Files
SVSimServer/SVSim.BattleEngine/Shim/View/VfxShim.cs
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

138 lines
6.4 KiB
C#

// AUTHORED SHIM (not copied). The VFX layer, headless. VfxBase mirrors the real
// public surface (see decomp Wizard.Battle.View.Vfx/VfxBase.cs) so the ~800 engine
// call sites that pass/return VfxBase compile unchanged. Containers preserve the
// CONTROL-FLOW contract (Register collects, IsVfxNonEmpty reflects child count) but
// perform NO rendering. InstantVfx stores its action and NEVER runs it: headless
// resolution runs with IsForecast=true so VFX is never played, and per design §3.3
// all state mutation happens synchronously in the skill methods BEFORE the VFX is
// built -- so a never-played VFX loses no game state.
using System;
using System.Collections.Generic;
namespace Wizard.Battle.View.Vfx
{
public interface IEffectVfx { }
public class VfxBase
{
public virtual bool IsEnd { get; protected set; } = true;
public virtual void Update(float dt, List<IEffectVfx> effectVfxList) { }
public virtual void Play() { }
public virtual bool IsVfxNonEmpty() => false;
}
public sealed class NullVfx : VfxBase
{
private static readonly NullVfx _ins = new NullVfx();
public static NullVfx GetInstance() => _ins;
public override bool IsVfxNonEmpty() => false;
}
public sealed class InstantVfx : VfxBase
{
// Stored, never invoked ON THE DIRECT ActionProcessor PATH (headless suppression -- see file
// header: the mutation already happened synchronously before the VFX is built, so the M2-M12
// direct-path oracles never need to run it). BUT on the RECEIVE-CONDUCTOR path the conductor
// FUSES the authoritative mutation INTO this delegate (NetworkOperationCollectionBase.cs:63/73/86
// register an InstantVfx whose body IS the play mutation). A node-side VfxMgr that executes the
// registered InstantVfx (see HeadlessConductorVfxMgr) calls Run() to fire that mutation. Run() is
// opt-in: the shared/default VfxMgr still no-ops registration, so the direct path is untouched.
private Action _action;
public static InstantVfx Create(Action action) => new InstantVfx { _action = action };
public override bool IsVfxNonEmpty() => true;
public void Run() => _action?.Invoke();
}
public sealed class WaitVfx : VfxBase
{
public static WaitVfx Create(float seconds) => new WaitVfx();
public override bool IsVfxNonEmpty() => false;
}
// Container players: collect children, report non-empty by count, render nothing.
public class SequentialVfxPlayer : VfxBase
{
protected readonly List<VfxBase> _children = new List<VfxBase>();
public static SequentialVfxPlayer Create() => new SequentialVfxPlayer();
public static SequentialVfxPlayer Create(IEnumerable<VfxBase> vfxCollection)
{ var p = new SequentialVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
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 override bool IsVfxNonEmpty()
{
foreach (var c in _children) { if (c != null && c.IsVfxNonEmpty()) return true; }
return false;
}
}
public class ParallelVfxPlayer : SequentialVfxPlayer
{
public static new ParallelVfxPlayer Create() => new ParallelVfxPlayer();
public static ParallelVfxPlayer Create(IEnumerable<VfxBase> vfxCollection)
{ var p = new ParallelVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
public static ParallelVfxPlayer Create(params VfxBase[] vfxCollection)
{ var p = new ParallelVfxPlayer(); if (vfxCollection != null) p._children.AddRange(vfxCollection); return p; }
public List<VfxBase> GetVfxList() => new List<VfxBase>(_children);
}
public class VfxWithLoading : SequentialVfxPlayer
{
public static new VfxWithLoading Create() => new VfxWithLoading();
public static VfxWithLoading Create(VfxBase mainVfx) => new VfxWithLoading();
public static VfxWithLoading Create(VfxBase loadingVfx, VfxBase mainVfx) => new VfxWithLoading();
public virtual VfxBase LoadingVfx => NullVfx.GetInstance();
public virtual VfxBase MainVfx => NullVfx.GetInstance();
}
public class VfxWithLoadingSequential : VfxWithLoading
{
public static new VfxWithLoadingSequential Create() => new VfxWithLoadingSequential();
public static VfxWithLoadingSequential Create(params VfxBase[] mainVfxCollection) => new VfxWithLoadingSequential();
public override VfxBase LoadingVfx => NullVfx.GetInstance();
public override VfxBase MainVfx => NullVfx.GetInstance();
public void RegisterToLoadingVfx(VfxBase vfxToRegister) { }
public void RegisterToMainVfx(VfxBase vfxToRegister) { }
public void RegisterVfxWithLoading(VfxWithLoading vfxWithLoadingToRegister) { }
}
// Non-generic base (engine references bare `VfxWith` as well as the generics).
public class VfxWith : VfxBase
{
public VfxBase Vfx { get; set; }
}
// One-value pair (engine reads .Value / .Vfx).
public class VfxWith<T> : VfxWith
{
public T Value { get; set; }
public VfxWith() { }
public VfxWith(VfxBase vfx, T value) { Vfx = vfx; Value = value; }
}
// Two-value pair (engine reads .Value_1 / .Value_2 / .Vfx).
public class VfxWith<T1, T2> : VfxWith
{
public T1 Value_1 { get; set; }
public T2 Value_2 { get; set; }
public VfxWith() { }
public VfxWith(VfxBase vfx, T1 value1, T2 value2) { Vfx = vfx; Value_1 = value1; Value_2 = value2; }
}
public class EvolveVfxBase : VfxBase { }
// 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 void RegisterImmediateVfx<T>(T vfx) where T : VfxBase { }
public virtual void RegisterSequentialVfx<T>(T vfx) where T : VfxBase { }
public List<VfxBase> GetVfxList<TType>() => new List<VfxBase>();
public virtual void Update(float dt) { }
public virtual void Cancel() { }
public void Dispose() { }
}
}