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:
@@ -131,14 +131,6 @@ public class DeckSelectUI : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private const int MAXNUM_DECK_PER_TABLE = 9;
|
||||
|
||||
private const float DRAG_DEGREE = 70f;
|
||||
|
||||
private const float PAGE_INTERVAL = 1400f;
|
||||
|
||||
private const float MOVE_PAGE_DURATION = 0.2f;
|
||||
|
||||
private static readonly Vector3 VIEW_PAGE_POSITION = Vector3.zero;
|
||||
|
||||
private static readonly Vector3 OUTSIDE_RIGHT_PAGE_POSITION = VIEW_PAGE_POSITION + Vector3.right * 1400f;
|
||||
@@ -180,9 +172,6 @@ public class DeckSelectUI : MonoBehaviour
|
||||
[SerializeField]
|
||||
private UIGrid[] _deckTableGrids = new UIGrid[2];
|
||||
|
||||
[SerializeField]
|
||||
private UIPanel _panel;
|
||||
|
||||
[SerializeField]
|
||||
private UIButton _infoButton;
|
||||
|
||||
@@ -236,7 +225,7 @@ public class DeckSelectUI : MonoBehaviour
|
||||
UIEventListener uIEventListener4 = UIEventListener.Get(_infoButton.gameObject);
|
||||
uIEventListener4.onClick = (UIEventListener.VoidDelegate)Delegate.Combine(uIEventListener4.onClick, (UIEventListener.VoidDelegate)delegate
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
|
||||
|
||||
initOptions.OnClickInfoButton.Call();
|
||||
});
|
||||
}
|
||||
@@ -274,20 +263,9 @@ public class DeckSelectUI : MonoBehaviour
|
||||
});
|
||||
}
|
||||
|
||||
public void ShowCautionText(string cautionText)
|
||||
{
|
||||
_cautionLabel.gameObject.SetActive(cautionText != string.Empty);
|
||||
_cautionLabel.text = cautionText;
|
||||
}
|
||||
|
||||
public void UpdateAllDeckUICurrentPage()
|
||||
{
|
||||
_deckTables[_deckTableIndex].UpdateDeckViewList(_pageList[_currentPageIndex].DeckViewList, _canUseNonPossessionCard);
|
||||
}
|
||||
|
||||
private void OnClickDeck(DeckUI deckUI)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_COMMON_BUTTON);
|
||||
|
||||
OnSelectDeck.Call(deckUI.Deck);
|
||||
}
|
||||
|
||||
@@ -446,13 +424,7 @@ public class DeckSelectUI : MonoBehaviour
|
||||
{
|
||||
IsPageMoving = false;
|
||||
});
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_SLIDE_BTN);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_isOnDestroy = true;
|
||||
DeleteResource();
|
||||
}
|
||||
|
||||
private void DeleteResource()
|
||||
@@ -463,9 +435,4 @@ public class DeckSelectUI : MonoBehaviour
|
||||
_resourcePathList.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPanelDepth(int depth)
|
||||
{
|
||||
_panel.depth = depth;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user