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:
21
SVSim.Database/Models/Config/SkipTutorialConfig.cs
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21
SVSim.Database/Models/Config/SkipTutorialConfig.cs
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@@ -0,0 +1,21 @@
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namespace SVSim.Database.Models.Config;
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/// <summary>
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/// When <see cref="Enabled"/>, fresh-signup viewers (via <c>/tool/signup</c> ->
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/// <see cref="SVSim.Database.Repositories.Viewer.ViewerRepository.RegisterAnonymousViewer"/>)
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/// are initialised at <c>MissionData.TutorialState = 100</c> — the post-tutorial baseline —
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/// instead of the prod default of <c>1</c> (TUTORIAL_STEP0). Intended for local dev / two-
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/// client PVP smoke where walking through the tutorial after every wiped identity is dead
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/// time. Off by default so prod-replicated captures still exercise the real tutorial flow.
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/// <para>
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/// This only affects the anonymous signup path. <see cref="SVSim.Database.Repositories.Viewer.ViewerRepository.RegisterViewer"/>
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/// (admin import + Steam-social) already lands at state 100 unconditionally.
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/// </para>
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/// </summary>
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[ConfigSection("SkipTutorial")]
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public class SkipTutorialConfig
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{
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public bool Enabled { get; set; } = false;
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public static SkipTutorialConfig ShippedDefaults() => new();
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}
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@@ -10,6 +10,7 @@ public class PackRepository : IPackRepository
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public async Task<List<PackConfigEntry>> GetActivePacks(DateTime now) =>
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await _db.Packs
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.AsSplitQuery()
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.Include(p => p.ChildGachas)
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.Include(p => p.Banners)
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.Where(p => p.IsEnabled && p.CommenceDate <= now && p.CompleteDate >= now)
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@@ -23,6 +24,7 @@ public class PackRepository : IPackRepository
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public async Task<PackConfigEntry?> GetPack(int parentGachaId) =>
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await _db.Packs
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.AsSplitQuery()
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.Include(p => p.ChildGachas)
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.Include(p => p.Banners)
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.FirstOrDefaultAsync(p => p.Id == parentGachaId);
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@@ -28,6 +28,7 @@ public class StoryMasterRepository : IStoryMasterRepository
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public Task<List<StoryChapter>> GetChaptersBySectionCharaAsync(int sectionId, int charaId)
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=> _db.StoryChapters
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.AsSplitQuery()
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.Include(c => c.BattleSettings).Include(c => c.Rewards).Include(c => c.SubChapters)
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.Where(c => c.SectionId == sectionId && c.CharaId == charaId)
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.ToListAsync();
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@@ -46,6 +47,7 @@ public class StoryMasterRepository : IStoryMasterRepository
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public Task<StoryChapter?> GetChapterByIdAsync(int storyId)
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=> _db.StoryChapters
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.AsSplitQuery()
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.Include(c => c.BattleSettings).Include(c => c.Rewards).Include(c => c.SubChapters)
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.FirstOrDefaultAsync(c => c.StoryId == storyId);
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@@ -108,7 +108,12 @@ public class ViewerRepository : IViewerRepository
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// method used to pass) trips that check and silently bypasses the name-entry sub-step.
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// Empty string flows through /load/index → user_info.name → PlayerStaticData.UserName,
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// and the title screen surfaces the input dialog.
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var viewer = await BuildDefaultViewer("");
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//
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// SkipTutorialConfig.Enabled: dev-mode fast path. When true, fresh signups land at
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// state 100 (post-tutorial baseline) instead of TUTORIAL_STEP0 — cuts the walk-through-
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// tutorial time after every wiped identity in the two-client PVP smoke. Off by default.
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int initialTutorialState = _config.Get<SkipTutorialConfig>().Enabled ? 100 : 1;
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var viewer = await BuildDefaultViewer("", initialTutorialState: initialTutorialState);
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viewer.Udid = udid;
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_dbContext.Set<Models.Viewer>().Add(viewer);
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