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

@@ -10,117 +10,4 @@ using Wizard.ErrorDialog;
using Wizard.Scripts.Network.Data.TableData.Arena.TwoPick;
namespace Wizard.RoomMatch
{
public partial class PlayerControllerForWatching
{
public partial struct TwoPickChoice { }
public enum SEND_PARAMETER
{
InitWatch,
Watch,
GetDeck,
users,
wSeq,
pRSeq
}
public enum STATE
{
INIT = -1,
PREPARATION = 200,
READY = 201,
LOAD = 202,
LOADEND = 310,
BATTLE = 400,
MAX = 400
}
private const float WATCH_INTERVAL = 2f;
private const float ADMIN_WATCH_INTERVAL = 0.2f;
private const int LOADING_TIMER = 30;
protected const int ROOM_TIME_OUT = 30;
private const float INIT_WATCH_TIME_OUT_MILLI_SECOND = 15f;
public const string MULTI_DECK_KEY_REMATCH = "MultiDeckRematch";
private bool _isBattleWatchStart;
private bool isExistBattle;
private bool isEmitEnterRoom;
private NetworkWatchBattleMgr _networkBattleMgr;
private WatchDataHandler _watchDataHandler;
private Coroutine _coroutineBeforeBattle;
private float _constWaitTime;
private Coroutine _timeOutCoroutine;
private Coroutine _timeOutResultCoroutine;
private int _currentState;
private float _roomTimeOutCounter;
protected bool _isTimeOutSelf;
private float _watchEmitInterval;
private bool _receivedBattleInfo;
private bool resetSeq;
public TwoPickWatchData TwoPickData;
public bool isRoomEmitWait;
private int _leaveCountOwner;
private int _leaveCountGuest;
private List<int> _saveTwoPickDeck;
private List<TwoPickCardSelectBase.PICK_SIDE> _selectPickSide;
public bool IsReceivedInitWatch { get; set; }
public int SeqenceNo { get; set; }
public bool IsExistBattleReceiver { get; set; }
public PlayerControllerForWatching(Player target, RoomConnectController room) { }
public void ResetWatchHandler() { }
public void ResetReceiveEvent() { }
public int GetCurrentState() => default!;
private IEnumerator StartWatch() => default!;
private Dictionary<string, object> CreateInitWatchData() => default!;
public void Init(bool isRecovery) { }
public void EnterRoomBattleServer() { }
public void InitilizeRoomBattleServer(string roomId) { }
public void EnterRoomServer(string roomId) { }
private void OnSuccessWatchRoom(RoomBattleWatchTaskBase task, string roomId) { }
public void SetupUserInfo(RoomBattleWatchTaskBase.UserInfo receiveData, Player player) { }
private new void ConnectAPI(BaseTask task, Action callback) { }
private void ServerError(int in_ErrorNo) { }
public void OnGatheringError(int resultCode, UIManager.ViewScene scene) { }
public void OnGatheringError(string title, string text, UIManager.ViewScene scene) { }
private void ChangeViewScene(UIManager.ViewScene scene) { }
public void OnReceived(Dictionary<string, object> received) { }
public void ReceiveLeaveCount(Dictionary<string, object> received) { }
public void ReceiveWaitTime(float waitTime) { }
public void ReceiveBanDeckDecide(Dictionary<string, object> received, bool enableEventCall) { }
public static bool IsChangeDeckList(List<DeckData> oldDeckData, List<DeckData> newDeckData) => default!;
public void ReceiveInitWatchDeckList(Dictionary<string, object> received, bool enableEventCall) { }
private void ReceivedWatch(Dictionary<string, object> received) { }
public void ReceiveOpponentBeginCreateDeck() { }
public void ReceiveTwoPickBeginCreateDeck(Dictionary<string, object> getData) { }
public void ReceiveTwoPickSelectClass(Dictionary<string, object> getData) { }
private void ReceivedGetDeck(Dictionary<string, object> received) { }
private void StartTimeOut(int timer) { }
private void StopTimeOut() { }
private void StartResultTimeOut(int timer) { }
private void StopResultTimeOut() { }
private IEnumerator StartTimeOutCorutine(int timer) => default!;
private void ShowErrorDialog() { }
private void ReturnScene() { }
private void ChangeScene() { }
private IEnumerator BattleEndCoroutin(Action callback) => default!;
private IEnumerator WaitTillBattleCreate() => default!;
private int DecideFirstUser(int id) => default!;
private bool isOwner(int id) => default!;
private void ParseWatchData(Dictionary<string, object> received, out int state) { state = default!; }
private void ParseLeaveCount(Dictionary<string, object> received, int state, bool anyEntry) { }
public TwoPickCardSelectBase.PICK_SIDE GetTwoPickSelectSide(int pickTurn) => default!;
private void ParseTwoPickSelectCard(Dictionary<string, object> getData) { }
private void Receive2PickSelectCardInfo(Dictionary<string, object> deckInfo) { }
public void Receive2PickSelectCardSet(Dictionary<string, object> getData) { }
public void Receive2PickDeckInfo(Dictionary<string, object> deckInfo) { }
public void ReceiveDraftDeckCreate(Dictionary<string, object> draftDeck) { }
private void Convert2PickDeckData(Dictionary<string, object> draftDeck, out List<int> classId, out List<int> skinId, out List<int>[] tempCardIdList) { classId = default!; skinId = default!; tempCardIdList = default!; }
protected void TwoPickCandidateCardSet(Dictionary<string, object> inGetData) { }
public void TwoPickReset() { }
public void ReceiveTwoPickSelectedCardNumber(Dictionary<string, object> getData) { }
public void ReceiveRoomNotify(Dictionary<string, object> getData) { }
public void ReceiveChatStamp(Dictionary<string, object> getData) { }
protected void TwoPickDeckReset() { }
public void ReceiveDeckEntry(Dictionary<string, object> getData) { }
public void ReceiveRematch() { }
public void CreateRoomServer(RoomConnectController room) { }
public void EmitGetDeck(int viewerId) { }
public void OnLeaveGuest() { }
}
}