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

@@ -9,34 +9,20 @@
namespace Wizard.Battle.View
{
// nested in BattlePlayerViewBase (decomp); referenced unqualified by BattlePlayerView shell.
public class BattleDialog { }
public enum BattleDialogItem { Menu, Retire }
// nested in BattleCardView/BattleCardBase (decomp); referenced unqualified by *BattleCardView shells.
public class BuildInfo { }
}
namespace Wizard.Battle.UI
{
// private delegate nested in BattleLogUtility (decomp); referenced by its generated partial.
public delegate string FuncGetCantAttackText();
}
namespace Wizard.RoomMatch
{
// nested enum in PlayerController (decomp); referenced by PlayerControllerForOwn shell.
public enum ROOM_URI { }
}
namespace Wizard.RoomMatch
{
// referenced as field/param types by the watch/replay controller shells (off battle path).
public class TwoPickWatchData { }
public partial class ReplayDataHandler { }
}
namespace Wizard.Battle.View.Vfx
{
// VfxBase subclass declared in StartPickCardVfx.cs (decomp); referenced as a type by StartSummonCardVfx shell.
public class WaitUntilCardIsQueuedToBePlayedVfx { }
}

View File

@@ -13,6 +13,10 @@
// _attackTargetSelectInfo._attackPairsCardIsInvolvedIn animation queue.
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 3 of 4 methods unrun in baseline
// Type: Wizard.Battle.View.HeadlessAttackSelectControl
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.View
{

View File

@@ -10,6 +10,10 @@
using UnityEngine;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 1 of 5 methods unrun in baseline
// Type: Wizard.Battle.View.HeadlessHandViewStub
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.View
{

View File

@@ -13,6 +13,10 @@
using UnityEngine;
using Wizard.Battle.View.Vfx;
// TODO(engine-cleanup-pass2): 7 of 8 methods unrun in baseline
// Type: Wizard.Battle.View.HeadlessPlayQueueViewStub
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.View
{

View File

@@ -1,3 +1,7 @@
// TODO(engine-cleanup-pass2): 12 of 14 methods unrun in baseline
// Type: Wizard.Battle.View.HeadlessVoiceInfo
// See data_dumps/reports/engine-cleanup/live-methods.baseline.txt
namespace Wizard.Battle.View
{
// HEADLESS-FIX (M7): a non-null IReadOnlyVoiceInfo singleton for the headless death-voice tail.

