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

@@ -6,41 +6,4 @@ using Wizard.Battle.UI;
using Wizard.Battle.View.Vfx;
namespace Wizard.Battle.Touch
{
public partial class FusionTargetSelectTouchProcessor
{
protected readonly BattleCardBase _actCard;
protected readonly InputMgr _inputMgr;
protected readonly BattlePlayer _battlePlayer;
protected bool _isSelectNow;
private readonly BattleManagerBase _battleManager;
private IEnumerable<BattleCardBase> _targetCards;
private IEnumerable<GameObject> _targetCardObjects;
private bool _stopSelectFlag;
private SkillBase _fusionSkill;
private Skill_fusion_metamorphose _fusionMetamorphoseSkill;
private List<BattleCardBase> _selectedCards;
private bool _selectCompleteFlag;
private int _needSelectCount;
private int _maxSelectCount;
private List<BattleCardBase> _selectableCards;
private BattleUIContainer _battleUIContainer;
private const float CANCEL_TOUCHABLE_WAIT_TIME = 0.2f;
public static readonly Vector3 INIT_LOCAL_EULAR_ANGLE;
private CanNotTouchCardVfx _canNotTouchCardVfx;
private bool _isNoSelectFusion;
protected bool IsSelectNow { get; set; }
public FusionTargetSelectTouchProcessor(BattleManagerBase battleMgr, BattleCardBase actCard, SkillBase fusionSkill, Skill_fusion_metamorphose fusionMetamorphoseSkill) { }
public static FusionTargetSelectTouchProcessor Create(BattleManagerBase battleMgr, BattleCardBase actCard, SkillBase fusionSkill, Skill_fusion_metamorphose fusionMetamorphoseSkill) => default!;
public VfxBase Start() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase Update(float dt, Camera camera) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
private void ChangeSelectFusionIngredientCard(BattleCardBase selectedCard, bool isSelect) { }
private BattleCardBase GetCardAtMousePosition(Camera camera) => default!;
private bool IsSelect() => default!;
private VfxBase MakeTouchEffect(BattleCardBase targetCard) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public virtual VfxWith<ITouchProcessor> End() => default!;
protected virtual void SetTouchable(bool enable) { }
public virtual bool CheckIsEnd() => default!;
private IEnumerable<GameObject> GetTargetCards() => default!;
protected void EnableTurnEndButton(bool showEffect) { }
}
}