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

@@ -1,10 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using CriWare;
using Cute;
using UnityEngine;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 23 of 25 methods unrun in baseline
// Type: Wizard.Battle.Resource.BattleResourceMgr
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.Resource;
@@ -40,8 +43,6 @@ public class BattleResourceMgr : IBattleResourceMgr
private bool _recordedLog;
private const float ACCUMULATE_TRACE_LOG_TIME = 10f;
public WaitLoadLoalResourceVfx(string path, Dictionary<string, GameObject> containerDictionary, bool isAddUIContainer)
{
_path = path;
@@ -71,11 +72,8 @@ public class BattleResourceMgr : IBattleResourceMgr
}
if (_loadRequest.isDone && !IsEnd)
{
// Pre-Phase-5b: Prefab clone + AttachAtlas UI-only; mark done to advance loader
GameObject gameObject = null;
gameObject = ((!_isAddUIContainer) ? GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent((GameObject)_loadRequest.asset, GameMgr.GetIns().GetGameObjMgr().GetSubUIContainer()) : GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent((GameObject)_loadRequest.asset, BattleManagerBase.GetIns().BtlUIContainer));
UIManager.GetInstance().AttachAtlas(new List<GameObject> { gameObject });
gameObject.SetActive(value: false);
_containerDictionary.Add(_path, gameObject);
IsEnd = true;
}
}
@@ -136,12 +134,12 @@ public class BattleResourceMgr : IBattleResourceMgr
public virtual VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
{
return new WaitLoadResourceVfx(Toolbox.ResourcesManager.GetAssetTypePath(path, pathType), action);
return NullVfx.GetInstance();
}
public virtual VfxBase LoadAsset(string fullPath, Action action)
{
return new WaitLoadResourceVfx(fullPath, action);
return NullVfx.GetInstance();
}
public VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
@@ -231,20 +229,7 @@ public class BattleResourceMgr : IBattleResourceMgr
{
list.Add("s/" + sePath + ".acb");
}
return new WaitLoadResourceVfx(list, delegate
{
if (_effectBattleInfoDictionary != null && _effectBattleInfoDictionary.ContainsKey(objectPath))
{
if (_effectBattleInfoDictionary[objectPath].assetObject == null)
{
_effectBattleInfoDictionary[objectPath].assetObject = Toolbox.ResourcesManager.LoadObject<GameObject>(objectFullPath);
}
else
{
_effectBattleInfoDictionary[objectPath].refCount++;
}
}
});
return NullVfx.GetInstance();
}
public void AddEffectBattleInfoDictionary(string objectPath, string sePath)
@@ -327,13 +312,8 @@ public class BattleResourceMgr : IBattleResourceMgr
GameObject gameObject = UnityEngine.Object.Instantiate(effectBattleInfo.assetObject);
EffectBattle effectBattle = gameObject.AddComponent<EffectBattle>();
effectBattle.engineType = engineType;
effectBattle.ECriAtomSource = gameObject.AddComponent<CriAtomSource>();
effectBattle.ECriAtomSource.cueName = effectBattleInfo.sePath;
effectBattle.ECriAtomSource.playOnStart = false;
GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject, delegate
{
loadEndCallback.Call(effectBattle);
}, isBattle: true);
// Pre-Phase-5b: SetUIParticleShader VFX no-op — fire callback directly
loadEndCallback.Call(effectBattle);
}
}
}));
@@ -528,10 +508,8 @@ public class BattleResourceMgr : IBattleResourceMgr
{
return null;
}
GameObject gobj = m_shardObjectDictionary[path];
GameObject gameObject = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, BattleManagerBase.GetIns().Battle3DContainer);
UIManager.GetInstance().AttachAtlas(new List<GameObject> { gameObject });
return gameObject;
// Pre-Phase-5b: InstantiateSharedObject UI-only; return null headless
return null;
}
public void Dispose()

View File

@@ -1,51 +0,0 @@
using System;
using Cute;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Resource;
public class RecoveryBattleResourceMgr : BattleResourceMgr
{
private bool _enable;
public override VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
{
if (_enable)
{
return base.LoadAsset(path, pathType, action);
}
return NullVfx.GetInstance();
}
public override VfxBase LoadAsset(string fullPath, Action action)
{
if (_enable)
{
return base.LoadAsset(fullPath, action);
}
return NullVfx.GetInstance();
}
public override VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath)
{
if (_enable)
{
return base.LoadEffectBattle(objectFullPath, objectPath, sePath);
}
return NullVfx.GetInstance();
}
public override VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action<EffectBattle> loadEndCallback)
{
if (_enable)
{
return base.LoadAndCreateEffectBattleInstance(objectPath, engineType, sePath, loadEndCallback);
}
return NullVfx.GetInstance();
}
public void EnableLoadResouce()
{
_enable = true;
}
}