View File

@@ -24,8 +24,8 @@ namespace Wizard.ErrorDialog
// back to the static Wizard.Data god-object (CS0718/0722/0723 + missing ButtonType).
public class Data
{
public enum ContactDisplayType { _NONE_, , MAX }
public enum ButtonType { _NONE_, OK, , , , , , , MAX }
public enum ContactDisplayType { }
public enum ButtonType { _NONE_, OK, , , , , , }
public string TitleId { get; private set; }
public string BodyId { get; private set; }
@@ -41,7 +41,7 @@ namespace Wizard.ErrorDialog
namespace Wizard.Battle.UI
{
public enum CantAttackType { Null, All, Class, NotHasGuard, Unit, Max }
public enum CantAttackType { Null, All, Class, NotHasGuard, Unit}
}
namespace Wizard.Battle.View
@@ -96,50 +96,26 @@ namespace Wizard.Battle.View.Vfx
namespace AnimationOrTween
{
public enum DisableCondition { DisableAfterReverse = -1, DoNotDisable, DisableAfterForward }
public enum EnableCondition { DoNothing, EnableThenPlay, IgnoreDisabledState }
public enum DisableCondition { DoNotDisable}
public enum EnableCondition { EnableThenPlay, IgnoreDisabledState }
}
namespace Wizard.UI.LoginBonus
{
public class ContinuousData { public ContinuousData(LitJson.JsonData jsonData) { } }
public class NormalData { public NormalData(LitJson.JsonData jsonData) { } }
public class SpecialData { public SpecialData(LitJson.JsonData jsonData) { } }
public class FreeCardPackBoxData { public FreeCardPackBoxData(LitJson.JsonData jsonData) { } }
}
namespace DeckBuilder
{
public partial class GenerateDeckCode { }
public partial class GetDeckDataFromCode { }
}
namespace Wizard.Story.ChapterSelection.SelectionProcessing.BattleResult
{
public interface IProcessing
{
IProcessing NextProcessing { get; set; }
void Execute(Parameter param);
}
// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
}
namespace Wizard.RoomMatch
{
public partial class PlayerControllerForWatching { } // SEND_PARAMETER enum is in Generated/PlayerControllerForWatching.g.cs
public partial class RoomRuleSetting { }
}
namespace Cute
{
public class SceneChangeParameter { public bool KeepAssets; public SceneType BeforeScene; public SceneType NextScene; public string NextState; }
public class SceneManager
{
public SceneChangeParameter SceneChangeParameter = new SceneChangeParameter();
public void ChangeScene(string next_scene) { }
public void ChangeScene(string next_scene, string active_state) { }
public void ChangeScene(SceneType type, string active_state = "") { }
}
}
namespace Wizard.Story
@@ -147,54 +123,18 @@ namespace Wizard.Story
public enum StoryApiType { None, MainStory, LimitedStory, EventStory }
public partial class SelectedStoryInfo { }
public partial class StoryWorldDataManager { }
public sealed class StoryWorldData { } // signature-only type pulled by StoryWorldDataManager full-surface (non-battle)
}
namespace Wizard.Title
{
// ITitleProc impls pulled by full-surface stubs; referenced as signature types only (non-battle).
public class BattleRecovery { }
public class ResourceDownloader { }
public class TemporaryAssetDeleter { }
}
namespace BestHTTP.SocketIO
{
// BestHTTP SDK types — minimal hand shim (full-surface would pull the whole SocketIO
// closure). Node-server real-time socket path is Phase-2; these are off the battle path.
public sealed class Packet { public System.Collections.Generic.List<byte[]> Attachments { get; set; } }
public delegate void SocketIOCallback(Socket socket, Packet packet, params object[] args);
public sealed class Socket
{
public string Id => "";
public Socket On(string eventName, SocketIOCallback callback) => this;
public Socket On(BestHTTP.SocketIO.SocketIOEventTypes type, SocketIOCallback callback) => this;
public Socket Off(string eventName) => this;
public Socket Off() => this;
public Socket Emit(string eventName, params object[] args) => this;
}
public class SocketOptions
{
public bool AutoConnect { get; set; }
public Transports.TransportTypes ConnectWith { get; set; }
public PlatformSupport.Collections.ObjectModel.ObservableDictionary<string, string> AdditionalQueryParams { get; set; }
}
public sealed class SocketManager
{
public enum States { Initial, Opening, Open, Paused, Pausing, Reconnecting, Closed }
public SocketManager(System.Uri uri) { }
public SocketManager(System.Uri uri, SocketOptions options) { }
public States State => States.Closed;
public Socket Socket { get; } = new Socket();
public Socket this[string nsp] => Socket;
public void Open() { }
public void Close() { }
public void SettingRealtimeNetworkAgent(object agent) { }
}
}
// ---- namespace anchors (referenced via `using`/qualified path; no type used yet) ----
namespace Wizard.Scripts.Network.Task { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task.Arena { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task.Arena.TwoPick { internal class _ShimAnchor { } }
namespace BestHTTP.Decompression.Zlib { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task { }
namespace Wizard.Scripts.Network.Task.Arena { }
namespace Wizard.Scripts.Network.Task.Arena.TwoPick { }
namespace BestHTTP.Decompression.Zlib { }

