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

@@ -2,81 +2,18 @@ using Cute;
namespace Wizard;
// Post-Phase-5b (2026-07-03) UI stub. QuestDeckSelectConfirmDialog was the quest
// mode deck-select confirmation dialog — DataMgr writes for enemy AI setup +
// BattleControl.BattleEnd + scene change via QuestStartTask. Every path is
// UI-driven and unreachable headless. Class body stubbed to preserve the two
// external entry points (DecideDeck static, referenced by MyPage flows).
public static class QuestDeckSelectConfirmDialog
{
public static void Create(DialogBase dialogDeckList, DeckData deck, bool isBattleAgain)
{
if (!deck.IsUsable())
{
InCompleteDeckDecideDialog.Create(dialogDeckList, deck);
return;
}
CompleteDeckDecideDialog completeDeckDecideDialog = CompleteDeckDecideDialog.CreateForSingleDeck(dialogDeckList, deck, showSimpleStageOption: false, delegate
{
DecideDeck(deck, isBattleAgain);
});
if (GameMgr.GetIns().GetDataMgr().QuestBattleData.IsMockBattle)
{
completeDeckDecideDialog.DecisionUI.SetText(string.Empty, string.Empty);
completeDeckDecideDialog.Dialog.SetText(Data.SystemText.Get("Quest_0026", deck.GetDeckName()));
}
}
public static void DecideDeck(DeckData deck, bool isBattleAgain)
{
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
dataMgr.Load();
DeckListUtility.DataMgrSaveLastSelectDeckData(deck);
dataMgr.SetEnemySleeveId(3000011L);
// Pre-Phase-5b: full quest-battle setup via DataMgr + BattleControl. Preserved just
// the format update since Data.CurrentFormat may still be observed.
Data.CurrentFormat = deck.Format;
new QuestLastUsedDeckSaveDataManager().SaveDeck(dataMgr.QuestBattleData.QuestStageId, deck);
dataMgr.Load();
CardMaster.SetBattleCardMasterId(FormatBehaviorManager.GetDefaultBehaviour(deck.Format).CardMasterId);
if (isBattleAgain)
{
GameMgr.GetIns().GetSoundMgr().StopAllBGM(0.5f);
UIManager.GetInstance().CreatFadeClose(delegate
{
UIManager.GetInstance().StartCoroutine(BattleManagerBase.GetIns().GetBattleControl().BattleEnd(delegate
{
UIManager.GetInstance().CreatFadeOpen();
int enemyAiID = ((dataMgr.QuestBattleData != null) ? dataMgr.QuestBattleData.EnemyAiId : (-1));
dataMgr.SetEnemyCharaId(dataMgr.GetEnemyCharaId());
dataMgr.SetCurrentEnemyDeckDataFromAIDeck(dataMgr.GetEnemyClassId(), dataMgr.m_EnemyAIDifficulty, dataMgr.m_EnemyAILogicLevel, dataMgr.m_EnemyAIMaxLife, dataMgr.m_EnemyAIDeckId, dataMgr.m_EnemyAIStyleId, dataMgr.m_EnemyAIEmoteId, dataMgr.m_EnemyAIUseInnerEmote, enemyAiID);
dataMgr.LoadEnemyClassData();
ChangeQuestBattleScene();
}));
});
return;
}
QuestBattleData battleData = dataMgr.QuestBattleData;
dataMgr.SetEnemyCharaId(battleData.CharaId);
dataMgr.SetStoryBgmID(battleData.BgmId);
dataMgr.SetSoroPlay3DFieldID(battleData.Battle3dFieldID);
StoryAISettingData settingData = Data.Master.QuestAISettingList.GetSettingData(battleData.EnemyAiId);
UIManager.GetInstance().createInSceneCenterLoading();
Data.Master.LoadAICsv(new AICsvLoadingInfo(settingData.DeckId, settingData.StyleId, settingData.EmoteId), delegate
{
UIManager.GetInstance().closeInSceneCenterLoading();
dataMgr.SetQuestAILogicAndDeckData(battleData.EnemyClass, settingData.EnemyAiId);
dataMgr.LoadEnemyClassData();
ChangeQuestBattleScene();
});
}
private static void ChangeQuestBattleScene()
{
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
QuestStartTask questStartTask = new QuestStartTask();
questStartTask.SetParameter(dataMgr.QuestBattleData.QuestStageId, dataMgr.QuestBattleData.ExtraDeckScheduleId);
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(questStartTask, delegate
{
UIManager.ChangeViewSceneParam param = new UIManager.ChangeViewSceneParam
{
IsShow_CardIntroduction = true
};
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.Battle, param);
}));
}
}