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

@@ -17,77 +17,18 @@ public partial class ImageSelection
public delegate bool IsNewItemDelegate();
public enum SelectType
{
SINGLE,
MULTI
}
private GameObject _partsBaseUI;
private GameObject _partsPageGrid;
private GameObject _partsMainItem;
private int _loadPageNumInAdvance;
private int _loadPageMaxNum;
private int _mainItemMaxNumPerPage;
private SelectType _selectType;
private bool _isNotSelectItemToGrey;
private ImageSelectionBaseUI _baseUI;
private PageDisplayFrame[] _pageDisplayFrameList;
private PageDisplayFrame _pageDisplayFrame_Main;
private PageDisplayFrame _pageDisplayFrame_Sub;
private Page _dummyPage;
private List<Page> _pageList;
private List<CategoryInfo> _categoryInfoList;
private int _displayPageNo;
private PageItem _selectedPageItem;
private bool _isChangingDisplayPage;
private bool _isInterruptChangeDisplayPage;
private bool _isChangedPrevPageOnDrag;
private bool _isChangedNextPageOnDrag;
private bool _isChangedPrevPageOnPressBtn;
private bool _isChangedNextPageOnPressBtn;
private bool _isPressingPrevPageBtn;
private bool _isPressingNextPageBtn;
private float _timePressingPrevPageBtn;
private float _timePressingNextPageBtn;
private DialogBase _dialog;
public bool IsDuringReset { get; set; }
private void Awake() { }
public void Create(int allPanelDepthAddValue = 0, DialogBase dialog = null) { }
public List<string> GetSelectedList() => default!;
public void SelectAll() { }
public void SelectCancelAll() { }
public void SetSelectAll(bool isSelect) { }
public IEnumerator Reset() => default!;
private void UnloadAll() { }
public void AddItem(string key, string category, bool isSelectable, IsNewItemDelegate isNewItemMethod, string loadTexPath, string fetchTexPath, bool isDisplaySprite, string name, string[] texts, Action onDisplay, Action onClick = null, Action<GameObject> onPress = null) { }
private void AddDummyPage() { }
private void RemoveDummyPage() { }
private void AddCategoryPage(CategoryInfo categoryInfo) { }
public void Open() { }
public void Close() { }
public void SetDisplayPage(int pageNo) { }
public void LoadDisplayPage() { }
public void UnloadAllPageExceptDisplayPage() { }
private void UnloadAllPageExceptBasePage(int basePageNo, int aroundOffset) { }
private void ToPrevPage(bool isPlaySe = false) { }
private void ToNextPage(bool isPlaySe = false) { }
private IEnumerator ChangeDisplayPage(bool isAnimate, bool isToNext = false, bool isPlaySe = false) => default!;
private void InterruptChangeDisplayPage() { }
private void SwapPageDisplayFrame() { }
private void OnClickPageItem(PageItem pageItem, PageDisplayFrame frame) { }
private void OnPressPageItem(PageItem pageItem, PageDisplayFrame frame, GameObject pressItem) { }
private void OnDragStart(GameObject g) { }
private void OnDrag(GameObject g, Vector2 delta) { }
private void OnPressToPrevBtn(GameObject g, bool state) { }
private void OnPressToNextBtn(GameObject g, bool state) { }
private void Update() { }
public string GetSelectedItemKey() => default!;
public int SelectItemWithKey(string key) => default!;
public void SelectMultiItem(List<string> keyList) { }
private PageItem FindItemWithKey(string key, out int pageNo) { pageNo = default!; return default!; }
private void ChangeSelectItem(PageItem item) { }
private void UpdateSelectMark() { }
private void UpdateIsNewItem() { }
private int GetNormalizedPageNo(int pageNo) => default!;
private bool IsOnlyOnePage() => default!;
private void OnDestroy() { }
}
}