View File

@@ -5,7 +5,7 @@
namespace Wizard.Story
{
public enum StoryEntranceType { None, MainStory, LimitedStory, EventStory, AllStory }
public enum StoryEntranceType { None, LimitedStory, AllStory }
}
namespace Wizard.Story.ChapterSelection
@@ -14,18 +14,6 @@ namespace Wizard.Story.ChapterSelection
public class TitlePanelBase : UnityEngine.MonoBehaviour { public bool IsFinishInit { get; } }
}
namespace Wizard.Story.ChapterSelection.SelectionProcessing.Main
{
// Parallel to the BattleResult submodule (already shimmed); some copied files
// `using` this Main module and reference these unqualified.
public interface IProcessing
{
IProcessing NextProcessing { get; set; }
void Execute(Parameter param);
}
// Parameter is generated full-surface (ctor + props) in Shim/Generated/Parameter__*.g.cs
}
namespace Wizard.UIFriend
{
public partial class Friend { public partial class PlayerData { } }
@@ -34,11 +22,11 @@ namespace Wizard.UIFriend
public virtual void SetPlayerData(Friend.PlayerData in_PlayerData, System.Collections.Generic.List<string> in_LoadList) { }
}
}
namespace Wizard.Title { public partial class GameSetup { } }
namespace Wizard.RoomMatch { public class Player { public long Emblem { get; set; } public int Degree { get; set; } public string Country { get; set; } public string Name { get; set; } public int Rank { get; set; } public bool IsFriend { get; set; } public int ViewerId { get; set; } } }
namespace Wizard.Title { }
namespace Wizard.RoomMatch { }
// ---- namespace anchors (referenced via `using`) ----
namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { internal class _ShimAnchor { } }
namespace Wizard.UI.Profile { internal class _ShimAnchor { } }
namespace Wizard.UI.ReportToManagement { internal class _ShimAnchor { } }
namespace Wizard.Battle.Tutorial { internal class _ShimAnchor { } }
namespace Wizard.Scripts.Network.Task.ItemAcquireHistory { }
namespace Wizard.UI.Profile { }
namespace Wizard.UI.ReportToManagement { }
namespace Wizard.Battle.Tutorial { }

View File

@@ -4,23 +4,17 @@
// (BackgroundData/StoryWorldData/IResourceHandle/animation managers, etc.); empty
// no-op stubs in their decomp namespaces resolve the references without the closure.
namespace Wizard.Story.ChapterSelection.FlowChart { public class BackgroundView { } }
namespace Wizard.Story.ChapterSelection.FlowChart { }
namespace Wizary.StorySelectionWorld
{
public class WorldPanel { }
public class WorldPanelView { }
public class SectionButton { }
public class SectionButtonView { }
public class StorySelectionWorldScene { public static int? RedirectSectionId { get; set; } }
}
namespace Wizard.Scenario2.Resource { public class ResourceManager { } }
namespace Wizard.Scenario2.Resource { }
namespace Wizard.UI.Profile
{
public class ProfileUI { }
public class ClassPageItem { }
}
namespace Wizard.Story.ChapterSelection

View File

@@ -18,8 +18,6 @@ namespace Wizard.Battle.Touch
public partial class ChoiceTouchProcessor : ITouchProcessor { }
public partial class DeckTouchProcessor : ITouchProcessor { }
public partial class EvolutionTouchProcessor : ITouchProcessor { }
public partial class FusionSimpleProcessor : ITouchProcessor { }
public partial class FusionTargetSelectTouchProcessor : ITouchProcessor { }
public partial class SelectCardProcessor : ITouchProcessor { }
// Empty hand stubs: supply the four ITouchProcessor members as no-ops.

View File

@@ -1,13 +0,0 @@
// AUTHORED SHIM (not copied). Parameterless ctors for generated Vfx BASE types whose
// decomp only declares parameterized ctors. A net-new generated derived stub's ctor is
// emitted as `{ }` with an implicit `base()` call (m1_stub_gen doesn't thread base args),
// so when the base lacks a parameterless ctor the derived fails CS7036. These no-op
// parameterless ctors satisfy the implicit base() — purely a compile aid, off battle path.
// (If this recurs broadly, teach m1_stub_gen to emit a guarded no-op parameterless ctor.)
namespace Wizard.Battle.View.Vfx
{
public partial class ForecastIconVfxBase { protected ForecastIconVfxBase() { } }
public partial class ShowChantCountVfx { public ShowChantCountVfx() { } }
public partial class EvolveVfx { public EvolveVfx() { } }
}

