Files
SVSimServer/SVSim.BattleEngine/Engine/NewReplayBattleMgr.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

67 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using Wizard.BattleMgr;
// PASS-6 STUB: 1,606-line body dropped. NewReplayBattleMgr is the client-side new-replay
// battle manager (replay playback UI, move-turn buttons, per-frame battle-info panels).
// Nothing constructs a NewReplayBattleMgr in the headless node — the node uses
// HeadlessNetworkBattleMgr : NetworkStandardBattleMgr : NetworkBattleManagerBase, a
// sibling subtree. The three externally-touched surfaces below are all the outside
// world needs:
// 1. Nested types ParameterModifierInfo / BattleInfoData / BattleLogTextureInfo —
// NetworkBattleReceiver.cs references them as list-element and return types on
// the headless CreateBattleInfoData / UpdateBattleInfo path (the path itself is
// dead in headless — `networkBattleMgr as NewReplayBattleMgr` returns null so the
// Update calls NRE, but they never fire in a real headless message flow).
// DetailPanelControl.LoadCardHeaderTexture takes a List<BattleLogTextureInfo>
// parameter (used to belong to the Wizard chain). BattleLogManager (Shim/Generated)
// also has List<BattleLogTextureInfo> in two method signatures.
// 2. PlayerBattleInfoData / EnemyBattleInfoData — read via `(networkBattleMgr as
// NewReplayBattleMgr).PlayerBattleInfoData` from NetworkBattleReceiver:774. The
// cast is null in headless, so the deref NREs — this is the SAME class of NRE
// as the pass-5 RecoveryOperationCollection pin, but the code path never reaches
// NetworkBattleReceiver:774 in a real receive flow. Kept as empty lists so any
// degenerate test path returns safely.
// 3. SetActiveMoveTurnButton — called from MainPhase.cs:98 under `_battleManager is
// NewReplayBattleMgr` guard. In headless the guard is false so the call never
// fires; the no-op body is just for the compile-time signature.
public class NewReplayBattleMgr : NetworkReplayBattleMgr
{
public class ParameterModifierInfo
{
public NetworkBattleReceiver.ReplayParameterModifierType ModifierType;
public int ModifierValue;
public ParameterModifierInfo(NetworkBattleReceiver.ReplayParameterModifierType modifierType, int modifierValue)
{
ModifierType = modifierType;
ModifierValue = modifierValue;
}
}
public class BattleInfoData
{
}
public class BattleLogTextureInfo
{
public string TexturePath { get; private set; }
public string LogHeaderAssetPath { get; private set; }
public UITexture HeaderUITexture { get; private set; }
public Action<Texture> OnLoad { get; private set; }
public BattleLogTextureInfo(string texturePath, string logHeaderAssetPath, UITexture headerUITexture, Action<Texture> onLoad)
{
TexturePath = texturePath;
LogHeaderAssetPath = logHeaderAssetPath;
HeaderUITexture = headerUITexture;
OnLoad = onLoad;
}
}
public NewReplayBattleMgr(IBattleMgrContentsCreator contentsCreator) : base(contentsCreator) { }
public void SetActiveMoveTurnButton(bool isActive) { }
}