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

@@ -23,34 +23,6 @@ public class SceneTransition
}
}
public const string ARENA = "arena";
public const string CHALLENGE = "2pick";
private const string SUPPLY = "supplies";
private const string BUY_CARD = "buy_cards";
public const string LEADER_SKIN = "leader_skin";
public const string DECK_PACK = "deck_pack";
public const string CARD_PACK = "card_pack";
private const string SLEEVE = "sleeve";
public const string COLOSSEUM = "colosseum";
private const string QUEST = "quest";
private const string STORY_SECTION_SELECT = "story_section_select";
private const string LIMITED_STORY = "limited_story";
private const string MYPAGE_BG = "mypage_bg";
private const string FREE_MATCH = "free_match";
private static readonly Dictionary<string, SceneData> _transitionDictScene = new Dictionary<string, SceneData>
{
{
@@ -241,11 +213,6 @@ public class SceneTransition
}
}
public static string GetTransitionText(string key)
{
return Data.SystemText.Get(_transitionDictScene[key].textId);
}
public static bool HasTransitionData(string s)
{
return _transitionDictScene.ContainsKey(s);
@@ -261,7 +228,7 @@ public class SceneTransition
private static void GoToMission(int status)
{
MissionInfoTask missionInfoTask = GameMgr.GetIns().GetMissionInfoTask();
MissionInfoTask missionInfoTask = null; // Pre-Phase-5b: headless has no MissionInfoTask
missionInfoTask.SetParameter();
UIManager.GetInstance().StartCoroutine(Toolbox.NetworkManager.Connect(missionInfoTask, delegate
{
@@ -368,10 +335,7 @@ public class SceneTransition
}
if (data.Scene == UIManager.ViewScene.StorySelectPage)
{
if (data.Status.HasValue)
{
StorySelectPage.SelectSectionId = data.Status.Value;
}
// StorySelectPage removed (DEAD-COLD engine cleanup Task 12)
}
else if (data.Scene == UIManager.ViewScene.StorySelectionWorld && data.Status.HasValue)
{
@@ -404,7 +368,7 @@ public class SceneTransition
}
param.IsUpdateFooterMenuTexture = true;
};
GameMgr.GetIns().GetBattleCtrl().BattleEnd(data.Scene, null, paramCustomize);
/* Pre-Phase-5b: BattleCtrl.BattleEnd dropped (BattleControl stubbed chunk 7) */
}
else
{