View File

@@ -16,12 +16,9 @@ namespace Wizard.Battle.View.Vfx
public class VfxBase
{
public virtual bool IsEnd { get; protected set; } = true;
public virtual string CurrentVfxName => GetType().ToString();
public virtual void Update(float dt, List<IEffectVfx> effectVfxList) { }
public virtual void Play() { }
public virtual VfxBase Cancel() => this;
public virtual bool IsVfxNonEmpty() => false;
public virtual List<string> GetVfxNames() => new List<string>();
}
public sealed class NullVfx : VfxBase
@@ -62,8 +59,6 @@ namespace Wizard.Battle.View.Vfx
public static SequentialVfxPlayer Create(params VfxBase[] vfxCollection)
{ var p = new SequentialVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
public void Register(VfxBase vfx) { if (vfx != null) _children.Add(vfx); }
public int Count() => _children.Count;
public List<VfxBase> GetAllVfxAsList() => new List<VfxBase>(_children);
public override bool IsVfxNonEmpty()
{
foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
@@ -124,32 +119,19 @@ namespace Wizard.Battle.View.Vfx
public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
}
// m1_stub_gen drops `event` decls (session-6 gap) — re-add StartSkillSelectVfx.OnStart
// that its generated stub lost. Re-check this if CS1061 on an event name recurs.
public partial class StartSkillSelectVfx { public event System.Action OnStart; }
public class EvolveVfxBase : VfxBase { }
public partial class CanNotTouchCardVfx : VfxBase { }
public partial interface ICardVfxCreator { }
public interface IBattleCardVfxCreator { }
// The VFX manager: headless, registration is suppressed (real VfxMgr early-returns
// when IsForecast; we no-op unconditionally since we never pump the render loop).
public class VfxMgr
{
public virtual bool IsEnd => true;
public string CurrentVfxName => "";
public int CurrentVfxTime => 0;
public void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
public void Register<T>(T vfx) where T : VfxBase { }
public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
public Queue<VfxBase> GetSequentialVfxQueues() => new Queue<VfxBase>();
public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
public static void CheckAndAddEffectVfxList(VfxBase vfx, List<IEffectVfx> effectVfxList) { }
public virtual void Update(float dt) { }
public virtual void Cancel() { }
public void Dispose() { }
public void Clear() { }
}
}

View File

@@ -45,14 +45,11 @@ namespace Wizard.Battle.View
get => _gameObject ??= new UnityEngine.GameObject();
protected set => _gameObject = value;
}
public HandCardFrameEffectControl HandFrameEffect { get; private set; }
public static HandParameter.IconLayout GetCurrentIconLayout() => default!;
}
public partial class NonDialogPopup : UnityEngine.MonoBehaviour { } // Close() in Generated/NonDialogPopup.g.cs
public abstract class BattlePlayerViewBase
{
public enum BattleDialogItem { Menu, Retire }
public static bool AlwaysShowStatusPanel => true;
public bool IsSelecting { get; set; }
}
public partial class InPlayCardFrameEffectControl { }
@@ -64,14 +61,8 @@ namespace Wizard.Battle.UI
public partial class BattleLogManager { }
public partial class BattleLogWindow : UnityEngine.MonoBehaviour
{
public enum BattleLogType { Battle, PlayCardLog, Destruction, Information }
public void HideCardListPanel() { }
public enum BattleLogType { Battle, PlayCardLog, Destruction}
}
public partial class AvatarBattleTitleItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattlePassiveBonusItem : UnityEngine.MonoBehaviour { }
public partial class AvatarBattleBonusItem : UnityEngine.MonoBehaviour { }
public partial class BossRushEnemySpecialSkillItem : UnityEngine.MonoBehaviour { }
public partial class MyRotationBonusItem : UnityEngine.MonoBehaviour { }
public partial class EvolutionConfirmation { }
}
@@ -101,15 +92,10 @@ namespace Wizard.Battle.Replay
void SetupBattleInfoFilter();
void SetupOperateMgrEvents(BattleManagerBase battleMgr);
}
public class NetworkBattleReplayOperationRecorder
{
public class RecordBattleLogParameter { }
}
}
namespace Wizard.Replay
{
public partial class ReplayController { }
}
namespace Wizard.RoomMatch

View File

@@ -0,0 +1,14 @@
// AUTHORED SHIM (pass-5): WatchDataHandler is a compile-time load-bearing type — it appears
// as `WatchDataHandler handler = null` on ~6 method signatures in NetworkBattleReceiver and
// (until this pass ships) on NetworkWatchBattleReceiver. Headless callers always pass null;
// isOwner()/IsIncludedUri() are only reached from the isWatch=true (spectator) branch, which
// the node never enters. Kept as an empty class with the two members compile paths reference,
// returning defaults. Moved out of Shim/Generated/ since the auto-generated ctor referenced
// NetworkWatchBattleMgr + RoomConnectController, both scheduled for deletion in this pass.
namespace Wizard.RoomMatch;
public partial class WatchDataHandler
{
public bool IsIncludedUri(string uri) => false;
public bool isOwner(string idStr) => false;
}