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

@@ -9,74 +9,9 @@ public partial class RoomRuleSelectDialog
{
public enum eRoomBaseRule
{
NORMAL,
TWO_PICK,
MAX
}
public const string ROOM_PREFAB_PATH_BASE_RULE = "UI/layoutParts/RoomRuleSelectWindow";
private GameObject _roomDialogPrefab;
private UIGrid _gridRuleCategory;
private GameObject _baseRuleRoot;
private UIButton _baseRuluChangeButton;
private UILabel _baseRuluLabel;
private UIButton _twoPickRuleChangeButton;
private UIButton _normalRuleChangeButton;
private GameObject _twoPickRoot;
private GameObject _normalRuleRoot;
private UILabel _normalRuleLabel;
private UILabel _twoPickLabel;
private GameObject _formatRoot;
private UILabel _formatLabel;
private UIButton _formatChangeButton;
private UIToggle _friendWatchToggle;
private UIToggle _guildWatchToggle;
private RoomRuleSetting _setting;
private static RoomRuleSetting _settingSave;
private static RoomRuleSetting _settingTemp;
private static GameObject _roomDialogPrefabSave;
private bool _is2pick;
private static bool _isSelectBaseRule;
private DialogBase _dialogSelf;
private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataNormal;
private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPick;
private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPickCube;
private static readonly Dictionary<RoomConnectController.BattleRule, NetworkDefine.MAINTENANCE_TYPE> MaintenanceDataTwoPickChaos;
private static readonly Dictionary<Format, NetworkDefine.MAINTENANCE_TYPE> FormatMaintenanceDataList;
private static readonly Dictionary<TwoPickFormat, NetworkDefine.MAINTENANCE_TYPE> TwoPickFormatMaintenanceDataList;
private static List<RoomConnectController.BattleRule> GetRuleListTwoPick(TwoPickFormat twoPickFormat) => default!;
private static List<RoomConnectController.BattleRule> GetRuleListNormal(Format format) => default!;
private List<RoomConnectController.BattleRule> GetCurrentRuleData() => default!;
private static bool IsEnableFormat(Format format) => default!;
public static DialogBase Create(RoomRuleSetting ruleSetting, out RoomRuleSelectDialog roomDialog, bool isTwoPick, bool isSelectBaseRule = false) { roomDialog = default!; return default!; }
public void Initialize(RoomRuleSetting setting, DialogBase dialog, bool isTwoPick, bool isSelectBaseRule) { }
private void CheckDefaultSetting() { }
private bool IsMaintenanceBattleRule(RoomConnectController.BattleRule rule) => default!;
private bool IsMaintenanceFormat(Format format) => default!;
private bool IsMaintenanceTwoPickFormat(TwoPickFormat format) => default!;
private bool IsOnlyOneWinType() => default!;
private void RefreshSetting() { }
private void Start() { }
private void Set2PickMode() { }
private void OnClickFriendWatchButton() { }
private void OnClickGuildWatchButton() { }
private void OnChangeNormalRuleButton() { }
private void CreateTwoPickFormatDrumUI(string title, Action<int> onSelected, Action onDecide, Action onCancel, TwoPickFormat[] formatList, Func<TwoPickFormat, string> onDisplay) { }
private void CreateDrumUI(string title, Action<int> onSelected, Action onDecide, Action onCancel, RoomConnectController.BattleRule[] ruleData, Func<RoomConnectController.BattleRule, string> onDisplay) { }
private void CreateFormatDrumUI(Action<Format> onDecide, Action onCancel) { }
private void SetDrumUICommon(string title, DialogBase ruleChangeDrumDialog, Action decideAction, Action cancelAction) { }
private void SaveCurrentSetting() { }
private void OnPushBattleTypeButton() { }
private void OnPushBaseRuluButton() { }
public static RoomConnectController.BattleRule GetLastRule(KeyValuePair<string, int> key, RoomConnectController.BattleRule defaultRule) => default!;
public static TwoPickFormat GetLastTwoPickFormat(KeyValuePair<string, int> key, TwoPickFormat defaultTwoPickFormatType) => default!;
private void OnPushCreateButton() { }
private void OnPushCancelButton() { }
private void OnClickFormatChangeButton() { }
private void OnRuleChangeDecideBOAny() { }
private static void OnRuleChangeDecide2Pick() { }
private static void OnRuleChangeDecideCommon() { }
private static void OnRuleChangeCancel() { }
private static void ReCreateDialog(RoomRuleSetting setting) { }
private bool IsEnablePreRotationFormat() => default!;
}
}