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

@@ -7,98 +7,6 @@ namespace Wizard.Battle.View
{
public partial class NullBattlePlayerView
{
public ITurnEndButtonUI TurnEndButtonUI { get; set; }
public GameObject EpIcon { get; set; }
public bool IsSelecting { get; set; }
public HandViewBase HandView { get; set; }
public HandControl HandControl { get; set; }
public BattleCardBase SelectSkillActCard { get; set; }
public GameObject TurnEndBtn { get; set; }
public BattleCardBase m_CurrentTarget { get; set; }
public PlayQueueViewBase PlayQueueView { get; set; }
public AttackSelectControl AttackSelectControl { get; set; }
public InPlayViewBase InPlayView { get; set; }
public GameObject StatusParentPanel { get; set; }
public GameObject AnchorL { get; set; }
public GameObject CommonPanel { get; set; }
public GameObject EpPanel { get; set; }
public UIGrid HandDeck { get; set; }
public UIGrid SetDeck { get; set; }
public GameObject CemeteryParent { get; set; }
public GameObject BanishParent { get; set; }
public bool IsNowTurnEnd { get; set; }
public Action<bool> OnCancelSkillTargetSelect { get; set; }
public Action<bool> OnCancelPlayCard { get; set; }
public Action OnSelect { get; set; }
public Transform ChoiceBraveButtonTransform { get; set; }
public bool IsShowCantChoiceBraveText { get; set; }
public NullBattlePlayerView() { }
public VfxBase Recovery(bool doseFirst, bool isFocusHand) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryTurnStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public IList<BattleCardBase> GetSelectCardList() => default!;
public void ForceStopShowSelect() { }
public void AllClear(bool popUpClose = false, bool isRemoveSideLog = true, bool isStopDrag = true, bool isResetDetail = true) { }
public bool IsTouchable() => default!;
public void LockOnEffectOff() { }
public void ShowCommonPanel() { }
public void DragArrowStop(BattleManagerBase battleMgr) { }
public VfxBase HandUnfocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase HandFocus() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public bool ShowAlertMessageTouchCard(ref BattleCardBase hitCard, ref BattleManagerBase battleMgr) => default!;
public void DisableSettingFlag() { }
public void HideAlertDialogue() { }
public void HideAlertDialogue(PanelMgr.BattleAlertType alertType) { }
public bool IsShowingAlert() => default!;
public void ClearPlayQueue() { }
public void ShowAlert(PanelMgr.BattleAlertType AlertType, bool isClass, string text = null) { }
public VfxBase RearrangeHand() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void StopShowSelect(BattleCardBase actCard, bool isAct, bool isTransformskill = false, bool isNewReplayMoveTurn = false) { }
public void RegisterPlayCard(BattleCardBase actCard) { }
public UIButton GetChoiceButtonFromIndex(int index) => default!;
public GameObject GetCheckFromIndex(int index) => default!;
public void SetTouchable(bool enable) { }
public void HideTurnEndButton() { }
public void SetCancelSkillChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
public void SetCancelPlayChoiceTransformCards(BattleCardBase actCard, BattleCardBase transformCard) { }
public void SetCancelPlayCardWithChoice(BattleCardBase actCard, List<BattleCardBase> choiceCards) { }
public void ReleaseLockOnTarget() { }
public void ShowChoiceAlert(BattleCardBase card, bool isEvolve, int count, int max) { }
public void StopChoiceSelectUI() { }
public void HideCommonPanel() { }
public void ClearSelectCardList() { }
public void SetSelectCardList(List<BattleCardBase> list) { }
public Vector3 GetPPLabelPosition() => default!;
public Vector3 GetBPLabelPosition() => default!;
public VfxBase CreateBeforeFusionVfx(BattleCardBase fusionCard, List<BattleCardBase> ingredientCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase ReturnActCardAfterFusion(IBattleCardView fusionCardView, bool isFusionMetamorphose = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public SideLogControl GetSideLogControl(bool isSkillTargetSelect) => default!;
public VfxBase SetIsNowTurnEnd(bool flg) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryInPlayCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryClassAndInPlayCardAttachSkillEffect() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryInHandCards() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase RecoveryBattleUI() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase CreateStopAttackFloatVfx(IBattleCardView battleCardView) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase CreateStopShowSelectVfx(BattleCardBase actCard, bool isAct, bool stopChoiceSelectUiImmediately = true, bool isTransformskill = false, bool isNewReplayMoveTurn = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void ClearSelectSkillActCard() { }
public VfxBase StartShowSelect(BattleCardBase actCard, SkillBase skill, IEnumerable<BattleCardBase> selectableCards, bool isEvol) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void CancelPlayCard(BattleCardBase actCard, bool isPlay = false, bool isNewReplayMoveTurn = false) { }
public VfxBase StartShowChoice(BattleCardBase actCard, SkillBase choiceSkill, List<BattleCardBase> choiceCards, bool isEvol, BattleCardBase accelerateCard, bool isChoiceBrave) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void StartShowFusionUI(BattleCardBase actCard, IEnumerable<BattleCardBase> selectableCards, int maxSelectCount, EventDelegate onClickDecision) { }
public VfxBase RemoveFusionSelectedCardFromHand(List<BattleCardBase> selectedCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void StopFusionUI() { }
public void Setup(GameObject statusPanel, GameObject uiContainer, GameObject btlContainer, GameObject battle3DContainer) { }
public VfxBase RecoveryMulligan() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public VfxBase PrepareCardsForAttackSequenceVfx(IBattleCardView attackInitiator, IBattleCardView attackTarget) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void SelectedFusionIngredientCard(int index, bool isActive, int maxSelectCount) { }
public void UpdateFusionUi(bool isTouchableDecisionButton) { }
public void SetNotCancelCollider(List<BattleCardBase> cards, bool isEnable) { }
public void ShowChoiceSelectUI(BattleCardBase actCard, IList<BattleCardBase> choiceCards, SkillBase skill, bool isEvolve, bool isChoiceBrave) { }
public VfxBase HideCardAttackEffects(IList<BattleCardBase> _targetCards) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
public void ShowChoiceBraveButton(bool isNewReplay) { }
public void UpdateChoiceBraveActivatingEffect(bool isActivating) { }
public void HideChoiceBraveButton() { }
public void UpdateChoiceBraveButtonPulsateEffectAndSprite() { }
public void HideChoiceBraveButtonPulsateEffect() { }
public VfxBase SetBp(int num) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}