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

@@ -54,6 +54,7 @@ public class LeaderSkinController : SVSimController
}
var viewer = await _db.Viewers
.AsSplitQuery()
.Include(v => v.Classes).ThenInclude(c => c.Class)
.Include(v => v.Classes).ThenInclude(c => c.LeaderSkin)
.Include(v => v.LeaderSkins)
@@ -115,6 +116,7 @@ public class LeaderSkinController : SVSimController
.ToListAsync()).ToHashSet();
var series = await _db.LeaderSkinShopSeries
.AsSplitQuery()
.Where(s => s.IsEnabled)
.Include(s => s.SetCompletionRewards)
.Include(s => s.Products.Where(p => p.IsEnabled)).ThenInclude(p => p.Rewards)
@@ -274,6 +276,7 @@ public class LeaderSkinController : SVSimController
if (!TryGetViewerId(out long viewerId)) return Unauthorized();
var series = await _db.LeaderSkinShopSeries
.AsSplitQuery()
.Include(s => s.SetCompletionRewards)
.Include(s => s.Products.Where(p => p.IsEnabled))
.FirstOrDefaultAsync(s => s.Id == request.SeriesId);

View File

@@ -166,6 +166,39 @@ public sealed class RankBattleController : ControllerBase
var r = await _resolver.ResolveAsync(mode, new BattlePlayer(vid, ctx), ct);
// Human-PvP path: stash battle context so the /finish handler can compose a
// ViewerBattleHistory row. Mirrors the ArenaTwoPick and AI-start hooks. Without
// this, /unlimited_rank_battle/finish and /rotation_rank_battle/finish always find
// a null context and BattleHistoryWriter no-ops (see live server_log 2026-07-02).
// Opponent identity is not yet plumbed through the resolver result (same gap as
// ArenaTwoPick — see its comment); zero placeholders until MatchContext carries the
// second player forward.
if (r.BattleId is not null && long.TryParse(r.BattleId, out var battleIdLong))
{
_battleContextStore.Set(vid, new BattleContext(
BattleId: battleIdLong,
// Wire battle_type: 2 = rank battle (per docs/api-spec/common/types.ts.md
// #battle-types), same value the AI variant uses (mode is disambiguated
// by URL, not by battle_type).
BattleType: 2,
DeckFormat: format.ToApi(),
TwoPickType: 0,
SelfClassId: (int)ctx.ClassId,
SelfSubClassId: 0,
SelfCharaId: int.TryParse(ctx.CharaId, out var ch) ? ch : 0,
SelfRotationId: "0",
OpponentViewerId: 0,
OpponentName: "",
OpponentClassId: 0,
OpponentSubClassId: 0,
OpponentCharaId: 0,
OpponentCountryCode: "",
OpponentEmblemId: 0,
OpponentDegreeId: 0,
OpponentRotationId: "0",
BattleStartTime: DateTime.UtcNow));
}
return Ok(new DoMatchingResponseDto
{
MatchingState = r.MatchingState,

View File

@@ -49,6 +49,7 @@ public class SleeveController : SVSimController
var ownedSleeveIds = cosmeticsForInfo.SleeveIds.Select(id => (long)id).ToHashSet();
var series = await _db.SleeveShopSeries
.AsSplitQuery()
.Where(s => s.IsEnabled)
.Include(s => s.Products.Where(p => p.IsEnabled)).ThenInclude(p => p.Rewards)
.OrderBy(s => s.Id)

View File

@@ -48,15 +48,26 @@ public class SessionidMappingMiddleware : IMiddleware
context.Request.Path, sidValue, encodedUdid?.Length ?? 0);
}
}
else if (hasUdid ^ hasSid)
else if (hasSid && !hasUdid)
{
// Only one of the two headers present — usually a client bug or a test that forgot
// to set both. The translation middleware will then fall back to Guid.Empty and
// surface as a generic msgpack/decrypt error, so warn here where the cause is clear.
// Normal post-signup pattern: once /tool/signup completes, the client switches
// to SID-only headers (see CheckController.Signup comment). The translation
// middleware resolves UDID via the SID→UDID cache we stored on the signup
// request, so decryption succeeds. Debug-level so the ~50 post-signup requests
// per session don't drown out real warnings.
_logger.LogDebug(
"SID-only headers for {Path} (post-signup pattern) — SID={Sid}",
context.Request.Path, sid.FirstOrDefault());
}
else if (hasUdid && !hasSid)
{
// UDID without SID is anomalous — no SID means the translation middleware has
// no cache key to look up and will fall back to Guid.Empty, surfacing as a
// generic msgpack/decrypt error.
_logger.LogWarning(
"Only one of UDID/SID headers present for {Path} (hasUdid={HasUdid}, hasSid={HasSid}). " +
"Translation will use Guid.Empty as the encryption key.",
context.Request.Path, hasUdid, hasSid);
"UDID header present without SID for {Path}. Translation will fall back to " +
"Guid.Empty as the encryption key.",
context.Request.Path);
}
await next.Invoke(context);

View File

@@ -5,6 +5,9 @@
<Nullable>enable</Nullable>
<ImplicitUsings>enable</ImplicitUsings>
<InvariantGlobalization>true</InvariantGlobalization>
<!-- See SVSim.BattleNode.csproj — same NU1903 audit suppression so MSBuildWorkspace
loads this project cleanly during ClosureAnalyzer runs. -->
<NoWarn>$(NoWarn);NU1903</NoWarn>
</PropertyGroup>
<ItemGroup>