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

@@ -99,54 +99,6 @@ namespace Wizard.Battle.View {
VfxBase global::Wizard.Battle.View.IBattleCardView.HideBattleCardIcon() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}
namespace Wizard.Battle.View.Vfx {
using UnityEngine;
public partial class CardVfxCreatorBase : global::Wizard.Battle.View.Vfx.ICardVfxCreator {
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDraw(Vector3 pos, bool isCardRare) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreatePick() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDestroy(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDestroyHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateBanish(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxWithLoading global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateBanishHand(BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase) => default!;
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateGeton(Transform vehicleCardPosition, IBattleCardView vehicleCardView, BattleCardBase.DeathTypeInformation deathTypes, BattlePlayerBase battlePlayerBase) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxWithLoading global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateFusionHand(BattlePlayerBase battlePlayerBase, IBattleCardView fusionCard, bool isFusionMetamorphose) => default!;
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateParameterChange(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool isDead = false, bool isEvolve = false, bool skipWait = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateBuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateBuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDebuffStart(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDebuffStop(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateBuffStartInHand(BattleCardBase.ParameterChangeInformation parameterChangeInfo, bool useWait = true, bool isDebuff = false) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateGuardStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateGuardStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateKillerStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateKillerStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateProtectionStart(ProtectionColorType tyep) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateProtectionStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateNotBeAttackedStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateNotBeAttackedStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateUntouchableStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateUntouchableStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateQuick(bool hasAttacksRemaining, bool isCardUnableToAttackClass) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateSneakStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateSneakStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateForceCantAttackStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateForceCantAttackStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDrainStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDrainStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateAttack(IBattleCardView attackCardView, IBattleCardView attackTargetCardView) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateAttackFloatUp() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateAttackFloatDown(bool isAttacker, bool isDead, int attackableCount) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateMoving(Vector3 pos) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateDamage(int damage, int currentHealth, int maxHealth, int baseHealth, bool isReflectedDamage, bool IsSkillDamage) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateHealing(int healAmount, int currentHealth, int maxHealth, int baseHealth) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateMaskCardInPlay() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateReflectionStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateReflectionStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateHeavenlyAegisStart() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateHeavenlyAegisStop() => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
VfxBase global::Wizard.Battle.View.Vfx.ICardVfxCreator.CreateChangeAffiliation(BattleCardBase card, CardBasePrm.ClanType clan, bool showEffect) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
}
}
namespace Wizard.Battle.View {
using System;
using System.Collections.Generic;
@@ -423,18 +375,4 @@ namespace Wizard.Battle.View {
namespace Wizard.Battle.UI {
using UnityEngine;
using Wizard.Battle.View.Vfx;
public partial class ClassInfomationUIBase : global::Wizard.Battle.UI.IClassInfomationUI {
void global::Wizard.Battle.UI.IClassInfomationUI.ShowInfomation(bool playEffect = true) { }
void global::Wizard.Battle.UI.IClassInfomationUI.NewReplayUpdateInfomation(NetworkBattleReceiver.ClassInfoUiInfo classInfo) { }
void global::Wizard.Battle.UI.IClassInfomationUI.HideInfomation() { }
void global::Wizard.Battle.UI.IClassInfomationUI.HideOtherInfomation() { }
void global::Wizard.Battle.UI.IClassInfomationUI.HideAllInfomation() { }
VfxBase global::Wizard.Battle.UI.IClassInfomationUI.LoadResources(Transform parent, bool isPlayer) => global::Wizard.Battle.View.Vfx.NullVfx.GetInstance();
void global::Wizard.Battle.UI.IClassInfomationUI.SetUpEvent(BattlePlayerBase player) { }
void global::Wizard.Battle.UI.IClassInfomationUI.Recovery() { }
GameObject global::Wizard.Battle.UI.IClassInfomationUI.GetInfomationUI() => default!;
void global::Wizard.Battle.UI.IClassInfomationUI.SetIsSelect(bool flg) { }
void global::Wizard.Battle.UI.IClassInfomationUI.SetInCardFocus(bool flg) { }
void global::Wizard.Battle.UI.IClassInfomationUI.SetTouchable(bool flg) { }
}
}