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

@@ -9,18 +9,14 @@ public class _3dCardFrameManager
public enum eFrameKind
{
Normal,
Phantom,
Max
}
Phantom }
private enum eCardKind
{
Follower,
Spell,
Amulet,
HeroSkill,
Max
}
HeroSkill }
private class FrameInfo
{
@@ -31,10 +27,6 @@ public class _3dCardFrameManager
public int[] TargetRarities { get; set; }
}
private const string RAINBOW_TEXTURE_NAME = "tx_foil_rainbow";
private const string LEGEND_FRAME_MASK_NAME_FORMAT = "tx_mask_CardFrame_{0}_Legend";
private static readonly eCardKind[] CARD_KINDS = new eCardKind[4]
{
eCardKind.Follower,
@@ -81,22 +73,6 @@ public class _3dCardFrameManager
private readonly Material[,,] _frameMaterialList = new Material[2, 4, 5];
public static List<string> GetCommonLoadAssetList()
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
List<string> list = new List<string>();
list.Add(resourcesManager.GetAssetTypePath("tx_foil_rainbow", ResourcesManager.AssetLoadPathType.CardFrameTextureCommon));
eCardKind[] cARD_KINDS = CARD_KINDS;
foreach (eCardKind eCardKind in cARD_KINDS)
{
if (!BattleManagerBase.IsTutorial || eCardKind != eCardKind.HeroSkill)
{
list.Add(resourcesManager.GetAssetTypePath(GetLegendFrameMaskName(eCardKind), ResourcesManager.AssetLoadPathType.CardFrameTextureCommon));
}
}
return list;
}
public static List<string> GetLoadAssetList(eFrameKind frameKind)
{
ResourcesManager resourcesManager = Toolbox.ResourcesManager;
@@ -160,12 +136,6 @@ public class _3dCardFrameManager
}
}
public void ClearCache()
{
_rainbowTexture = null;
_legendFrameMaskList = null;
}
public void ClearFrameMaterials(eFrameKind frameKind)
{
FrameInfo frameInfo = FRAME_INFO_TABLE[(int)frameKind];