -515,23 +490,18 @@ public class DeckDetailDialog : MonoBehaviour
UpdateSkin();
DeckCardEditUI.CurrentDeckData = _deck;
StopVoice();
GameMgr.GetIns().GetSoundMgr().PlayVoice(ClassCharaPrm.EmotionType.LEADER_SELECT, _deck.GetSkinId(), _loadedVoiceCueSheetList);
}
private void StopVoice()
{
SoundMgr soundMgr = GameMgr.GetIns().GetSoundMgr();
if (soundMgr.IsVoicePlaying())
{
soundMgr.StopVoiceAll(0f);
}
}
private void UpdateSkin()
{
int currentSkinId = _currentSkinId;
int newSkinId = _deck.GetSkinId();
GameMgr.GetIns().GetDataMgr().GetClassPrm(_deck.GetDeckClassID());
/* Pre-Phase-5b: class prm read dropped */
_skinRandomIcon.gameObject.SetActive(_deck.IsVisibleRandomIcon());
if (newSkinId != currentSkinId)
{
@@ -562,7 +532,7 @@ public class DeckDetailDialog : MonoBehaviour
private void OnClickSleeveChangeButton(GameObject g)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
UIManager.GetInstance().createInSceneCenterLoading();
OpenSleeveSelectionDialog();
}