Files
SVSimServer/SVSim.BattleEngine/Engine/RealTimeNetworkAgent.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

75 lines
3.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Wizard;
// PASS-7 STUB: 1,495-line body dropped. RealTimeNetworkAgent is the client-side
// Socket.IO transport singleton — connect / emit / handle-receive / disconnect / recovery-
// record / gungnir-heartbeat. In the headless node the same wire moves through
// SessionBattleEngine and SVSim.BattleNode; ToolboxGame.RealTimeNetworkAgent is
// ambient-backed and returns null when no scope has attached a real agent (which
// is always for headless). The type still has to exist because callers hold field
// references (`NetworkStandardBattleMgr._agent` etc.) and use static methods
// (`RealTimeNetworkAgent.IsFromResumeData`, `IsNormalNetworkBattle`).
//
// This stub keeps the ~30 members callers touch, all as no-ops / default returns.
// The MonoBehaviour base + enums stay so the type surface stays wire-compatible.
// Any actual RTA invocation in headless would be a call on a null instance —
// which is the CURRENT behavior in production; the null-guards / `?.` patterns
// in call sites already handle it.
public class RealTimeNetworkAgent : MonoBehaviour
{
public enum EmitCategory
{
}
public enum MatchingStatus
{
Loaded = 40,
Prepared = 50 }
public enum DESTROY_OBJECT_LOG
{
WatchMaintenance }
public static FinishTaskBase FinishTaskBase;
public Action<NetworkBattleDefine.NetworkBattleURI> OnEmit;
public Action<Dictionary<string, object>> OnAck;
public NetworkStatus OpponentNetworkStatus { get; protected set; }
public NetworkStatus PlayerNetworkStatus { get; private set; }
public bool IsReceiveSelfDisconnect => false;
public int LastEmitSeqNumber => 0;
public INetworkLogger<NetworkLog> NetworkLogger { get; protected set; }
public string NowSocketID => string.Empty;
public int GetIsFirstPlayer() => 0;
public int GetViewId() => 0;
public long GetBattleId() => 0L;
public void SetCurrentMatchingStatus(MatchingStatus status) { }
public void SetNetworkBattleMgr(NetworkBattleManagerBase mgr) { }
public static bool IsFromResumeData(Dictionary<string, object> data) => false;
public static void ReconnectSocketAndLogFlagOn() { }
public static bool IsNormalNetworkBattle() => false;
public object ReconnectSocket() => null;
public bool IsOpen() => false;
// The URI overload fires OnEmit — the O1 liveness signal that the test-side
// HeadlessEngineEnv (M13 EmitPathReadOracle) subscribes to. Preserving this call
// was the entire reason RTA still exists as a stub rather than being deleted.
public void EmitMsgPack(NetworkBattleDefine.NetworkBattleURI uri, Dictionary<string, object> info = null, Action onFinishedSend = null, bool isGetableAck = true, int fixedSeqNumber = -1, bool isStockData = true, bool isNotActionSeq = false)
{
OnEmit?.Invoke(uri);
}
public void EmitHandData(List<object> parameters, NetworkBattleSender.HAND_URI_TYPE uri, bool isSkipDuplicateCheck = false) { }
public bool GetTurnState() => false;
public void FinishBattleTask() { }
public void CallMaintenanceError() { }
public virtual void StopNetworkBattle(bool isNotCloseWindow = false) { }
public void DestroyObj(DESTROY_OBJECT_LOG log) { }
public void ResetDisconnectLogNum() { }
public int GetTurnSequence() => 0;
}