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:
@@ -36,8 +36,6 @@ public class SealedLobby : MonoBehaviour
|
||||
[SerializeField]
|
||||
private CardSelectDialog _cardSelectDialogPrefab;
|
||||
|
||||
private const int BATTLE_MAX_NUM = 5;
|
||||
|
||||
private List<string> _unloadAssetList = new List<string>();
|
||||
|
||||
private ArenaCommonLobby _commonLobby;
|
||||
@@ -75,7 +73,7 @@ public class SealedLobby : MonoBehaviour
|
||||
bool flag2 = !SealedData.IsCompletedDeck.Value && !flag;
|
||||
_commonLobby.SetDecisionButtonToDark(flag2);
|
||||
UIManager.SetObjectToGrey(_deckCodeGenerateButton.gameObject, flag2);
|
||||
_incompleteDeckIcon.gameObject.SetActive(flag2 || SealedData.DeckData.GetCardIdList().Any((int id) => GameMgr.GetIns().GetDataMgr().IsMaintenanceCard(id)));
|
||||
_incompleteDeckIcon.gameObject.SetActive(flag2 || false /* Pre-Phase-5b: headless has no maintenance card list */);
|
||||
}
|
||||
|
||||
public void Final()
|
||||
@@ -89,13 +87,13 @@ public class SealedLobby : MonoBehaviour
|
||||
|
||||
private void OnClickDeckEditButton(GameObject g)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
SealedController.GoToSealedDeckEdit();
|
||||
}
|
||||
|
||||
private void OnClickDeckViewButton(GameObject g)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
StartCoroutine(OpenDeckViewerDialogCoroutine());
|
||||
}
|
||||
|
||||
@@ -127,19 +125,19 @@ public class SealedLobby : MonoBehaviour
|
||||
|
||||
private void OnClickDeckCodeGenerateButton(GameObject g)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
ArenaCommonLobby.GenerateDeckCode(GenerateDeckCodeTask.SubmitDeckType.SEALED, SealedData.SelectedClassId.Value, SealedData.DeckOriginalExcludedPhantomCardList, SealedData.DeckOriginalPhantomCardList);
|
||||
}
|
||||
|
||||
private void OnClickStageSelectButton(GameObject g)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
DialogCreator.CreateStageSelectDialog();
|
||||
}
|
||||
|
||||
private void OnClickRetireButton(GameObject g)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
ArenaCommonLobby.OpenRetireConfirmDialog().onPushButton1 = delegate
|
||||
{
|
||||
StartCoroutine(Toolbox.NetworkManager.Connect(new SealedRetireTask(), delegate
|
||||
@@ -151,20 +149,17 @@ public class SealedLobby : MonoBehaviour
|
||||
|
||||
private void OnClickBattleButton()
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE_TRANS);
|
||||
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
|
||||
// Pre-Phase-5b: DataMgr writes for sealed-mode deck selection (battle type, deck id,
|
||||
// chara/deck data). Purely UI-driven pre-battle setup; headless never runs this
|
||||
// coroutine, and Data.CurrentFormat / UIManager view change are the only observable
|
||||
// outputs the surviving caller cares about.
|
||||
Data.CurrentFormat = Format.Sealed;
|
||||
dataMgr.m_BattleType = DataMgr.BattleType.Sealed;
|
||||
dataMgr.SetSelectDeckId(SealedData.EntryId.Value);
|
||||
dataMgr.LastSelectDeckAttributeType = DeckAttributeType.Invalid;
|
||||
dataMgr.SetPlayerCharaIdByClassId(SealedData.SelectedClassId.Value);
|
||||
dataMgr.SetCurrentDeckData(SealedData.SortedDeckOriginalCardList);
|
||||
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.RankMatch);
|
||||
}
|
||||
|
||||
private void OnClickRewardReceiveButton()
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
StartCoroutine(Toolbox.NetworkManager.Connect(new SealedFinishTask(), delegate
|
||||
{
|
||||
ReceiveReward();
|
||||
@@ -174,11 +169,11 @@ public class SealedLobby : MonoBehaviour
|
||||
private void ReceiveReward()
|
||||
{
|
||||
_commonLobby.ClickProtectionCollider.gameObject.SetActive(value: true);
|
||||
GameMgr.GetIns().GetInputMgr().isBackKeyEnable = false;
|
||||
// Pre-Phase-5b: headless has no InputMgr
|
||||
_commonLobby.TreasureBoxInfo.OpenBox(delegate
|
||||
{
|
||||
_commonLobby.ClickProtectionCollider.gameObject.SetActive(value: false);
|
||||
GameMgr.GetIns().GetInputMgr().isBackKeyEnable = true;
|
||||
// Pre-Phase-5b: headless has no InputMgr
|
||||
if (SealedData.RewardCardCandidates.Count <= 0)
|
||||
{
|
||||
OpenRewardReceiveDialog();
|
||||
@@ -194,7 +189,7 @@ public class SealedLobby : MonoBehaviour
|
||||
{
|
||||
DialogBase dialogBase = DialogCreator.CreateRewardReceiveDialog(SealedData.RewardList);
|
||||
dialogBase.SetLayer("Loading");
|
||||
dialogBase.ClickSe_Btn1 = Se.TYPE.SYS_BTN_CANCEL_TRANS;
|
||||
dialogBase.ClickSe_Btn1 = 0;
|
||||
dialogBase.OnClose = (Action)Delegate.Combine(dialogBase.OnClose, (Action)delegate
|
||||
{
|
||||
UIManager.GetInstance().ChangeViewScene(UIManager.ViewScene.MyPage);
|
||||
@@ -220,7 +215,7 @@ public class SealedLobby : MonoBehaviour
|
||||
CardSelectDialog dialogObject = NGUITools.AddChild(dialog.gameObject, _cardSelectDialogPrefab.gameObject).GetComponent<CardSelectDialog>();
|
||||
dialogObject.Init(SealedData.RewardCardCandidates, delegate(int cardId)
|
||||
{
|
||||
GameMgr.GetIns().GetSoundMgr().PlaySe(Se.TYPE.SYS_BTN_DECIDE);
|
||||
|
||||
OpenCardSelectConfirmDialog(dialog, cardId);
|
||||
}, systemText.Get("Sealed_RewardCardSelect_0002"));
|
||||
while (!dialogObject.IsReady)
|
||||
|
||||
Reference in New Issue
Block a user