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

@@ -24,8 +24,6 @@ public abstract class RecoveryManagerBase : IRecoveryManager
protected Action EndRecoveryEvent;
protected RecoveryController _recoveryController;
public DataMgr.BattleType BattleType => _operationInfo.BattleType;
public bool? DidPlayerGoFirst => _operationInfo.SetupInfo.DidPlayerGoFirst;
@@ -95,7 +93,7 @@ public abstract class RecoveryManagerBase : IRecoveryManager
dialogBase.onPushButton1 = (Action)Delegate.Combine(dialogBase.onPushButton1, (Action)delegate
{
failedRecoveryFlag = false;
UIManager.GetInstance().StartCoroutine(GameMgr.GetIns().GetBattleCtrl().BattleEnd());
/* Pre-Phase-5b: BattleCtrl.BattleEnd stubbed */
});
failedRecoveryFlag = true;
RecoveryRecordManagerBase.DeleteRecoveryFile();
@@ -119,7 +117,7 @@ public abstract class RecoveryManagerBase : IRecoveryManager
{
try
{
DataMgr dataMgr = GameMgr.GetIns().GetDataMgr();
DataMgr dataMgr = null; // Pre-Phase-5b: DataMgr not reachable headless
dataMgr.m_BattleType = _operationInfo.BattleType;
SetupConditionInfo setupInfo = _operationInfo.SetupInfo;
BattleConditionPlayerInfo playerInfo = setupInfo.PlayerInfo;
@@ -200,8 +198,6 @@ public abstract class RecoveryManagerBase : IRecoveryManager
}
}
protected abstract List<int> CreateEnemyDeckIDList(BattleConditionEnemyInfo enemyInfo);
public abstract VfxBase Recovery(BattlePlayer battlePlayer, BattleEnemy battleEnemy, Func<IEnumerator, Coroutine> startCoroutine);
public abstract VfxBase UpdateRecovery();
@@ -215,7 +211,7 @@ public abstract class RecoveryManagerBase : IRecoveryManager
EndDataRecovery();
return SequentialVfxPlayer.Create(InstantVfx.Create(delegate
{
GameMgr.GetIns().GetBattleCtrl().StartCoroutine(FontChanger.FontChange(null));
/* Pre-Phase-5b: FontChanger UI-only */
}), ParallelVfxPlayer.Create(battlePlayer.BattleView.RecoveryMulligan(), battleEnemy.BattleView.RecoveryMulligan()), InstantVfx.Create(delegate
{
EndRecoveryEvent.Call();
@@ -232,50 +228,4 @@ public abstract class RecoveryManagerBase : IRecoveryManager
_needUpdate = false;
EndDataRecoveryEvent.Call();
}
protected void RecoveryTurnStartPanel()
{
BattleManagerBase.GetIns().ReinitializeTurnPanelControl();
}
protected void Dump(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
{
string text = "";
text += "P Hand :";
foreach (BattleCardBase handCard in battlePlayer.HandCardList)
{
text = text + " p" + handCard.Index;
}
text += "\nP Inplay :";
foreach (BattleCardBase inPlayCard in battlePlayer.InPlayCards)
{
text = text + " p" + inPlayCard.Index;
}
text += "\nE Hand :";
foreach (BattleCardBase handCard2 in battleEnemy.HandCardList)
{
text = text + " e" + handCard2.Index;
}
text += "\nE Inplay :";
foreach (BattleCardBase inPlayCard2 in battleEnemy.InPlayCards)
{
text = text + " e" + inPlayCard2.Index;
}
}
protected void ResetLeaderAnimation(BattlePlayer battlePlayer, BattleEnemy battleEnemy)
{
PlayerClassBattleCardView playerClassBattleCardView = battlePlayer.Class.BattleCardView as PlayerClassBattleCardView;
playerClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
if (battlePlayer.IsSkinEvolved)
{
playerClassBattleCardView.ClassCharacter.PlayMotion(ClassCharaPrm.MotionType.z_idle);
}
EnemyClassBattleCardView enemyClassBattleCardView = battleEnemy.Class.BattleCardView as EnemyClassBattleCardView;
enemyClassBattleCardView.ClassCharacter.SetAnimationEnable(PlayerPrefsWrapper.GetBool(PlayerPrefsWrapper.SHOW_LEADER_ANIMATION));
if (battleEnemy.IsSkinEvolved)
{
enemyClassBattleCardView.ClassCharacter.PlayMotion(ClassCharaPrm.MotionType.z_idle);
}
}
}