Commit Graph

3 Commits

Author SHA1 Message Date
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
addeb021d2 fix(battlenode): shadow engine tracks live PvP wire-truth (full battle, multiple bid regressions)
Six distinct fixes accumulated over live-test iterations against four bids
(654473755566, 806245601092, 283192092460, 131549100204, 799755786270) — together
they take the shadow engine from "throws on the first non-mulligan play" to
"survives a full PvP battle, only weird-edge-case Unity touches still left to whack".

1. Engine StableRandom seed aligned with clients' Matched.seed
   (BattleSession.EnsureEngineSetup, NodeNativeBattleHarness.Create). Clients seed
   _stableRandom with BattleSeeds.Stable(masterSeed) (the value the node ships in
   Matched.seed); we were passing the RAW masterSeed to engine.Setup, so every
   StableRandom call diverged from call #1 onward — every turn-1+ draw picked a
   different deck position than the clients. Verified Stable(1184631275)=1543475792
   matches the wire on bid 654473755566.

2. SeedDeck advances cardTotalNum to deck.Count+1 + pins BattleStartDeckCardList.
   Mirrors SBattleLoad.InitPlayer's tail (SBattleLoad.cs:1292). Without it,
   skill-generated tokens auto-assigned Index 0,1,... and COLLIDED with deck-loaded
   indices 1..40 — silent until something addressed the deck card with the
   colliding Index (Hoverboarder at deck idx 1 + a token at engine Index 1 made
   GetBattleCardIdx's SingleOrDefault throw on bid 806245601092).

3. BattleCardView.GameObject lazily non-null in the shim (ViewUiTouchStubs.cs).
   The IsRecovery card-create delegate (NetworkBattleManagerBase.cs:379) passes
   null cardGameObject; Skill_metamorphose.cs:147 in the in-play branch then NRE'd
   on `metamorphosedCard.BattleCardView.GameObject.transform.rotation = identity`,
   a purely cosmetic touch with no game-state implication. Bid 283192092460:
   Petrification on a board follower.

4. TranslateChoiceKeyAction unwraps wrapped selectCard on shadow ingest
   (SessionBattleEngine.cs, sibling to TranslateTargetOwners). Live sender-send
   wires Choice plays as selectCard:{cardId:[...], open:0}; engine's
   ConvertToListInt does `value as List<object>` — a Dict casts to null and
   foreach NREs. The receiver's swallow-all catch (NetworkBattleReceiver.cs:1255)
   logs to Debug.LogError + LocalLog — both shimmed/no-op'd headlessly — and
   returns false, but Receive calls ReceivedMessage with checkBreakData:false so
   the false isn't propagated. The play continues with choiceIdList=[], the chosen
   branch never resolves, the played card stays in hand; a later targeted play
   (A's bounce on B's "board" idx 20) then can't find the target → NRE on null in
   ActionProcessor.PlayCard:407. Bid 131549100204: B's Resonance + A's bounce.
   Opponent-relay path is unaffected — node strips selectCard from broadcasts.

5. HeadlessHandViewStub overrides HandUnfocus/HandFocus/FocusRearrangeHandHand
   to return NullVfx. CreateHandControl returns null in headless; the base
   methods unconditionally deref `_handControl.SetHandState(...)`. A follower
   with a when_spell_play Heal trigger fired on its leader for amount 0 — even
   a 0-heal drives ApplyHealing → CreatePullHandInVfx → HandUnfocus → NRE.
   Bid 799755786270: two consecutive spell plays both crashed this stack.
   Added InternalsVisibleTo("SVSim.BattleEngine.Tests") so the shim-level
   regression tests can pin the no-op contracts directly.

Plus the previous-session fixes carried in this same uncommitted state
(see docs/superpowers/plans/2026-06-07-shadow-engine-desync-handoff.md):
  - doesPlayerGoFirst:true + mgr.IsFirst:true (turn-1 draw count correct
    per seat)
  - RecoveryOperationCollection.PlayHandCardOperation routes all type:30
    through PlaySkillSelectHandCardOperation (skips the two-phase user-select
    guard that aborts targeted spells in recovery)
  - ShadowFeed + ToRawBody: server-generated typed bodies (DealBody, etc.)
    converted to RawBody before engine.Receive (`env.Body as RawBody`
    returned null for typed bodies)
  - Ready idxChangeSeed seeds A's XorShift via the receiver; B's seed is
    injected via SeedOppoIdxChange (BattleSeeds.IdxChange + viewerId)
  - ReadySpin defaulted to 0 (was 243) — non-zero double-cranks the shadow
    which ingests BOTH sides' Ready frames on one stream

Test counts: SVSim.UnitTests 1054/1054, SVSim.BattleEngine.Tests 34/34.

Open: known-residual Unity touches are individual whack-a-mole now (per-card
skill edge cases), not the structural divergences fixed here.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-06-07 19:05:07 -04:00
gamer147
957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00