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

@@ -7,86 +7,4 @@ using UnityEngine;
using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
namespace Wizard.RoomMatch
{
public partial class PlayerControllerForOwn
{
private string _battleID;
private bool _isEmitedEnterRoom;
private bool _receiveAliveForDisconnect;
private List<NetworkBattleSender.EmitData> _alreadyEmitList;
private const float FAILURE_RETRY_INTERVAL = 5f;
private Coroutine _escapeRoomWaitCoroutine;
private DialogBase _escapeRoomDialog;
public GatheringAutoJoinTaskInfo GatheringAutoJoinTaskInfo;
public bool IsEmitting { get; set; }
public bool IsEmitLeave { get; set; }
public bool IsEmitRelease { get; set; }
private bool IsEnableSendForWatch { get; set; }
public bool IsSendRematch { get; set; }
public bool IsDoneForceClose { get; set; }
public long GetBattleId() => default!;
public PlayerControllerForOwn(Player target, RoomConnectController room) { }
public void Init(bool isRecovery) { }
public void Ready() { }
public void CancelReady() { }
public void CheckGatheringRoom() { }
public void SelectDeck(DeckData deck, bool isDefaultDeck) { }
public void Release() { }
public void SelectDeckForMutliDeck(DeckData deck, bool isDefaultDeck, Action apiEndAction) { }
public void SelectDeckOpen() { }
public void SelectDeckClose() { }
public void FirstTurnSelect(int type) { }
public void CreateRoomServer(RoomConnectController room) { }
public void CreateRoomBattleServer(RoomConnectController room) { }
public void SetBattleId(string battleId) { }
public void SendDeckInfoForWatch(DeckData deck) { }
public void EnterRoomServer(string roomId) { }
private void UpdateSelfRank() { }
private void EnterRoomSuccess(BaseRoomBattleEnterRoomTask task) { }
public void RecoverRoomSuccess(OpenRoomBattleGetRecoveryParamTask task) { }
public void InitilizeRoomBattleServer(string roomId) { }
public static List<int> ConvertResultMap(Dictionary<int, List<InitializeRoomBattle.Result>> resultMap, int targetViewerId) => default!;
private static Dictionary<string, object> CreateSendDeckParameter(DeckData deckData) => default!;
public void SendOwnerChoiceDeckForWatch(DeckData deck) { }
public void SendDraftChoiceDeckForWatch(DeckData[] deck) { }
public void SendOpponentResetForWatch() { }
private void SendRoomNotify(string notifyMsg) { }
public void EnterRoomBattleServer() { }
public void ExitRoom(string roomId) { }
protected void CloseOrExitRoomBeforeInitializeRoomBattleServer() { }
private IEnumerator EscapeRoomReceiveCoroutine(Action onRetry) => default!;
public void StopEscapeRoomReceiveCorutineAndCloseDialog() { }
public void PlayExitRoom() { }
public void KickRoom() { }
public void PlayKick() { }
public void ForceKickRoom() { }
public void OnReceiveAlive() { }
public void CloseRoom() { }
public void ReleaseRoom() { }
public void ForceCloseRoom() { }
public void StartForceCloseRoom() { }
public void OwnerForcecloseRoom() { }
private IEnumerator ForceCloseCoroutine() => default!;
public void Emote(int id) { }
public void SendDeckReset(Action SuccessFunction, Action onFailed = null) { }
public void Send2PickBeginDeckCreateAPIAfterEmit(Action SuccessFunction, Action onFailed = null) { }
public void Emit2PickBeginDeckCreate(int[] candidateClassIds) { }
public void Send2PickSelectClassAPIAfterEmit(int inClassId, Action SuccessFunction) { }
public void Emit2PickSelectClass(int inClassId, List<CandidateCard> candidateCardList) { }
public void Send2PickSelectCardAPIAfterEmit(int selectedId, Action SuccessFunction) { }
public void Emit2PickSelectCard(List<CandidateCard> candidateCards) { }
public void EmitRetry2PickDeckCreate() { }
public void SendBanDeck(DeckData deck) { }
public void SendSetDeckForDeckOpenBo1(DeckData deck) { }
public void SendSetMultiDeck(List<DeckData> deckList) { }
public void SendMultiDeckRematch() { }
private void EmitRematch() { }
public void ReceiveRematch() { }
public void SendConventionRetire(Action callback) { }
public void EmitNotifyRoomCreateOrEnter(ROOM_URI id, Dictionary<string, object> data = null) { }
private void EmitNotify(ROOM_URI id, Dictionary<string, object> data = null) { }
public void OnAck(Dictionary<string, object> inObject) { }
private void EmitMsg(string uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
private void EmitMsg(ROOM_URI uri, Dictionary<string, object> dataList = null, Action callback = null, bool isGetableAck = true) { }
public IEnumerator EmitRetry(string uri) => default!;
}
}