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:
@@ -1,10 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using CriWare;
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using Cute;
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using UnityEngine;
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using Wizard.Battle.View.Vfx;
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// TODO(engine-cleanup-pass2): 23 of 25 methods unrun in baseline
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// Type: Wizard.Battle.Resource.BattleResourceMgr
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// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
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namespace Wizard.Battle.Resource;
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@@ -40,8 +43,6 @@ public class BattleResourceMgr : IBattleResourceMgr
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private bool _recordedLog;
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private const float ACCUMULATE_TRACE_LOG_TIME = 10f;
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public WaitLoadLoalResourceVfx(string path, Dictionary<string, GameObject> containerDictionary, bool isAddUIContainer)
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{
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_path = path;
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@@ -71,11 +72,8 @@ public class BattleResourceMgr : IBattleResourceMgr
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}
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if (_loadRequest.isDone && !IsEnd)
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{
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// Pre-Phase-5b: Prefab clone + AttachAtlas UI-only; mark done to advance loader
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GameObject gameObject = null;
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gameObject = ((!_isAddUIContainer) ? GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent((GameObject)_loadRequest.asset, GameMgr.GetIns().GetGameObjMgr().GetSubUIContainer()) : GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent((GameObject)_loadRequest.asset, BattleManagerBase.GetIns().BtlUIContainer));
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UIManager.GetInstance().AttachAtlas(new List<GameObject> { gameObject });
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gameObject.SetActive(value: false);
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_containerDictionary.Add(_path, gameObject);
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IsEnd = true;
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}
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}
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@@ -136,12 +134,12 @@ public class BattleResourceMgr : IBattleResourceMgr
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public virtual VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
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{
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return new WaitLoadResourceVfx(Toolbox.ResourcesManager.GetAssetTypePath(path, pathType), action);
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return NullVfx.GetInstance();
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}
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public virtual VfxBase LoadAsset(string fullPath, Action action)
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{
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return new WaitLoadResourceVfx(fullPath, action);
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return NullVfx.GetInstance();
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}
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public VfxBase LoadCardImageMaterial(int cardId, bool isEvolution, bool isFollower)
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@@ -231,20 +229,7 @@ public class BattleResourceMgr : IBattleResourceMgr
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{
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list.Add("s/" + sePath + ".acb");
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}
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return new WaitLoadResourceVfx(list, delegate
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{
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if (_effectBattleInfoDictionary != null && _effectBattleInfoDictionary.ContainsKey(objectPath))
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{
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if (_effectBattleInfoDictionary[objectPath].assetObject == null)
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{
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_effectBattleInfoDictionary[objectPath].assetObject = Toolbox.ResourcesManager.LoadObject<GameObject>(objectFullPath);
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}
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else
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{
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_effectBattleInfoDictionary[objectPath].refCount++;
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}
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}
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});
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return NullVfx.GetInstance();
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}
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public void AddEffectBattleInfoDictionary(string objectPath, string sePath)
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@@ -327,13 +312,8 @@ public class BattleResourceMgr : IBattleResourceMgr
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GameObject gameObject = UnityEngine.Object.Instantiate(effectBattleInfo.assetObject);
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EffectBattle effectBattle = gameObject.AddComponent<EffectBattle>();
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effectBattle.engineType = engineType;
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effectBattle.ECriAtomSource = gameObject.AddComponent<CriAtomSource>();
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effectBattle.ECriAtomSource.cueName = effectBattleInfo.sePath;
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effectBattle.ECriAtomSource.playOnStart = false;
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GameMgr.GetIns().GetEffectMgr().SetUIParticleShader(gameObject, delegate
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{
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loadEndCallback.Call(effectBattle);
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}, isBattle: true);
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// Pre-Phase-5b: SetUIParticleShader VFX no-op — fire callback directly
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loadEndCallback.Call(effectBattle);
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}
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}
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}));
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@@ -528,10 +508,8 @@ public class BattleResourceMgr : IBattleResourceMgr
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{
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return null;
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}
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GameObject gobj = m_shardObjectDictionary[path];
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GameObject gameObject = GameMgr.GetIns().GetPrefabMgr().CloneObjectToParent(gobj, BattleManagerBase.GetIns().Battle3DContainer);
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UIManager.GetInstance().AttachAtlas(new List<GameObject> { gameObject });
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return gameObject;
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// Pre-Phase-5b: InstantiateSharedObject UI-only; return null headless
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return null;
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}
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public void Dispose()
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@@ -1,51 +0,0 @@
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using System;
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using Cute;
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using Wizard.Battle.View.Vfx;
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namespace Wizard.Battle.Resource;
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public class RecoveryBattleResourceMgr : BattleResourceMgr
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{
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private bool _enable;
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public override VfxBase LoadAsset(string path, ResourcesManager.AssetLoadPathType pathType, Action action)
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{
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if (_enable)
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{
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return base.LoadAsset(path, pathType, action);
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}
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return NullVfx.GetInstance();
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}
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public override VfxBase LoadAsset(string fullPath, Action action)
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{
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if (_enable)
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{
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return base.LoadAsset(fullPath, action);
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}
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return NullVfx.GetInstance();
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}
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public override VfxBase LoadEffectBattle(string objectFullPath, string objectPath, string sePath)
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{
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if (_enable)
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{
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return base.LoadEffectBattle(objectFullPath, objectPath, sePath);
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}
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return NullVfx.GetInstance();
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}
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public override VfxBase LoadAndCreateEffectBattleInstance(string objectPath, EffectMgr.EngineType engineType, string sePath, Action<EffectBattle> loadEndCallback)
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{
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if (_enable)
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{
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return base.LoadAndCreateEffectBattleInstance(objectPath, engineType, sePath, loadEndCallback);
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}
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return NullVfx.GetInstance();
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}
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public void EnableLoadResouce()
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{
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_enable = true;
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}
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}
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