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:
@@ -1,96 +1,32 @@
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using System.Collections;
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using UnityEngine;
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namespace Wizard;
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public static class ToolboxGame
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{
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private enum SYSTEM_INIT
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{
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SYSTEM_NOT_READY,
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SYSTEM_READY
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}
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public static SetUp SetUp = null;
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public static UIManager UIManager = null;
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public static GameMgr GameManager = null;
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public static bool isLoadFromLocal = false;
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public static bool isLoadLocalSound = false;
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public static bool bDebugLogMode = true;
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private static Transform _gameTransform = null;
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public static RealTimeNetworkAgent RealTimeNetworkAgent
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{
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// Soft read: returns null when no scope is active, mirroring GetIns. Engine code reads this
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// via `ToolboxGame.RealTimeNetworkAgent?.Foo`-style patterns (network-send paths gated on a
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// non-null agent), so a null on the unwrapped path is the correct degrade — not a throw.
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get => SVSim.BattleEngine.Ambient.BattleAmbient.Current?.NetworkAgent;
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}
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public static Transform GameTransform
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{
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get
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{
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if (!_gameTransform)
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{
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GameObject gameObject = GameObject.Find("_Game");
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if ((bool)gameObject)
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{
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_gameTransform = gameObject.transform;
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}
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}
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return _gameTransform;
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}
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}
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public static void Clear()
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{
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UIManager = null;
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GameManager = null;
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}
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public static void ClearUIManager()
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{
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UIManager = null;
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}
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public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
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{
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// Strict: must be inside a scope to set the per-session agent. Forcing-function — any
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// historical unwrapped caller (no production callsite remains) now fails fast.
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SVSim.BattleEngine.Ambient.BattleAmbient.Require().NetworkAgent = agent;
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}
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public static void DestroyNetworkAgent()
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{
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var c = SVSim.BattleEngine.Ambient.BattleAmbient.Current;
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var current = c?.NetworkAgent;
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if (current != null)
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{
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Object.DestroyImmediate(current.gameObject);
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c.NetworkAgent = null;
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}
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}
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public static IEnumerator CreateRealTimeNetworkBattleAgent(Matching matching = null)
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{
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string loadObjectPath = "TurnBase/_TurnBaseManager";
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if (GameMgr.GetIns().IsAINetwork)
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{
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loadObjectPath = "TurnBase/_AINetworkBaseManager";
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}
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yield return BattleCoroutine.GetInstance().StartCoroutine(GameMgr.GetIns().GetPrefabMgr().LoadAync(loadObjectPath));
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NGUITools.AddChild(GameObject.Find("_Game"), GameMgr.GetIns().GetPrefabMgr().Get(loadObjectPath));
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yield return null;
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if (matching != null)
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{
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RealTimeNetworkAgent.SettingMatchingClass(matching);
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}
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}
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}
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using UnityEngine;
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namespace Wizard;
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public static class ToolboxGame
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{
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public static UIManager UIManager = null;
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public static RealTimeNetworkAgent RealTimeNetworkAgent
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{
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// Instance-backed via BattleManagerBase.InstanceNetworkAgent (Phase 5, chunk 40 — ambient
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// fallback dropped after chunk 38 converted all 60 consumers to per-mgr reads).
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get => BattleManagerBase.GetIns()?.InstanceNetworkAgent;
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}
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public static void SetRealTimeNetworkBattle(RealTimeNetworkAgent agent)
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{
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var mgr = BattleManagerBase.GetIns()
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?? throw new System.InvalidOperationException("SetRealTimeNetworkBattle called with no attached mgr.");
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mgr.InstanceNetworkAgent = agent;
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}
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public static void DestroyNetworkAgent()
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{
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var mgr = BattleManagerBase.GetIns();
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if (mgr?.InstanceNetworkAgent is { } m)
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{
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Object.DestroyImmediate(m.gameObject);
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mgr.InstanceNetworkAgent = null;
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}
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}
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}
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