Commit Graph

13 Commits

Author SHA1 Message Date
gamer147
c6319696f3 cull(engine-cleanup): pass-9 cascade round 5 after UIPanel stub 2026-07-03 23:33:54 -04:00
gamer147
18844b2233 cull(engine-cleanup): pass-9 cascade round 2 after UIPanel stub 2026-07-03 23:30:59 -04:00
gamer147
36bd90c2b3 cull(engine-cleanup): pass-9 cascade round 1 after UIPanel stub 2026-07-03 23:29:52 -04:00
gamer147
b54e79f1fb cull(engine-cleanup): pass-9 cascade round 3 after DialogBase stub 2026-07-03 23:25:54 -04:00
gamer147
4e3bb6f88f cull(engine-cleanup): pass-9 cascade round 1 after DialogBase stub 2026-07-03 23:23:59 -04:00
gamer147
c9628dee01 cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6
[trim] files edited: 55, files deleted: 0, nodes removed: 244
[type-trim] files edited: 1, types removed: 1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:18:18 -04:00
gamer147
2d9a6eea4b 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>
2026-07-03 19:18:54 -04:00
gamer147
6e9c5c059f port(m1): wave 6i — Networking/Facebook/BestHTTP CS0103 statics (210->198)
- UnityEngine.Networking: UnityWebRequestTexture, DownloadHandlerTexture, DownloadHandlerAssetBundle.
- Facebook.Unity.AccessToken (CurrentAccessToken/TokenString/UserId).
- BestHTTP.Decompression.Zlib.GZipStream.UncompressBuffer; global DllCheck.Test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 00:20:22 -04:00
gamer147
e5e05deadb port(m1): wave 6f — Unity primitive operators (362->304)
CS0019 operator gaps on value-type shims:
- Vector2: ==/!=, Vector2*Vector2, Equals/GetHashCode.
- Vector4: *float, +/-, ==/!=, Equals/GetHashCode.
- Color: ==/!= (Color==Color32 via existing implicit conv), Equals/GetHashCode.
- Rect: ==/!=; Matrix4x4: *, GetColumn/GetRow/indexer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 00:08:11 -04:00
gamer147
8c9fe7a1b9 port(m1): wave 6e — Unity ctors + Unity/ZXing/SFB type stubs (444->362)
CS1729 Unity ctors: Plane(3pt), Texture2D(w,h,fmt,mip), Keyframe(4),
  AnimationCurve(params Keyframe[]), WebCamTexture(name,w,h,fps), UnityWebRequest(url,method).
CS0246 Unity: AnimationState, GUIContent, TextEditor, WebCamDevice, Display,
  WaitForSecondsRealtime, AnimationBlendMode + WebCamTexture.devices.
CS0246 SDK: SFB ExtensionFilter/StandaloneFileBrowser; ZXing BarcodeFormat/Result/
  BarcodeWriter/BarcodeReader/QrCodeEncodingOptions/ErrorCorrectionLevel.
NullBattleCardView parameterless ctor (CS7036).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 00:06:03 -04:00
gamer147
be10425819 feat(battle-engine): VfxWith ctor arg order + Unity conversions + ITouchProcessor reattach (1102->958)
- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38
  CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo
  <-> VfxBase). These are on the resolution path. Fixed to match decomp.
- UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32
  conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween).
- ITouchProcessor was dropped from touch-processor stubs by base-clause recovery;
  re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated
  full-surface stubs, interface+no-op members for the empty hand stubs).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 23:18:35 -04:00
gamer147
a1c0c2d312 feat(battle-engine): CRI/Unity overload + generated base-ctor fixes (1586->1556)
CRI: CriAtomExPlayer.AttachFader, CriAtomCueSheet.acb, CriAtomExCategory static.
Unity overload gaps (CS7036): Transform.Translate/Rotate(float,float), Vector4(3/2-arg)
ctors, Vector3 instance Scale. Parameterless ctors for generated Vfx bases (ForecastIcon
VfxBase/ShowChantCountVfx/EvolveVfx) whose derived stubs' implicit base() failed.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:38:02 -04:00
gamer147
d01e3da869 feat(battle-engine): UnityEngine member + static-class shims (3526->2706)
Extend the UnityEngine value/component shims with no-op members surfaced by the compile
loop (UnityWebRequest/Font/Mesh/LODGroup/AudioSource/Rigidbody/Camera/Sprite/Animation/
Transform/Material/Texture2D/Light/Input/Resources + CharacterInfo/Vector4), via partial
declarations + UnityShimExt.cs. Add the missing UnityEngine static classes (PlayerPrefs/
Physics/GUI/SystemInfo/Graphics/QualitySettings/StackTraceUtility) + enums (TextureFormat/
ColorSpace/EventModifiers/RenderTextureReadWrite) + Experimental.Rendering.GraphicsFormat*
in UnityStatics.cs. All cosmetic, off the battle path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 22:14:23 -04:00