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

@@ -7,56 +7,6 @@ namespace Wizard.Battle.UI
public partial class BattleLogUtility
{
private delegate string FuncGetGainText(BattleCardBase gainFrom, int val1, SkillBase skill);
private static bool _isInitializedStatic;
private static Dictionary<CantAttackType, FuncGetCantAttackText> _cantAttackTextFunc;
private static Dictionary<Type, BattleLogTextBuilderAttachSkill> _attachSkillTextFunc;
private const string NETWORK_SKILL_PREFIX = "Network";
public const char CARD_COUNT_CHAR = '×';
public static void SetupStatic() { }
public static string GetCardName(BattleCardBase card) => default!;
public static string GetCardWithCountText(BattleCardBase card, int num) => default!;
public static bool IsAddLogDeath(BattleCardBase card) => default!;
public static string GetSkillTargetPlayerText(SkillBase skill) => default!;
public static string BuildTextTurn(bool isSelfTurn, int turn) => default!;
public static string BuildTextCost(int cost) => default!;
public static string BuildTextMulliganChanged(int changedNum) => default!;
public static string BuildTextSummon(BattleCardBase card, int summonCount) => default!;
public static string BuildTextPlay(BattleCardBase card) => default!;
public static string BuildTextEvolve() => default!;
public static string BuildTextFusion() => default!;
public static string BuildTextGeton() => default!;
public static string BuildTextGetoff() => default!;
public static void GetBuffValueStringFormatted(int addAttack, int addLife, ref string retAttack, ref string retLife, bool isMinusZeroAttack = false, bool isMinusZeroLife = false) { }
public static string BuildTextBuffInHandAdd(int addAttack, int addLife, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
public static string BuildTextBuffInDeckAdd(SkillBase skill, bool isSelf, int addAttack, int addLife) => default!;
public static string BuildTextBuffAdd(int addAttack, int addLife, bool isMinusZeroAttack = false, bool isMinusZeroLife = false) => default!;
public static string BuildTextBuffAdd(int addAttack, int addLife, int gainAttack, int gainLife) => default!;
public static string BuildTextBuffMultiply(int multiplyAttack, int multiplyLife) => default!;
public static string BuildTextDamageCut(int cutAmount) => default!;
public static string BuildTextHeal(BattleCardBase healBefore, int healAmount) => default!;
public static string BuildTextDamage(BattleCardBase damageBefore, BattleCardBase damageAfter) => default!;
public static string BuildTextDestroy(BattleCardBase destroyedCard) => default!;
public static string BuildTextBanish() => default!;
public static string BuildTextMetamorphose(BattleCardBase newCard, BattleCardBase oldCard, SkillBase skill = null, bool isTargetInOpponentHand = false, int metamorphoseCardID = 0) => default!;
public static string BuildTextUniteMaterial() => default!;
public static string BuildTextAwake() => default!;
public static string BuildTextBerserk() => default!;
public static string BuildTextNecromance() => default!;
public static string BuildTextLose() => default!;
public static string BuildTextLoseLastWords() => default!;
public static string BuildTextRobLastWords() => default!;
public static string BuildTextChangeClan(CardBasePrm.ClanType newClan, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
public static string BuildTextChangeTribe(CardBasePrm.TribeType newTribe, SkillBase skill, bool isTargetInOpponentHand = false) => default!;
public static string BuildTextChangePlayCount(int cnt) => default!;
public static string BuildTextTimingCallSkill(BattleCardBase card) => default!;
public static string BuildTextTimingWhenPlay(BattleCardBase card) => default!;
public static string BuildTextTimingWhenDestroy(BattleCardBase card) => default!;
public static string BuildTextTimingOther(BattleCardBase card) => default!;
public static string BuildTextCantAttack(CantAttackType type) => default!;
public static string GetPlayerAndPlace(SkillBase skill, SkillFilterCreator.ContentKeyword place) => default!;
public static string BuildTextRandomArray(int[] randomArray) => default!;
public static string BuildTextAttachSkill(SkillBase attachedSkill, SkillBase skill, bool isBuffText, bool isKeyWordCodeDelete = true, bool isNow = true, bool isTargetInOpponentHand = false) => default!;
public static string BuildAttachSkillText(SkillBase attachedSkill, bool isBuffText, bool isKeyWordCodeDelete = true, bool isNow = true) => default!;
private static string DeleteKeywordCode(string battleLogText) => default!;
}
}