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:
@@ -8,8 +8,6 @@ namespace UnityEngine
|
||||
{
|
||||
public class TextAsset : Object
|
||||
{
|
||||
public string text => "";
|
||||
public byte[] bytes => new byte[0];
|
||||
}
|
||||
|
||||
public class AsyncOperation
|
||||
@@ -17,7 +15,6 @@ namespace UnityEngine
|
||||
public bool isDone => true;
|
||||
public float progress => 1f;
|
||||
public int priority { get; set; }
|
||||
public bool allowSceneActivation { get; set; }
|
||||
}
|
||||
|
||||
public class AssetBundle : Object
|
||||
@@ -25,27 +22,22 @@ namespace UnityEngine
|
||||
public static AssetBundle LoadFromFile(string path) => null;
|
||||
public static AssetBundleCreateRequest LoadFromFileAsync(string path) => null;
|
||||
public string[] GetAllAssetNames() => new string[0];
|
||||
public T LoadAsset<T>(string name) where T : Object => null;
|
||||
public Object LoadAsset(string name) => null;
|
||||
public Object[] LoadAllAssets() => new Object[0];
|
||||
public AssetBundleRequest LoadAllAssetsAsync() => null;
|
||||
public void Unload(bool unloadAllLoadedObjects) { }
|
||||
}
|
||||
|
||||
public class AssetBundleCreateRequest : AsyncOperation { public AssetBundle assetBundle => null; }
|
||||
public class AssetBundleRequest : AsyncOperation { public Object asset => null; public Object[] allAssets => new Object[0]; }
|
||||
public class AssetBundleRequest : AsyncOperation { public Object[] allAssets => new Object[0]; }
|
||||
|
||||
public class Collider2D : Component { public bool enabled { get; set; } }
|
||||
public partial class BoxCollider2D : Collider2D { public bool isTrigger { get; set; } public Vector2 offset { get; set; } public Vector2 size { get; set; } }
|
||||
public partial class BoxCollider2D : Collider2D { public Vector2 offset { get; set; } public Vector2 size { get; set; } }
|
||||
public partial class Light : Behaviour { }
|
||||
public class AudioListener : Behaviour { }
|
||||
|
||||
public enum RenderTextureFormat { ARGB32, Depth, ARGBHalf, ARGB64, Default }
|
||||
public enum RenderTextureFormat { ARGB32, Default }
|
||||
|
||||
public enum RuntimeInitializeLoadType
|
||||
{
|
||||
AfterSceneLoad, BeforeSceneLoad, AfterAssembliesLoaded,
|
||||
BeforeSplashScreen, SubsystemRegistration
|
||||
}
|
||||
|
||||
public sealed class RuntimeInitializeOnLoadMethodAttribute : Attribute
|
||||
@@ -56,19 +48,13 @@ namespace UnityEngine
|
||||
}
|
||||
|
||||
// Sub-namespace anchors (referenced via `using`; types unmask in later waves if used).
|
||||
namespace UnityEngine.Experimental { internal class _ShimAnchor { } }
|
||||
namespace UnityEngine.Experimental.Rendering { internal class _ShimAnchor { } }
|
||||
namespace UnityEngine.Experimental { }
|
||||
namespace UnityEngine.Experimental.Rendering { }
|
||||
namespace UnityEngine.SceneManagement
|
||||
{
|
||||
internal class _ShimAnchor { }
|
||||
public struct Scene { public string name => ""; public int buildIndex => 0; public bool IsValid() => false; public bool isLoaded => false; }
|
||||
public static class SceneManager
|
||||
{
|
||||
public static void LoadScene(string sceneName) { }
|
||||
public static void LoadScene(int sceneBuildIndex) { }
|
||||
public static Scene GetActiveScene() => default;
|
||||
public static Scene GetSceneByName(string name) => default;
|
||||
public static int sceneCount => 0;
|
||||
}
|
||||
}
|
||||
namespace UnityEngine.SocialPlatforms
|
||||
@@ -77,5 +63,4 @@ namespace UnityEngine.SocialPlatforms
|
||||
// Cute.IAchievementCallback; adding one here makes the unqualified name ambiguous.
|
||||
public interface IAchievement { }
|
||||
public interface IAchievementDescription { }
|
||||
public interface ILocalUser { void Authenticate(System.Action<bool> callback); }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user